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Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques
Caldarella, Paul; Williams, Leslie; Jolstead, Krystine A.; Wills, Howard P. – Update: Applications of Research in Music Education, 2017
Classroom management is a common concern for teachers. Music teachers in particular experience unique behavior challenges because of large class sizes, uncommon pacing requirements, and performance-based outcomes. Positive behavior support is an evidence-based framework for preventing or eliminating challenging behaviors by teaching and…
Descriptors: Classroom Techniques, Student Behavior, Elementary School Students, Music Education
Horner, Robert H.; Newton, James S.; Todd, Anne W.; Algozzine, Bob; Algozzine, Kate; Cusumano, Dale; Preston, Angela – Behavioral Disorders, 2018
Data-based problem solving is a hallmark of research-supported practices such as positive behavioral interventions and supports. In this study, we provided members of positive behavioral interventions and supports (PBIS) teams from 38 elementary schools with professional development focused on a research-supported problem-solving model…
Descriptors: Problem Solving, Randomized Controlled Trials, Workshops, Intervention
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Mitchell, Rachel R.; Tingstrom, Daniel H.; Dufrene, Brad A.; Ford, W. Blake; Sterling, Heather E. – School Psychology Review, 2015
The purpose of the present study was to extend previous research by evaluating the effect of the interdependent group contingency procedure known as the Good Behavior Game (GBG) on decreasing disruptive behaviors with general-education high school students. Although many studies exist that have used the GBG to alter behaviors across ages ranging…
Descriptors: High School Students, Educational Games, Behavior Modification, Behavior Problems