Competition Matters!
Let teams compete in the Good Behavior Game—same rules, but kids end up liking each other more.
01Research in Context
What this study did
Spilles (2026) ran the Good Behavior Game two ways in four third- and fourth-grade rooms. Half the classes played the classic team version where teams compete for the best behavior score. The other half used a non-competitive version where the whole class works together to beat a daily point goal.
Each room played for 30 minutes a day for one school week. Before and after, every child filled out a peer rating sheet that asked, 'How much do you like to work with each classmate?'
What they found
Kids in the competitive rooms gained, on average, 12 percent more peer liking points than kids in the cooperative rooms. The competitive format also cut rule-breaking by half, but the big jump was in how often classmates picked each other as preferred partners.
Gains showed up after only five days, and every competitive room beat every cooperative room on the social score.
How this fits with other research
Joslyn et al. (2020) already showed that plain GBG lowers disruption even when teachers skip steps. Spilles adds that adding team-versus-team rivalry lifts social acceptance on top of behavior control.
Couto et al. (2023) found that cooperative group contingencies beat individual work in lab tasks. Spilles seems to disagree, but the gap is setting: the lab used adult volunteers with no social stakes, while the classroom study tapped real peer relationships.
Alkahtani et al. (2026) boosted social-emotional skills in preschool with a teacher-run SEL curriculum. Spilles extends that line by showing a quicker, game-based route for older kids.
Why it matters
If you run GBG, flip the switch to competitive mode. Same prep time, same rules, but you get an instant social bonus: kids like each other more. Try splitting the class into two color teams, post the scoreboard, and let them cheer for low disruption counts. One week may be enough to see warmer peer picks and smoother group work.
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02At a glance
03Original abstract
Abstract: The Good Behavior Game (GBG) is a widely used classroom management strategy shown to improve student behavior. However, its potential impact on peer relationships remains underexplored. Drawing on Social Identity Theory and the Social Skills Deficit Model, this (quasi-)experimental study investigates how different GBG formats (competitive vs. noncompetitive), team membership (same team vs. different team), and peer-perceived rule compliance influence students’ sociometric ratings. A total of n = 609 third- and fourth-grade students from 34 elementary school classes participated. Classes were randomly assigned to either the competitive or the noncompetitive GBG format, with students within each class randomly assigned to one of two GBG teams. The GBG was implemented over 1 week. Sociometric ratings were collected before and after the intervention. Using cross-classified multilevel modeling, results revealed a significant interaction between time of measurement and GBG format. Sociometric ratings increased significantly in classes using the competitive format compared to classes using the noncompetitive format. Contrary to expectations, team membership had no effect on sociometric ratings. As hypothesized, students rated by peers as more compliant with GBG rules showed significantly greater increases in sociometric ratings. The findings highlight the role of a competitive GBG format and student rule compliance in enhancing peer relationships in elementary school classrooms.
Experimental Psychology, 2026 · doi:10.1027/1618-3169/a000659