School & Classroom

Use and analysis of the "Good Behavior Game" to reduce disruptive classroom behavior.

Harris et al. (1973) · Journal of applied behavior analysis 1973
★ The Verdict

Split the class into teams, set a clear rule, and hand out a group prize—disruptions drop within days.

✓ Read this if BCBAs and teachers who manage group classes where talking and wandering are problems.
✗ Skip if Clinicians who only run 1:1 sessions at home or in clinics.

01Research in Context

01

What this study did

Harris et al. (1973) tested the Good Behavior Game in two classrooms.

They split each class into teams. Teams won if they kept talking and out-of-seat behavior low.

Winners got small prizes like extra recess. The researchers counted how often kids broke the rules.

02

What they found

Disruptive talking and out-of-seat behavior dropped in both rooms.

Accuracy on school work only moved a little where it was checked.

The game worked without fancy tools or big costs.

03

How this fits with other research

Duncan et al. (1972) ran the same game one year earlier and saw almost zero disruptions. Their data give a direct replication stamp of approval.

Gulboy et al. (2025) moved the game into inclusive middle-school rooms with kids with and without special needs. They show the trick still works fifty years later.

Hursh et al. (1974) layered rules, feedback, and group plus individual prizes. Their fuller package hints that adding pieces after the basic game can lock in the gains.

04

Why it matters

You can start the Good Behavior Game on Monday. Pick teams, post the rules, and pick a tiny prize. It cuts disruption fast and needs no extra staff. Use it in gen-ed, special-ed, or mixed classes.

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→ Action — try this Monday

Post one rule like "Stay seated unless called," start a 10-minute game period, and award team points every two minutes.

02At a glance

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

03Original abstract

A recent study reported procedures (the "good behavior game") for reducing disruptive classroom behavior. Replication of the procedures of the "good behavior game" in two classrooms showed it to be an effective technique for reducing disruptive talking and out-of-seat behavior. Further experimental analysis indicated that the effective components of the game were division of the class into teams, consequences for a team winning the game, and criteria set for winning the game. Although disruptive behavior was markedly reduced by the game, the reductions were correlated with only slightly improved accuracy of academic performance in the one classroom where academic performance was measured.

Journal of applied behavior analysis, 1973 · doi:10.1901/jaba.1973.6-405