The effects of a good behavior game on the disruptive behavior of Sundanese elementary school students.
An endemic version of the Good Behavior Game was applied in a rural Sudanese second-grade classroom. Official letters of commendation, extra time for recess, victory tags, and a winner's chart were used as backup reinforcers. The class was divided into two teams, and the teacher indicated she would place a check on the board after every rule violation. The students were also told that the team with the fewest marks would win the game and receive the aforementioned prizes. After an initial adaptation period, the rate of disruption was charted across four treatment phases: viz., baseline I, introduction of the game, baseline II, and reintroduction of the game. It was observed that the game phases were associated with marked decreases in the rate of seat leaving, talking without permission, and aggression. The teacher, principal, parents, and students were consequently individually interviewed, and their comments spoke strongly for the social validity of the game.
D001521:Behavior Therapy / Q000379:methods*; D002648:Child; D002653:Child Behavior Disorders / Q000628:therapy*; D003906:Developing Countries; D006801:Humans; D007859:Learning Disabilities / Q000628:therapy*; D010988:Play and Playthings; D013397:Sudan; D014040:Token Economy