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.
Identifer | oai:union.ndltd.org:MSSTATE/oai:scholarsjunction.msstate.edu:td-2962 |
Date | 07 August 2020 |
Creators | Lipscomb, Anne H |
Publisher | Scholars Junction |
Source Sets | Mississippi State University |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Theses and Dissertations |
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