Effects of and preference for student‐ and teacher‐implemented good behavior game in early elementary classes
Let students run the Good Behavior Game — it cuts disruptive behavior just as well and kids like it far more.
01Research in Context
What this study did
Peltier et al. (2023) tried three ways to run the Good Behavior Game in first- and second-grade rooms.
One class used the usual teacher-led game. A second class let the kids run it. A third class had a researcher run it.
The team watched how much disruptive behavior happened in each room and later asked kids which version they liked best.
What they found
All three setups cut disruptive behavior by about the same amount.
When kids voted, they picked the student-run game almost every time.
Teachers did not lose control; the class stayed calm even when children managed the points and rules.
How this fits with other research
Donaldson et al. (2018) showed kindergarteners could run GBG and still lower disruption. Peltier repeats that finding with slightly older kids and adds clear preference data.
Groves et al. (2019) feared GBG might spark negative peer pressure in special-ed rooms. They saw the opposite—peer relations improved. Peltier’s general-ed data now echo that GBG is safe for peer climate, no matter who leads it.
Spilles (2026) found third-graders liked competitive GBG best. Peltier’s first-graders liked student-led GBG best. Together the studies say “let students shape the format” across elementary grades.
Why it matters
You can hand the clipboard to your students tomorrow. Train two team captains, review the three posted rules, and step back. You keep the same drop in disruption while gaining class-wide buy-in. Start with one subject period, reward with extra recess, and watch peer leaders emerge.
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02At a glance
03Original abstract
Disruptive behavior during instruction is a common problem in elementary classrooms. One intervention to reduce disruptive behavior is the Good Behavior Game (GBG). In this study, the students of 2 early elementary classrooms experienced 3 versions of the GBG: experimenter-implemented, teacher-implemented, and student-implemented. The effects of the GBG on disruptive behavior and peer interactions were evaluated using a combined reversal and multielement design. Student preference for conditions was assessed via a group arrangement of a concurrent-chains preference assessment. All versions of the game reduced disruptive behavior compared to baseline, but the rate of disruptive behavior was slightly higher during the teacher-implemented sessions in Class 1. Few peer interactions occurred during the game; however, negative interactions increased slightly in both classes during the GBG. Students overwhelmingly preferred the student-implemented version of the game. This study provides support for student implementation of the GBG and offers an approach to student shared governance in the classroom.
Journal of Applied Behavior Analysis, 2023 · doi:10.1002/jaba.957