Program Goals
Good Behavior Game (GBG) is a classroom management strategy designed to reduce aggressive and disruptive classroom behavior and create a classroom environment that is conducive to learning for all students. GBG attempts to reduce children’s negative behaviors and promote prosocial behaviors by encouraging positive interactions with peers and by improving teachers’ ability to define tasks, set rules, and discipline students. GBG is implemented when children are in early elementary grades to provide them with the skills they need to respond to later life experiences and societal influences that may be negative.
The program seeks to reduce early risk factors (i.e., aggressive and disruptive classroom behavior) that can lead to later problem behaviors such as criminal/delinquent activity and substance use. The reduction in problem behaviors can also lead to a reduction in use of services for those behaviors, such as drug treatment.
Target Population
The program is universal and can be applied to general populations of early elementary school children, ages 6 to 10.
Program Components
GBG is a group-contingent reinforcement classroom management strategy in which students are assigned to work in teams, and each individual is responsible to the rest of his or her team for its success. It is understood that the entire team will be rewarded if they are found to be following classroom rules. This strategy creates incentive for students to manage their own behavior through group reinforcement and mutual self-interest.
Before the game begins, teachers clearly specify those disruptive behaviors (e.g., verbal and physical disruptions, noncompliance) that, if displayed, will result in a team’s receiving a checkmark on the board. Team members are encouraged to support each other's efforts at appropriate behavior. By the end of the game, teams that have not exceeded the maximum number of marks are rewarded, while teams that exceed this standard receive no rewards. Rewards change over the course of the year from being tangible (such as stickers or erasers) to being more intrinsically related to the classroom setting, such as having additional quiet time to read during the school day.
GBG is implemented in three phases. In the introduction phase, children and teachers are familiarized with the GBG intermittently and for short periods. In the expansion phase, the duration of the GBG, the settings in which the GBG is played, and the behaviors targeted by the GBG are expanded. In the generalization phase, compliance with classroom rules outside GBG periods is encouraged by explaining to children that the GBG rules are applicable even when the game is not played. Eventually, the teacher begins the game with no warning and at different periods during the day, so that students will continue to monitor their behavior and conform to expectations.