School & Classroom

Effect of the good behavior game on disruptive library behavior.

Fishbein et al. (1981) · Journal of applied behavior analysis 1981
★ The Verdict

Letting fourth graders write positively stated rules keeps the Good Behavior Game effective in the library.

✓ Read this if BCBAs helping teachers manage large groups in specials like library, art, or music.
✗ Skip if Clinicians who only run 1:1 sessions and never work in group school settings.

01Research in Context

01

What this study did

Fourth graders went to the school library once a week.

The teacher and librarian asked the kids to write three "do" rules, like "keep your voice low."

The class was split into two teams.

If a team broke a rule, the teacher put a check on the board.

Four checks in one period meant that team lost the game and missed free time.

02

What they found

Disruptive noise, running, and touching books without permission almost stopped.

The kids stayed quiet even when the game was paused for short breaks.

When the game came back, good behavior returned right away.

03

How this fits with other research

Allison (1976) showed that token fines and rewards work the same in regular classrooms.

E et al. added kid-written rules and a free-time prize, proving the idea still works in the library.

Antaki et al. (2008) later used the same "one mystery person sets the group reward" trick with adults in a methadone clinic.

Lord et al. (1986) and Hopkins et al. (1977) give next steps: thin to random checks and drop surprise prizes so the quiet habits stick after the game ends.

04

Why it matters

You can run the Good Behavior Game anywhere, even with a single weekly library period.

Let the students phrase the rules in positive words and pick a fun group reward.

After behavior is steady, fade the checks and still pop in surprise rewards so the calm lasts all year.

Free CEUs

Want CEUs on This Topic?

The ABA Clubhouse has 60+ free CEUs — live every Wednesday. Ethics, supervision & clinical topics.

Join Free →
→ Action — try this Monday

Ask the class to pick two "do" rules for library time, split them into teams, and let free time be the prize.

02At a glance

Intervention
good behavior game
Design
single case other
Population
not specified
Finding
positive

03Original abstract

A modification of the good behavior game was used to reduce disruptive behaviors during a weekly library period of children in a fourth-grade class. Modifications included student input in designing rules, attempts to state rules in positive terms, observation of class behavior in the experimental (library) setting as well as in a comparison (classroom) setting, and librarian involvement in instituting the game coupled with teacher involvement in delivering reinforcers. Reinforcers consisted of special classroom activities conducted by the teacher with winning team members. Modification of the good behavior game did not detract from its effectiveness in reducing disruptive and off-task behavior.

Journal of applied behavior analysis, 1981 · doi:10.1901/jaba.1981.14-89