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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Experimental analysis of negative vs. positive rules in the "Good Behavior Game"

Johnson, Mary Frances January 1987 (has links)
The Good Behavior Game (Barrish, Saunders, & Wolf, 1969) has been demonstrated to be an effective group-oriented contingency technique to decrease disruptive classroom behaviors. Typically, competing groups of students play a game by following negatively worded rules to attain specified consequences. The present study investigated the effects of rules stated in positive terms in the Good Behavior Game format to increase appropriate classroom behaviors. A class of third grade students was divided into three teams to play the game. The flip of a coin determined daily conditions and the effects of the use of positive rules were compared to the effects of negative rules. A changing criterion, multielement research design revealed both conditions effective in increasing on-task behavior. No differential was shown. However, students did indicate a preference for positive rule game days. It was recommended that research be continued comparing positive and negative conditions to increase academic performance. / Department of Educational Psychology
2

Promovendo comportamentos adequados em sala de aula: efeitos da aplicação de uma variação positiva do Good Behavior Game em uma escola pública brasileira

Bomfim, Lívia Fernandes 12 April 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-15T12:33:17Z No. of bitstreams: 1 Lívia Fernandes Bomfim.pdf: 1246247 bytes, checksum: 88f733c8ab9828aedd4ac8a88c9a9d30 (MD5) / Made available in DSpace on 2018-06-15T12:33:17Z (GMT). No. of bitstreams: 1 Lívia Fernandes Bomfim.pdf: 1246247 bytes, checksum: 88f733c8ab9828aedd4ac8a88c9a9d30 (MD5) Previous issue date: 2018-04-12 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The Good Behavior Game is a behavior management technique that has its effectiveness proven in changing various behavioral cathegories, on groups of different ages, in various settings, over 50 years of research. It is based in the division of the participants in teams, in the punctuation or withdrawal of points of these teams given the occurrence of inappropriate or unwanted behaviors and in the awards of the teams that have reached a certain score. This study investigated the changes in the occurrence of engagement and non-engagement on the task behaviors of 26 students of the 2nd year of Elementary School in a Brazilian public school, given the application of a positive variation of the Good Behavior Game, in which the teams are scored by the occurrence of appropriate behaviors. The students were divided into four teams and were scored by the teacher if all the members were following the rules: respect the teacher and colleagues, have good manners, do the homework and speak quietly. The results showed an increase in the occurrence of the engagement behaviors and a decrease in the occurrence of non-engagement. The results of this research base the recommendation of using the positive variation of the Good Behavior Game in Brazilian schools because it is an easy-to-implement technique that demands little or no monetary resources, requires minimal response cost in its application and is based on the use of positive reinforcement, rather than aversive control, with its participants / O Good Behavior Game é uma técnica de manejo de comportamentos que teve sua eficácia comprovada no que se refere à alteração de diversas categorias de comportamento, com grupos de diversas faixas etárias e em diversos settings de aplicação ao longo de 50 anos de pesquisa e baseia-se na divisão dos participantes em times, na pontuação ou retirada de pontos destes dada a ocorrência de comportamentos inadequados ou indesejados e na premiação dos times que tenham alcançado determinada pontuação. Este estudo investigou as alterações na ocorrência de comportamentos de engajamento e não-engajamento na tarefa de 26 alunos do 2º ano do Ensino Fundamental de uma escola pública brasileira dada a aplicação em sala de aula de uma variação positiva do Good Behavior Game, na qual pontua-se os times pela ocorrência de comportamentos adequados. Os alunos foram divididos em quatro times e eram pontuados pela professora num quadro caso todos os integrantes estivessem seguindo as regras: respeitar a professora e os colegas, ter bons modos, fazer a tarefa de sala e falar baixo. Os resultados mostraram aumento na ocorrência dos comportamentos de engajamento e diminuição na ocorrência nos de não-engajamento. Os resultados dessa pesquisa embasam a recomendação do uso da variação positiva do Good Behavior Game nas escolas brasileiras por ser uma técnica de fácil implementação, que demanda pouco ou nenhum recurso monetário, requer um investimento de tempo mínimo na sua aplicação e se baseia no uso de reforçamento positivo, e não de controle aversivo, sobre seus participantes
3

Group Contingency Game Comparison: Examining the Role of Group Sizes

Carr, Chelsea 29 June 2018 (has links)
Problem behavior, such as disruption or property destruction, is commonly observed in classrooms, and interferes with student education. The purpose of this study was to examine effects of group size within a well-studied class-wide behavior management intervention, the GBG. Consistent with previous research, the GBG was effective in decreasing disruptive behavior but there was no clear differentiation between GBG big and GBG small. The students and the teacher showed high social validity for the GBG.
4

The Use of Behavior Specific Praise and the Caught Being Good Game to Improve Class-Wide Behavior

Rhodes, 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.
5

AN EVALUATION OF THE GOOD BEHAVIOR GAME USING AN INTERDEPENDENT GROUP CONTINGENCY WITH MIDDLE-SCHOOL CHILDREN WITH EBD

Harvey, Shanice D. 01 May 2018 (has links)
The present study evaluated the effectiveness of an interdependent group contingency commonly referred to as the “good behavior game” (GBG) on reducing disruptive behaviors in a dedicated classroom for students with emotional behavioral disorder (EBD). The participants were four eighth-grade middle school students, with a primary diagnosis of EBD. The intervention targeted inappropriate and disruptive behaviors during two class periods (math and science), as well appropriate alternative behaviors. The class was divided into two teams, with the four participants divided evenly amongst both teams. If a team met the criterion for both inappropriate and appropriate behavior during experimental sessions, each team member received an edible reinforcer (candy). In addition, teams that met the weekly goal of winning the most games earned a trip to a classroom with younger peers to participate in a social activity (pizza party, movie and popcorn, etc.). The results indicated a decrease in inappropriate behaviors, as well as an increase in appropriate behaviors. The results suggested that the GBG is a beneficial group interdependent contingency that can be implemented in many classroom settings, including an alternative EBD middle school classroom. .
6

An Examination of the Caught being Good Game in a High School Special Education Setting

Morton, Reeva Christine 10 August 2018 (has links)
The purpose of the current study is to examine the effects of the Caught Being Good Game (CBGG) on students’ classroom behaviors. The CBGG is a positive variation of the Good Behavior Game, which has been identified as an evidenced-based intervention designed for managing classroom behavior across students, behaviors, and settings. In the current study, the effectiveness of the CBGG intervention was examined within 2 high school special education classrooms located at two school districts in rural southeastern United States. Using a multiple baseline design, the data were analyzed using visual inspection and calculation of non-overlapping data. Results revealed that the percentage of intervals in which on-task behavior occurred increased during the implementation of the CBGG game, while the students’ level of off-task behavior decreased. Acceptability of the intervention of both teachers was favorable. Given the results, the implications of this classroom management tool are positive. Future directions are discussed and the literature base regarding the CBGG was expanded.
7

Evaluating the effects of class-wide interventions in a post-secondary special education setting

Lipscomb, Anne H 07 August 2020 (has links)
The Good Behavior Game and Tootling are two intervention techniques rooted in behavioral theory that are widely used for class wide behavior management purposes. Few studies have evaluated the use of these classwide behavior management interventions with the addition of a technological component or when applied to a post-secondary education setting. The goal of the current study was to evaluate the effects of the Good Behavior Game with ClassDojo and Tootling with ClassDojo for increasing academic engagement and decreasing problem behavior in a post-secondary classroom. Participants included emerging adult students (19-24 years-old) with intellectual disabilities in a Comprehensive Transitional Program at a major university. An alternating treatment design was implemented to compare the intervention conditions to both a baseline and an ongoing control conditions. Results, limitations of the study, implication for practice, and future research are discussed.
8

Using an Antecedent Intervention and Interdependent Group Contingency to Decrease the Inappropriate Use of Mobile Devices in High School Classrooms

Hernan, Colleen J. 12 December 2017 (has links)
No description available.
9

Evaluating feedback during the Step It Up! game to increase physical activity exhibited by elementary school students during recess

Burji, Carla 01 January 2019 (has links)
Children who are physically inactive are more likely to suffer numerous health complications such as obesity, cardiovascular disease, and diabetes. The Good Behavior Game (GBG) has been identified as an effective method for decreasing inappropriate behaviors and increasing appropriate behaviors in a variety of settings; however, few studies have used the GBG to increase physical activity. Furthermore, no previous research has evaluated the effects of feedback while playing the GBG to increase physical activity. Some research suggests certain characteristics of feedback tend to produce consistent changes in behaviors such as providing feedback immediately and privately. The purpose of the current study was to extend previous research and evaluate whether the addition of feedback to the Step it UP! Game, a modified version of the GBG has an impact on children’s step counts. A reversal (ABCAB) design was used to examine the number of steps students took during baseline (A), the Step it UP! Game (B), and the Step it UP! Game with feedback (C). Sealed pedometers were distributed to 21 students from a fifth-grade general education classroom. The results of this study suggest that the Step it UP! Game with feedback did not enhance the number of steps taken during recess. Additionally, the Step it UP! Game (with and without feedback) did result in a slight increase in mean steps per min during recess initially but, these steps did not maintain overtime.
10

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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