Meets WWC standards with reservations
For:
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Single Study Review (findings for Good Behavior Game)
Rating:
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Meets WWC standards with reservations
because it is a SCD design where the independent variable is manipulated by the researcher, each outcome is measured systematically over time by multiple assessors with a sufficient number of assessment points and inter-assessor agreement, but there are an insufficient number of phases and/or assessments per phase to meet 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.
To view the detailed study findings from this review, please see
Single Study Review (findings for Good Behavior Game)
Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.
Characteristics of study sample as reported by study author.
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Female: 54%
Male: 46%
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Suburban
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Louisiana
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Ethnicity
Not Hispanic or Latino |
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100% |
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Eligible for Free and Reduced Price Lunch
Other or unknown |
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100% |
Setting
The study took place in two general education preschool classrooms in one public preschool center in southeast Louisiana.
Study sample
Participants included 39 students in two preschool classrooms in one school. Each class was taught by one teacher. All students were Black (100%) and 54% of the students were female. The study authors did not provide 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, the researcher led the initial Good Behavior Game sessions while the teacher led typical classroom instruction, such as story time or phonics instruction. Before each session, the researcher divided the class into two teams based on seating location, stated the rules, explained the criterion for winning, and described the rewards. The rules required students to stay in their spot, wait their turn to speak, and keep their hands to themselves. When they broke a rule, the researcher announced the rule they had broken and added a sticker to a white foam board at the front of the class next to the team’s name. At the end of each session, teams with six or fewer rule violations earned a reward, such as stamps, scented lip balm, or stickers. After the first several sessions, teachers began to implement the game while teaching the class lesson. Teachers conducted sessions once or twice per day, for 3 to 4 days per week during morning whole-group activities. Sessions typically lasted an average of 11 minutes.
Comparison Group
There is no comparison group in single case designs. In the baseline and withdrawal phases of the single case design, teachers used typical instructional activities, such as reviewing the calendar and weather, identifying shapes and colors, reading a book, or leading phonics instruction. Teachers responded to disruptive behavior as they normally would, by either ignoring, reprimanding, or commenting on the behavior. If a student demonstrated repeated disruptive behavior, the teacher could require the student to sit next to the paraprofessional in the class. Members of the research team were present during the baseline sessions and sat in front or to the side of the class so they could conduct observations.
Support for implementation
The researchers led initial Good Behavior Game sessions, but eventually teachers implemented the game while teaching the class lesson. The study authors do not report any support for implementation.