Effects of and preference for student- and teacher-implemented good behavior game in early elementary classes.

William Peltier, Kristen L Newell, Elizabeth Linton, Sarah C Holmes, Jeanne M Donaldson
Author Information
  1. William Peltier: Department of Psychology, Louisiana State University.
  2. Kristen L Newell: Department of Psychology, Louisiana State University.
  3. Elizabeth Linton: Department of Psychology, Louisiana State University.
  4. Sarah C Holmes: Department of Psychology, Louisiana State University.
  5. Jeanne M Donaldson: Department of Psychology, Louisiana State University. ORCID

Abstract

Disruptive behavior during instruction is a common problem in elementary classrooms. One intervention to reduce disruptive behavior is the Good Behavior Game (GBG). In this study, the students of 2 early elementary classrooms experienced 3 versions of the GBG: experimenter-implemented, teacher-implemented, and student-implemented. The effects of the GBG on disruptive behavior and peer interactions were evaluated using a combined reversal and multielement design. Student preference for conditions was assessed via a group arrangement of a concurrent-chains preference assessment. All versions of the game reduced disruptive behavior compared to baseline, but the rate of disruptive behavior was slightly higher during the teacher-implemented sessions in Class 1. Few peer interactions occurred during the game; however, negative interactions increased slightly in both classes during the GBG. Students overwhelmingly preferred the student-implemented version of the game. This study provides support for student implementation of the GBG and offers an approach to student shared governance in the classroom.

Keywords

References

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MeSH Term

Humans
Schools
Behavior Therapy
Students
Problem Behavior
Educational Personnel

Word Cloud

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