Program Profile: Good Behavior Game

This is a classroom management strategy designed to reduce aggressive and disruptive classroom behavior and create a classroom environment that is conducive to learning for students, ages 6 to 10.

Evidence Rating: Promising | One study

Date:

Date Modified: February 12, 2020

In 2012, the Good Behavior Game (GBG) received a final program rating of Effective based on a review of two studies: Kellam and colleagues (1994) and Witvliet and colleagues (2009). However, these two studies examined outcomes by subgroup (specifically looking at program effects by gender). Under the CrimeSolutions review process, only the full study sample is scored (even if the study authors state clearly an �a priori� theoretical rationale for why the program or practice would be expected to work for a given subgroup and not another). In 2019, a rereview of the program using three different studies (Kellam, et al.2008; Poduska et al. 2008; and Wilcox et al. 2008) and the updated CrimeSolutions. Program Scoring Instrument resulted in a new final rating of Promising. Studies that are rated as Promising have some evidence to indicate that programs achieve their intended outcomes.

Date Created: July 17, 2024
Program Snapshot

Age: 6 - 10

Gender: Male, Female

Race/Ethnicity: White, Black, Other

Geography: Urban Rural

Setting (Delivery): School

Program Type: Academic Skills Enhancement, Children Exposed to Violence, Classroom Curricula, Conflict Resolution/Interpersonal Skills, School/Classroom Environment

Targeted Population: Children Exposed to Violence

Current Program Status: Active

Researcher:
Megan Sambolt
Project Director
American Institutes for Research

United States

Phone: 202.403.5223
Website
Email