1977
DOI: 10.1002/1520-6807(197707)14:3<341::aid-pits2310140315>3.0.co;2-3
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The principal game: A group consequence procedure to increase classroom in-task behavior

Abstract: The effect of principal attention contingent upon team on-task performance was examined in an unruly fourth-grade class. In the first condition, principal attention was delivered through a game-like group consequence procedure referred to as the Princi a1 Game. During the second experimental condition, principal attention was aelivered to individual subjects contingent upon each individual's behavior. Principal attention was found to be a strong reinforcer in both experimental conditions, but ercentage of on-t… Show more

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Cited by 24 publications
(20 citation statements)
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“…In contrast to the amount of literature base for the GBG of other age groups, investigations of the GBG utilizing elementary school aged participants (grades K-6) encompass the largest group of studies. Within this body of literature on the GBG, authors have found the GBG to be an effective procedure for not only decreasing disruptive behavior in this age group, but also for increasing appropriate behavior, increasing work completion and accuracy, increasing appropriate social behaviors and volleyball skills, and increasing oral hygiene (Bostow & Geiger, 1976;Darch & Thorpe, 1977;Darveaux, 1984;Fishbein & Wasik, 1981;Maloney & Hopkins, 1973;McCurdy, Lannie, & Bardabas, 2009;Medland & Stachnik, 1972;Mudgal, 2004Mudgal, , 2006Patrick et al , 1998;Robertshaw & Hiebert, 1973;Saigh & Umar, 1983;Swain et al , 1982). Robertshaw and Hiebert (1973) used a modified version of the GBG that they called the Good Astronaut Game with a first grade classroom.…”
Section: General Education Elementary Schoolmentioning
confidence: 99%
“…In contrast to the amount of literature base for the GBG of other age groups, investigations of the GBG utilizing elementary school aged participants (grades K-6) encompass the largest group of studies. Within this body of literature on the GBG, authors have found the GBG to be an effective procedure for not only decreasing disruptive behavior in this age group, but also for increasing appropriate behavior, increasing work completion and accuracy, increasing appropriate social behaviors and volleyball skills, and increasing oral hygiene (Bostow & Geiger, 1976;Darch & Thorpe, 1977;Darveaux, 1984;Fishbein & Wasik, 1981;Maloney & Hopkins, 1973;McCurdy, Lannie, & Bardabas, 2009;Medland & Stachnik, 1972;Mudgal, 2004Mudgal, , 2006Patrick et al , 1998;Robertshaw & Hiebert, 1973;Saigh & Umar, 1983;Swain et al , 1982). Robertshaw and Hiebert (1973) used a modified version of the GBG that they called the Good Astronaut Game with a first grade classroom.…”
Section: General Education Elementary Schoolmentioning
confidence: 99%
“…Perhaps the most common intervention approach has involved the use of group contingencies, with the earliest and most well-known example being the Good Behavior Game (GBG; Barrish, Saunders, & Wolf, 1969). Numerous studies conducted over the past several decades have demonstrated the effectiveness of the GBG in decreasing off-task behavior and thereby promoting classwide performance (e.g., Darch & Thorpe, 1977;Fishbein & Wasik, 1981). Other research has documented the link between increased opportunities to respond (OTR) and increased engagement at the classroom level (Haydon, Mancil, & Van Loan, 2009).…”
mentioning
confidence: 99%
“…DESCRIPTORS: classroom behavior, classroom management, disruptive behavior, on-task behavior, generalization The good behavior game, a group-oriented reinforcement contingency, has frequently been used to reduce disruptive behavior in classrooms. The good behavior game involves dividing the class into teams, stating criteria for behavior, observing teams for total compliance with criteria, and reinforcing those teams totally in compliance (Barrish, Saunders, & Wolf, 1969;Darch & Thorpe, 1977;Medland & Stachnik, 1972). These studies have several characteristics in common: they took place in the regular classroom setting, used the game on a daily basis, and used rules designed without the input of the children.…”
mentioning
confidence: 99%