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1 PAX Good Behavior Game Active Ingredients and Comparisons to Prior Iterations

1 PAX Good Behavior Game Active Ingredients and Comparisons to Prior Iterations

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Page 1: 1 PAX Good Behavior Game Active Ingredients and Comparisons to Prior Iterations

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PAX Good Behavior GameActive Ingredients and Comparisons

to Prior Iterations

Page 2: 1 PAX Good Behavior Game Active Ingredients and Comparisons to Prior Iterations

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Good Behavior Game Invention

• Dr. Muriel Saunders, a 4th grade teacher, invented the Good Behavior Game in 1967, and the first experimental results were published two years later.

Barrish, H. H., Saunders, M., & Wolf, M. M. (1969). Good behavior game: Effects of individual contingencies for group consequences on disruptive behavior in a classroom. Journal of Applied Behavior Analysis, 2(2), 119-124.

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Proven Short Term Effects

All studies of the Game show it has powerful, immediate benefits for classroom attention and learning—such as these data from Cook County

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Key Original Parts of the Game

• Multiple teams in the classroom• Teacher uses game during normal instruction• Teacher plays game 3 times per day, using a timer• Teacher responds unemotionally to rule breaking,

marking point against child’s team• Children earn simple reward for achieving low

number of points against team (rewarding children for self-control, emotional regulation and not attending the antics of others)

• Challenges to “raise the bar” happen

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PAX GBG Research-Based Enhancements

• Visual non-verbal cues added during and between games (Medland and Stachnik, 1972)

• Academic enhancement strategies (Harris and Sherman, 1973)

• Peer coaching and public recognitions/praise (Hegerle, Kesecker, and Couch, 1979)

• Coaching strategies (Johnson, Turner, and Konarski, 1978)

• Children help create the “rules” for the game (Fishbein and Wasik, 1981).

• Play game during transitions (Fishbein and Wasik, 1981).

• Adaptations for special education (Darveaux, 1984)

• Activity rewards instead of candy (Kosiec, Czernicki, and McLaughlin, 1986)

• Adaptations for older and younger kids (Salend, Reynolds, and Coyle, 1989; Swiezy, Matson, and Box, 1991).

• Peace/PAX language (Embry et al., 1996; Flannery et al, 2003)

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Comparisons to VersionsComponents

Original JHU GBG -1993

PAX JHU GBG -2005

Basic GBG Key Components Yes Yes

Rule clarifications, Secret Game, Weekly Winners, Problem Solving, Charts, data

systems, team configurations, etc.Yes Yes

Training 40 hours 4 hours

Classroom Coaching System No Yes

Research-based enhancements No Yes

Candy/food rewards Yes No

Multi-grade/SPED/ school-wide tools No Yes

Fidelity/dose measures No Yes

Pilot testing in K-8 classrooms Only 1st grade Yes, 250+

Multi-cultural adaptations/testing ?? Yes

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Cited ReferencesDarveaux, D.. (1984). The Good Behavior Game plus merit: Controlling disruptive behavior and improving student motivation. School Psychology Review, 13(4), 510-514.

Embry, D. D., Flannery, D. J., Vazsonyi, A. T., Powell, K. E., & Atha, H. (1996). PeaceBuilders: A theoretically driven, school-based model for early violence prevention. American Journal of Preventive Medicine, 12(5, Suppl), 91.

Fishbein, J.E., & Wasik, B. H. (1981). Effect of the Good Behavior Game on disruptive library behavior. Journal of Applied Behavior Analysis, 14, 89-93.

Flannery, D. J., Vazsonyi, A. T., Liau, A. K., Guo, S., Powell, K. E., Atha, H., et al. (2003). Initial behavior outcomes for the PeaceBuilders universal school-based violence prevention program. Developmental Psychology, 39(2), 292-308.Flannery, D. J., Vazsonyi, A. T., Liau, A. K., Guo, S., Powell, K. E., Atha, H., et al. (2003). Initial behavior outcomes for the PeaceBuilders universal school-based violence prevention program. Developmental Psychology, 39(2), 292-308.

Harris, V. William; Sherman, James A. (1973). Use and analysis of the "Good Behavior Game" to reduce disruptive classroom behavior. Journal of Applied Behavior Analysis, 6, 405-413.

Hegerle, D.R., Kesecker, M. P., & Couch, J. V. (1979). A behavior game for the reduction of inappropriate classroom behaviors. School Psychology Review, 8(3), 339-343.

Johnson, M. R., Turner, P. F., & Konarski, E. A. (1978). The Good Behavior Game: A systematic replication in two unruly transitional classrooms. Education & Treatment of Children, 1(3), 25-33.

Kosiec, L. E., Czernicki, M. R., & McLaughlin, T. F. (1986). The Good Behavior Game: A replication with consumer satisfaction in two regular elementary school classrooms. Techniques, 2, 15-23.

Medland, M. B., & Stachnik, T. J. (1972). Good Behavior Game: A replication and systematic analysis. Journal of Applied Behavior Analysis, 5(1), 45-51.

Salend, S. J., Reynolds, C. J., & Coyle, E. M. (1989). Individualizing the Good Behavior Game across type and frequency of behavior with emotionally disturbed adolescents. Behavior Modification, 13(1), 108-126.

Swiezy, N. B., Matson, J.L., & Box, P. (1992). The Good Behavior Game: A token reinforcement system for preschoolers. Child & Family Behavior Therapy, 14, 21-32.