School & Classroom

Behavior Change Potential of Classroom Behavior Management Mobile Applications: A Systematic Review

Mittiga et al. (2024) · Education and Treatment of Children 2024
★ The Verdict

Classroom apps show promise, yet only half the studies are rigorous, so pair them with the same data checks you use for the Good Behavior Game.

✓ Read this if BCBAs helping K-12 teachers who want a tech option for classroom management.
✗ Skip if Clinicians who only work one-to-one or in homes without class-wide groups.

01Research in Context

01

What this study did

Mittiga et al. (2024) looked at 15 studies of phone and tablet apps that help teachers run their classrooms. They wanted to see if these apps really change student behavior.

The apps fell into two main types: self-monitoring tools like I-Connect where kids track their own behavior, and class-wide systems like ClassDojo where the teacher gives points to the whole room.

02

What they found

Most apps showed moderate to strong effects on behavior, but only half of the studies used tight single-case designs. Self-monitoring apps and group systems both helped, yet the evidence is still early.

In short, the apps work, but we need better research before we treat them as proven.

03

How this fits with other research

The findings line up with the old-school Good Behavior Game. Harris et al. (1973) and Duncan et al. (1972) cut disruptive behavior by 97–99% using team points and rules. ClassDojo uses the same team-contingency idea, just on a screen.

Gulboy et al. (2025) recently showed the Good Behavior Game still works in today’s inclusive middle-school rooms. Their strong reversal design adds fresh proof that group contingencies hold up decades later.

Curiel et al. (2023) reviewed 59 college-level tactics like response cards and group contingencies. Their paper reminds us that low-tech options also boost engagement, so apps should add value, not replace solid teaching.

04

Why it matters

You can start using ClassDojo or I-Connect tomorrow, but treat them like pilot tools. Pick one app, set a clear behavior definition, and graph daily points. If the data do not climb in two weeks, fall back to the paper Good Behavior Game you already trust.

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→ Action — try this Monday

Open ClassDojo, create one behavior like “Quiet when teacher talks,” and award points for one period while you track the class rate of call-outs on a simple tally sheet.

02At a glance

Intervention
not applicable
Design
systematic review
Population
not specified
Finding
not reported

03Original abstract

AbstractAdvances in classroom behavior management mobile applications (CBM apps) have led some teachers to use them to supplement their existing student management strategies, although little is known about their effectiveness in facilitating behavior change. This systematic review aimed to identify and appraise research on the effectiveness of CBM apps for promoting positive behavioral and learning outcomes of elementary, middle, and high school students. A systematic search was conducted in the PsycINFO, ERIC, and EBSCOhost databases for articles published between 2007 and 2020. The 15 included studies provided some preliminary evidence for CBM apps. Apps were primarily used to facilitate the delivery of self-monitoring interventions (SCORE IT and I-Connect) or class-wide reinforcement systems (ClassDojo and the Classroom Behavior Management System). An evaluation of study quality using the What Works Clearinghouse design standards (version 5.0) yielded mixed results, with only 53% of the included studies meeting standards with or without reservations. In general, these studies showed limited risk of bias and moderate to strong effect sizes. Based on the findings of the review, we provide practice recommendations and describe areas for future research.

Education and Treatment of Children, 2024 · doi:10.1007/s43494-024-00122-3