Good-behavior game: a replication and systematic analysis.
The Good Behavior Game with rules and lights nearly wiped out disruptions in fifth graders and the gains stuck.
01Research in Context
What this study did
Two fifth-grade classes played the Good Behavior Game. The teacher split each class into two teams. Each team lost points when any member talked out or left their seat. A green light on the board stayed on while the team kept points. The light turned red when points hit zero. The game ran for one hour each morning.
The researchers flipped the game on and off four times. This proved the game, not luck, cut the disruptions.
What they found
Disruptions almost vanished. Talking-out dropped 99 percent. Out-of-seat fell 97 percent. When the game stopped, problems returned. When the game came back, problems dropped again. Even after the game ended for good, the class rules and lights alone kept behavior low.
How this fits with other research
Harris et al. (1973) ran the same game one year later. They saw the same sharp drop in disruptions. This gives us a clean replication.
Gulboy et al. (2025) moved the game to inclusive middle-school rooms. Students with and without special needs all improved. The 1972 study showed the game works. The 2025 study shows it keeps working in tougher settings.
Douma et al. (2006) reviewed every Good Behavior Game paper from 1969 to 2002. They included the 1972 study and dozens like it. The pattern stays the same: team competition plus clear rules equals quick behavior gains.
Why it matters
You can set up the Good Behavior Game in under ten minutes. Pick two teams, post the rules, and flip the light. Use it during circle time, centers, or any high-risk period. When you need to stop the game, keep the rules and the light in place. They alone will hold the gains. If you work with late-elementary classes that get chatty, this is your first-line tool.
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02At a glance
03Original abstract
A good-behavior game was implemented in a fifth-grade reading class consisting of two groups of 14 students each. After the presentation of the game, reversal and component analysis phases were instituted. Game components included rules, lights (response feedback), and group consequences of extra recess and extra free time. Student observers recorded the dependent variables which included talking-out, disruptive, and out-of-seat behaviors. The results show that the game reduced the dependent measures from their baseline rate by almost 99% for one group and 97% for the other. The component analysis revealed that after association in the game, the stimulus components of rules and lights were effective in reducing the dependent behaviors.
Journal of applied behavior analysis, 1972 · doi:10.1901/jaba.1972.5-45