4.2 Article

Does the Immediacy of Feedback Matter in Game-Based Classroom Management? Analysis of the Caught Being Good Game With Adolescent Students

期刊

JOURNAL OF POSITIVE BEHAVIOR INTERVENTIONS
卷 24, 期 3, 页码 208-221

出版社

SAGE PUBLICATIONS INC
DOI: 10.1177/10983007211068534

关键词

adolescent; academic engagement; Caught Being Good Game; Tier 1 positive behavior intervention

资金

  1. Dublin City University Career Enhancement Grant

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The study evaluated the Caught Being Good Game (CBGG) across two adolescent student populations and found it to be effective in classroom management. Teachers may choose whether to use feedback during the CBGG, potentially saving time and increasing student engagement.
This study evaluated the Caught Being Good Game (CBGG) across two adolescent student populations, maintaining a focus on the provision of feedback during the game. The CBGG, a variation of the group contingency intervention, the Good Behavior Game (GBG), is a classroom management intervention that involves the provision of points to teams of students who follow class rules. Feedback was manipulated during the game to ascertain whether immediate visual feedback was always necessary. The CBGG was presented with and without immediate visual feedback across phases, using a multiple treatment reversal design. Intervention conditions were counterbalanced across two classrooms of mainstream adolescent students. Data were collected on academically engaged and disruptive behavior. The CBGG was generally effective in targeting these behaviors in both classrooms, with some differential effects apparent for CBGG versions across classrooms. This provides further support for the use of the CBGG as a positive classroom management technique and as an alternative to the classic GBG. The findings also suggest that teachers may choose whether to use feedback or not during the CBGG, which may save them time and increase buy-in by incorporating an opportunity for some autonomy in game implementation.

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