Education
Document Type
Article
Abstract
The Good Behavior Game (GBG) is an interdependent group-oriented contingency management system successfully used in school settings to promote positive student behaviors. As a classroom management intervention, there is a large body of evidence for it increasing desirable classroom behaviors and decreasing problem behaviors across a range of student populations. Recent studies have also demonstrated that a positive reinforcement-focused version of the GBG can be successfully implemented using a software application. The purpose of this article is to provide a brief overview of the GBG and its evidence base and describe the steps for implementing the GBG with a freely available software application for classroom management.
Publication Title
Intervention in School and Clinic
Publication Date
9-2024
Volume
60
Issue
1
First Page
62
Last Page
69
ISSN
1053-4512
DOI
10.1177/10534512231183360
Keywords
behavior analysis, classroom management, intervention, technology
Repository Citation
Yu, Rondy; Haddock, Aaron; and Sims, Wesley A., "Technology-Supported Implementation of an Interdependent Group Contingency Intervention for Classroom Behavior Management" (2024). Education. 5.
https://commons.clarku.edu/faculty_education/5
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.
Copyright Conditions
Must link to published article: https://doi.org/10.1177/10534512231183360