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Effects of Point Visibility on On-Task Behavior and Preference in the Caught Being Good GameFuste, Yudelkis 23 March 2018 (has links)
The Caught Being Good Game (CBGG) is a classroom management intervention used in schools. The purpose of this study was to evaluate the effects of point visibility on appropriate behavior, to examine the degree to which points earned by the opposing team affected the other team’s behavior, to examine both teacher and student preference for the intervention, the effect of student and teacher choice on appropriate behavior, and to systematically replicate previous research showing the effectiveness of the CBGG relative to business as usual. Consistent with previous research, CBGG increased on-task behavior compared to business as usual. Modest and temporary differentiation was observed between salient and hidden points, with hidden resulting in slightly better outcomes. A unit-price analysis further supported that on-task behavior was higher during the hidden points condition. The teacher and students reported preference for the CBGG, and we expect to see higher levels of on-task behavior during the student-choice condition.
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The Use of Behavior Specific Praise and the Caught Being Good Game to Improve Class-Wide BehaviorRhodes, Emily 19 June 2014 (has links)
This study evaluated the relative contributions of behavior specific praise statements (BSPS) and the Caught Being Good Game (CBGG) on class-wide appropriate behaviors and examined teacher use of BSPS and corrective feedback. It also evaluated if changes in class-wide behaviors are maintained during follow-up and generalized to non-target academic periods. Data on teacher use of BSPS were also collected during follow-up and generalization probes to examine if the teachers continued to use BSPS during follow-up and generalize their use of BSPS to non-target academic periods. A multiple-baseline design across classrooms with an ABC sequence was used to evaluate the outcomes of the interventions. The results indicated that BSPS was sufficient in two classrooms to increase class-wide on-task behavior for over 90% of students just by explicitly giving attention for appropriate behaviors while the third classroom required implementation of CBGG which provided external reinforcers. Some evidence of generalization and maintenance was observed in all classrooms. All teaching staff's use of BSPS increased during implementation of the BSPS phase, but BSPS use decreased in follow-up, and support for generalization is lacking.
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Comparing Versions of the Good Behavior Game: Can a Positive Spin Enhance Effectiveness?Wahl, Elaine M. 14 October 2014 (has links)
No description available.
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