
The Good Behavior Game with Students in Alternative Educational Environments: Interactions between Reinforcement Criteria and Scoring Accuracy
Sy, Jolene R.; Gratz, Olivia; Donaldson, Jeanne M. (2016). Journal of Behavioral Education, v25 n4 p455-477. Retrieved from: https://eric.ed.gov/?id=EJ1120262
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examining9Students, gradesK-2
Single Study Review
Review Details
Reviewed: March 2023
- Single Study Review (findings for Good Behavior Game)
- Single Case Design
- Meets WWC standards without reservations
This review may not reflect the full body of research evidence for this intervention.
Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.
Findings
To view more detailed information about the study findings from this review, please download findings data here.
Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.
Sample Characteristics
Characteristics of study sample as reported by study author.
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Female: 12%
Male: 88% -
Race Other or unknown 100% -
Ethnicity Other or unknown 100% -
Eligible for Free and Reduced Price Lunch Other or unknown 100%
Study Details
Setting
This study took place in an alternative educational placement school in one classroom that served nine students in kindergarten to grade 2.
Study sample
This review focuses on the reversal-withdrawal single case design for one classroom (Classroom B). Participants included nine students in kindergarten to grade 2 within one special education classroom taught by two teachers. At the start of the study, students in the class were diagnosed with emotional disturbance (45%), other health impairments (33%), a learning disability (11%), and intellectual disabilities (11%). Class composition changed over the course of the evaluation and, by the end of the evaluation, students in the classroom were diagnosed with emotional disturbance (88%) and other health impairments (12%). Most students (88%) were male. The study reported no other demographic information.
Intervention Group
The Good Behavior Game is a classroom management strategy that promotes students collaborating together to create a positive learning environment. Students are placed into teams and are rewarded for demonstrating appropriate behaviors and not violating classroom rules. In this study, Good Behavior Game took place during reading or math instruction. The teacher divided students into two teams and displayed the team names and members on a board in front of the classroom. Before each intervention session, the teacher reminded the students of the rules and that the team would receive a point each time a team member displayed a negative or disruptive behavior. Both teams could win if each team scored below the maximum point criterion determined by the teacher or researcher before the session. The students on the winning teams could select rewards from a treasure chest that contained candy and small toys. Students could also choose to have extra time at recess or spend time playing games or watching videos. Sessions alternated daily between teacher- and experimenter-implemented sessions. The implementer recorded points on the board at the front of the classroom. Implementers sometimes also told the team they would receive a point and explained why. At the end of each session, teachers announced the winners and distributed rewards. To receive a reward, a student had to be present during at least half of the game.
Comparison Group
There is no comparison group in single case designs. In the baseline and withdrawal phases of the single case design for Classroom B, the teacher instructed the classroom as usual, during reading or math instruction. Sessions took place during group instruction periods that occurred once per day and lasted for an average of 23 minutes. Students were expected to either sit at their desks or on the center carpet during story time. The teachers delivered inconsistent responses to student problem behavior, including vocal redirecting, ignoring, reprimanding, or bringing the student into the hall to talk. The observers sat in the back of the classroom and did not interfere with the classroom activities.
Support for implementation
Before the start of the Good Behavior Game sessions, the experimenters met with the teachers for about an hour to explain the components of the game and provide research support, including the advantages of using the intervention. They showed the teachers how to set up the game, answered questions, and provided references to empirical articles and notes. The experimenters also provided feedback to the teachers after the first session.
An indicator of the effect of the intervention, the improvement index can be interpreted as the expected change in percentile rank for an average comparison group student if that student had received the intervention.
For more, please see the WWC Glossary entry for improvement index.
An outcome is the knowledge, skills, and attitudes that are attained as a result of an activity. An outcome measures is an instrument, device, or method that provides data on the outcome.
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The sample on which the analysis was conducted.
The group to which the intervention group is compared, which may include a different intervention, business as usual, or no services.
The timing of the post-intervention outcome measure.
The number of students included in the analysis.
The mean score of students in the intervention group.
The mean score of students in the comparison group.
The WWC considers a finding to be statistically significant if the likelihood that the finding is due to chance alone, rather than a real difference, is less than five percent.
The WWC reviews studies for WWC products, Department of Education grant competitions, and IES performance measures.
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The result of the WWC assessment of the study. The rating is based on the strength of evidence of the effectiveness of the intervention. Studies are given a rating of Meets WWC Design Standards without Reservations, Meets WWC Design Standards with Reservations, or >Does Not Meet WWC Design Standards.
A related publication that was reviewed alongside the main study of interest.
Study findings for this report.
Based on the direction, magnitude, and statistical significance of the findings within a domain, the WWC characterizes the findings from a study as one of the following: statistically significant positive effects, substantively important positive effects, indeterminate effects, substantively important negative effects, and statistically significant negative effects. For more, please see the WWC Handbook.
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Tier 2 Moderate indicates moderate evidence of effectiveness, and
Tier 3 Promising indicates promising evidence of effectiveness,
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non-regulatory guidance for ESSA
and the regulations for ED discretionary grants (EDGAR Part 77).