Individualizing the Good Behavior Game across type and frequency of behavior with emotionally disturbed adolescents.
Letting each student pick his own target behavior makes the Good Behavior Game work in tough high-school special-ed classes.
01Research in Context
What this study did
The team ran the Good Behavior Game in three special-ed classes for teens with emotional disturbance. They let each student pick his own top problem behavior to watch, like cursing or touching others.
The game stayed the same: teams earn points for following rules and lose points for rule breaks. Only the target behavior changed from student to student.
What they found
Cursing, touching, and negative comments dropped in every class. When the game stopped, the behaviors rose; when it came back, they fell again.
Teachers and students both said they liked the new version. No extra prizes were needed.
How this fits with other research
Dadakhodjaeva et al. (2020) later asked, "Can we run GBG less often after daily training?" They kept gains while thinning to a few days a week. Together the two studies show you can either tailor the target or trim the schedule and still win.
Wiskow et al. (2019) tested vocal versus silent feedback in preschool GBG. Vocal reminders worked best. Hansen et al. (1989) used vocal teacher feedback too, so the tip holds across ages.
Foster et al. (1979) used a token economy plus biofeedback in similar special-ed rooms and also cut hyperactivity. The GBG gives the same outcome without extra gadgets.
Why it matters
You can run the Good Behavior Game tomorrow without buying anything. Ask each student to name the one behavior that gets them in the most trouble. Write those behaviors on the board, split the class into teams, and start the timer. Watch the counts drop and keep the plan in your back pocket for rough days.
Want CEUs on This Topic?
The ABA Clubhouse has 60+ free CEUs — live every Wednesday. Ethics, supervision & clinical topics.
Join Free →Ask each learner to name his worst behavior, then run one 10-minute GBG period using those personal targets.
02At a glance
03Original abstract
The effects of the Good Behavior Game (GBG) individualized across type and frequency of behavior were examined in three classes of severely behaviorally disordered students using a reversal design. The findings showed that the individualized GBG was effective in simultaneously decreasing a variety of inappropriate behaviors exhibited by the three classes, including inappropriate verbalizations, touching, negative comments, cursing, and drumming. Teacher and student satisfaction data indicated that both groups had positive reactions to the individualized GBG. Reasons for the success of the technique are discussed.
Behavior modification, 1989 · doi:10.1177/01454455890131007