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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.
11

The Differential Effects of Peer Tutoring and Peer Tutoring with a Group Contingency on the Spelling Performance and Disruptive Behavior of Fouth-Grade Students in a General Education Classroom

Kiarie, Mary Wanjiru 02 April 2003 (has links)
No description available.
12

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.
13

The Effects of Class-Wide Function-Related Intervention Teams in Two Middle School Art Classrooms

Monson, Kimberly Davis 01 July 2019 (has links)
Classroom management is a common challenge in middle schools. Class-wide Function-Related Intervention Teams (CW-FIT) is a multi-tiered intervention designed to decrease problem behaviors at the classroom level (Wills et al., 2010). It is comprised of evidence-based practices such as teaching classroom expectations, increasing teacher praise, and using positive reinforcement in an interdependent group contingency. CW-FIT has shown promise in a variety of school settings, but it has not been tested in middle school art classrooms. This was initial investigation examining the effects of CW-FIT using a single-subject ABAB design in two middle school art classrooms. Results indicated that class on-task behavior increased by more than 25% and teacher praise-to-reprimand ratios more than doubled during CW-FIT implementation, compared to baseline levels. Results also indicated that on-task behavior for students identified as at-risk for emotional/behavioral disorders improved by more than 18% during the intervention. Teachers and students found the intervention to be socially valid. Results indicate promising implications for using CW-FIT in other middle school art classrooms.
14

The Effects of Class-Wide Function-Related Intervention Team (CW-FIT) Tier 1 in a Middle School Special Education Classroom

Wright, Robyn Katie 01 November 2017 (has links)
Middle school special education teachers are often concerned about challenging behavior. In recent years, school wide positive behavior support (SWPBS) has been shown to be effective in improving students behavior. Class-wide Function-related Intervention Teams (CW-FIT) is a SWPBS-based program designed to for implementation at the classroom level. CW-FIT utilizes an interdependent group contingency by utilizing social skills training, teacher praise, and positive reinforcement to improve students behavior. Students are taught how to achieve specific social skills and then work in teams, using these social skills, to earn a group reward. CW-FIT has been effective in elementary general education classrooms. It has also worked well for small classrooms of students in elementary schools who have emotional and behavioral disorders, autism spectrum disorder, or other health impairment. CW-FIT has not yet been evaluated in a middle school special education setting. The present study examined the effects of CW-FIT implementation on teacher praise rates and student on-task behavior in a middle school self-contained classroom, where 12 of the students had severe disabilities and 11 were typically-developing peer tutors. A single-subject, reversal design was used to evaluate impact. Results indicate that CW-FIT increased teacher praise rates and student on-task behavior. Both teachers and students reported CW-FIT to be socially valid. The present study suggests promising results for the implementation of CW-FIT in a middle school self-contained classroom.
15

Increasing Engagement Utilizing Video Modeling and the Good Behavior Game with Students with Emotional and Behavioral Disorders

Flowers, Emily M. 05 December 2017 (has links)
No description available.
16

Effects of the good behavior game on physical activity

Galbraith, Leslie A. 01 January 2016 (has links)
The CDC (2016) recommends children engage in 60 min of moderate to vigorous physical activity daily to achieve health benefits. Recess in school settings can provide opportunities for children to try and meet these guidelines. However, research suggests that recess alone does not increase physical activity levels. To combat this problem, antecedent manipulations (e.g., manipulating the physical environment or introducing planned activities) are commonly implemented as an intervention to increase physical activity. These interventions, however, do not provide salient consequences for physical activity to ensure the likelihood that these behaviors will occur again in the future. A more promising approach might be to develop interventions that assess the use of group contingencies in an effort to increase physical activity during recess time. The purpose of the current study was to implement the Step it UP! game (a modified version of the good behavior game) in three different classrooms during their recess periods and to evaluate the effect of group contingencies on physical activity levels in elementary school-aged children. The Step it UP! game was compared to traditional recess periods (i.e., without the game) in an alternating treatment design. The overall results of the study indicated that the Step it UP! game engendered higher mean step counts than traditional recess periods. These results suggest that schools should provide contingent reinforcement for children’s increased physical activity during recess.
17

The Effects of Increasing the Ratio of Approvals to Disapprovals in a Classroom on Destructive, Disruptive, and Aggressive Behaviors

Evans, Samantha J. 11 June 2014 (has links)
No description available.

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