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Effects of Daily and Reduced Frequency Implementation of the Good Behavior Game in Kindergarten Classrooms

机译:幼儿园教室良好行为游戏的日常和减少频率实施的影响

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An effective group contingency, the Good Behavior Game (GBG), has been implemented successfully with a wide range of age groups. However, improvements in student behavior are often not observed when the GBG is abruptly terminated, and research has yet to evaluate the effects of the GBG when the frequency of implementation is reduced. The purpose of the current study was to evaluate the effect of the GBG, implemented daily initially then on a less frequent schedule. The study utilized a multiple baseline design across three kindergarten classrooms to evaluate the effectiveness and maintenance of the GBG at reducing classwide and target student disruptive behavior (DB) and increasing classwide and target student academic engagement. Reduced Frequency data were collected while withholding implementation of the GBG. The results indicate that the GBG was highly effective in improving classwide behavior, which was maintained throughout the final Reduced Frequency phase in which the GBG was reduced in frequency, and moderately effective in improving target student behavior during both phases.
机译:有效的群体应急,良好的行为游戏(GBG)已成功实施,各种年龄组成功实施。然而,当GBG突然终止时,通常未观察到学生行为的改进,并且在减少实施频率时,研究尚未评估GBG的影响。目前研究的目的是评估GBG的效果,每天实施每天实施,然后在较少的时间表上实施。该研究利用了三个幼儿园教室的多个基线设计,以评估GBG在减少同种类和目标学生中断行为(DB)时的有效性和维护,以及增加对各种类型的学生学业参与。在扣留GBG的实施时收集减少的频率数据。结果表明,GBG在改善全类行为方面具有高度有效,其在整个最终降低的频率阶段维持,其中GBG频率降低,并且适度有效地改善两个阶段的目标学生行为。

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