The effects of the good behavior game on the conduct of regular education new york city high school students.
The Good Behavior Game gives instant, big drops in high-school disruptions when you turn it on.
01Research in Context
What this study did
Lancioni et al. (2011) tested the Good Behavior Game in a regular New York City high school classroom. They used an ABAB reversal design. This means they turned the game on, off, on, and off again to see if behavior changed each time.
The students were neurotypical teens. The game split the class into two teams. Teams earned points for following rules and lost points for breaking rules.
What they found
When the game was on, seat leaving, talking without permission, and aggression dropped sharply. When the game was off, these behaviors rose again. The pattern repeated every time the game switched on or off.
The drops were large and immediate. The reversal design showed the game, not something else, caused the change.
How this fits with other research
Graham et al. (2024) extended the idea with the Good Inclusion Game. They used one big team instead of two competing teams. This tweak worked for mixed groups of kids with and without special needs.
Normand et al. (2020) used the same group-contingency trick to boost step counts in PE. Step counts doubled when the game was on, just like disruptions dropped in the 2011 study.
Perez et al. (2015) ran a similar class-wide game called Tootling. They also saw fewer disruptions and more prosocial behavior. The pattern held across two upper-elementary classrooms.
Why it matters
You can run the Good Behavior Game tomorrow. Pick two teams, post the rules, and start tallying points. When the whole team has to win together, peer pressure flips from trouble to helpful. Use the ABAB trick to prove it works: track disruptions for two days, start the game for two days, stop for two days, then bring it back. The graph will show your principal the game, not luck, changed behavior.
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02At a glance
03Original abstract
The efficacy of the Good Behavior Game was examined in a multiethnic New York City public high school. Classroom rules were posted and students were divided into two teams. A reinforcement preference questionnaire was used to select daily and weekly prizes. The classroom teacher indicated that he was going to place a check on the board after every rule infraction as he named rule violators and their infractions. Students were also told that the team with the fewest marks at the end of each day would become the daily winners and receive prizes. They were also told that the team with the fewest marks for the week would be recognized as the weekly winners and receive additional prizes. The rate of disruptive behavior was charted across four treatment phases using a reversal design. The game phases were associated with marked reductions in the rate of seat leaving, talking without permission, and aggression. Teacher and student feedback supported the social validity of the procedure.
Behavior modification, 2011 · doi:10.1177/0145445510392213