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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

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.
12

An evaluation of The Good Behavior Game in early reading intervention groups

Rodriguez, Billie Jo, 1982- 06 1900 (has links)
xiv, 145 p. : ill. A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number. / As an increasing number of studies document the link between the development of student academic and social behavior, there is a growing need to create and evaluate interventions that address both types of skill development in school contexts. It is of particular importance to focus on interventions that improve the learning environment to maximize student success. The Good Behavior Game (TGBG) is an example of a research-based intervention that can be easily modified and implemented in conjunction with academic interventions to maximize effectiveness of student supports. The present study focused on the development and implementation of a modified version of TGBG implemented during the delivery of a secondary level early literacy intervention for students at-risk for reading difficulties. Specifically, this study examined whether instructional assistants' implementation of TGBG was functionally related to changes in student and instructor outcomes. The student outcomes assessed were (1) problem behavior, (2) academic engagement, and (3) pre-literacy skill development. The instructor outcomes assessed were provision of opportunities to respond to instruction, specific praise, and corrective statements for student social behavior. Data were also collected on fidelity of implementation, contextual fit, and social validity of TGBG. A concurrent multiple baseline design across five instructional reading groups was used to evaluate effects of TGBG. Results indicated that TGBG was functionally related to reductions in student problem behavior. In addition, a functional relation was established between implementation of TGBG and increases in instructor provision of specific praise statements and decreases in provision of corrective statements. Academic engagement and provision of opportunities to respond remained high and stable throughout the study. Pre-literacy trajectories did not appear to be functionally related to TGBG implementation; however, this may have been due to the short timeframe of the study. Instructional assistants implementing TGBG as well as students participating in TGBG rated it positively. Conceptual, practical, and future research implications are discussed. / Committee in charge: Cynthia Anderson, Co-Chairperson, Special Education and Clinical Sciences; Elizabeth Ham, Co-Chairperson, Special Education and Clinical Sciences; Robert Horner, Member, Special Education and Clinical Sciences; Marjorie Woollacott, Outside Member, Human Physiology
13

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.

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