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The Good Behavior Game with Students in Alternative Educational Environments: Interactions Between Reinforcement Criteria and Scoring Accuracy

机译:替代教育环境下与学生的良好行为博弈:强化标准与评分准确性之间的相互作用

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摘要

The good behavior game (GBG) is a class-wide contingency management strategy that involves rewarding teams who engage in low levels of disruptive behavior. The GBG has been found to be effective with neuro-typical individuals from preschool to high school. In Study 1, teachers and experimenters implemented the GBG on alternating days in an alternative educational environment. Descriptive data were collected on method of selecting the maximum point criteria, scoring accuracy, and GBG efficacy. Both versions of the GBG reduced the frequency of target disruptive responses relative to baseline, despite differences in the selection of the maximum point criteria and scoring accuracy across teacher- and experimenter- implemented versions. In Study 2, only teachers implemented the GBG and reinforcement criteria were made more stringent to compensate for low levels of scoring accuracy. The teacher-implemented GBG reduced the total frequency of target responses exhibited by students in two classrooms, despite low scoring accuracy.
机译:良好行为游戏(GBG)是一种全班范围的应急管理策略,涉及对从事低水平破坏性行为的团队进行奖励。已发现GBG对从学龄前到高中的神经型个体有效。在研究1中,教师和实验人员在替代教育环境中隔天实施GBG。收集描述性数据,包括选择最高分标准,得分准确性和GBG疗效的方法。尽管在教师和实验者实施的版本中,最高点标准的选择和评分准确性存在差异,GBG的两个版本均降低了目标破坏响应相对于基线的频率。在研究2中,只有教师实施了GBG,强化标准也变得更加严格,以弥补较低的评分准确性。尽管得分准确度较低,但教师实施的GBG降低了学生在两个教室中表现出的目标反应的总频率。

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