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Comparing Versions of the Good Behavior Game: Can a Positive Spin Enhance Effectiveness?

Authors :
Wahl E
Hawkins RO
Haydon T
Marsicano R
Morrison JQ
Source :
Behavior modification [Behav Modif] 2016 Jul; Vol. 40 (4), pp. 493-517. Date of Electronic Publication: 2016 Apr 26.
Publication Year :
2016

Abstract

Disruptions can prevent the classroom from being an effective learning environment. The Good Behavior Game (GBG) is a group contingency that has been proven to effectively prevent disruptions and increase engagement. However, the traditional methods of the GBG include teacher scanning for negative student behaviors, and may not align with Positive Behavioral Interventions and Supports (PBIS), which is becoming widely adopted in many schools. Extending the findings of Wright and McCurdy, the current study compared the effects of the GBG and a positive version of the GBG, called the Caught Being Good Game (CBGG), on student behavior, including engagement and off-task behaviors, as well as teachers' use of positive and negative statements. Results showed both the GBG and the CBGG improved student behavior, with data not clearly indicating one was superior. Neither intervention led to an increase in positive teacher statements. Implications for teachers and suggestions for further research are discussed.<br /> (© The Author(s) 2016.)

Details

Language :
English
ISSN :
1552-4167
Volume :
40
Issue :
4
Database :
MEDLINE
Journal :
Behavior modification
Publication Type :
Academic Journal
Accession number :
27118053
Full Text :
https://doi.org/10.1177/0145445516644220