Promoting Positive Behavior Using the Good Behavior Game

Author:

Bowman-Perrott Lisa1,Burke Mack D.1,Zaini Samar1,Zhang Nan1,Vannest Kimberly1

Affiliation:

1. Texas A&M University, College Station, USA

Abstract

The Good Behavior Game (GBG) is a classroom management strategy that uses an interdependent group-oriented contingency to promote prosocial behavior and decrease problem behavior. This meta-analysis synthesized single-case research (SCR) on the GBG across 21 studies, representing 1,580 students in pre-kindergarten through Grade 12. The TauU effect size across 137 phase contrasts was .82 with a confidence interval 95% CI = [0.78, 0.87], indicating a substantial reduction in problem behavior and an increase in prosocial behavior for participating students. Five potential moderators were examined: emotional and behavioral disorder (EBD) risk status, reinforcement frequency, target behaviors, GBG format, and grade level. Findings suggest that the GBG is most effective in reducing disruptive and off-task behaviors, and that students with or at risk for EBD benefit most from the intervention. Implications for research and practice are discussed.

Publisher

SAGE Publications

Subject

Applied Psychology,Developmental and Educational Psychology,Pediatrics, Perinatology, and Child Health

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