Group Contingencies

Author(s):  
Tai A. Collins ◽  
Renee O. Hawkins ◽  
Kamonta Heidelburg ◽  
Keisha Hill

Group contingencies describe interventions in which a reward is delivered to a group of individuals based on meeting a predetermined target level of performance. Group contingencies have repeatedly been found to be effective in modifying student behavior. Not only are group contingences effective, but they also have several logistical advantages over individual contingencies. Namely, the delivery of a common consequence to a group of individuals increases efficiency, the use of peers as change agents increases positive peer pressure for appropriate behavior, group contingencies are flexible, and they allow access to a variety of reinforcers. Three different types of group contingencies are described. Finally, specific examples of group contingencies are provided. This includes the Good Behavior Game, Positive Peer Reporting, and Mystery Motivator.

2019 ◽  
Vol 45 (4) ◽  
pp. 224-237
Author(s):  
Ruth K. Chaffee ◽  
Amy M. Briesch ◽  
Robert J. Volpe ◽  
Austin H. Johnson ◽  
Laura Dudley

Class-wide behavioral interventions are a feasible and effective method to support the behavior of all students. In six peer-reviewed studies, Tootling, a class-wide intervention that combines positive peer reporting with an interdependent group contingency, has increased positive peer reports and academically engaged behavior (AEB), and decreased disruptive behavior (DB). However, no prior studies have been conducted with middle school students, and none have employed strategies to promote enduring behavior change. A withdrawal design with maintenance phase, implemented across two middle school classrooms, found moderate effects (nonoverlap of all pairs [NAP] = 0.74, Tau-U = −0.48) of Tootling on decreasing DB and moderate to large effects (NAP = 0.76, Tau-U = 0.68) on increasing AEB, although internal threats to validity prevented the demonstration of a clear functional relationship across both classrooms. Results from the maintenance phase, in which the group contingency reward was removed, suggest promising strategies to support durable behavioral change. Limitations of the present study, directions for future research, social validity, and implications for practice are discussed.


Author(s):  
Daniel M. Maggin ◽  
Christerallyn A. J. Brown ◽  
Skip Kumm

Interdependent group contingencies involve a common consequence based on the behavior of all members of the group, as groups may have to meet a behavioral criterion together or all group members must meet a criterion to access a consequence. Interventions such as the Good Behavior Game, Peer Reporting Interventions, and mystery motivators are examples of interdependent group contingencies that utilize peer influence to improve appropriate behaviors in classrooms. This chapter discusses implementation issues with group contingencies, including target behavior selection, classroom training, addressing group sabotage, and managing contingencies. This chapter also discusses considerations of diversity and equity within interdependent group contingencies.


2019 ◽  
Vol 28 (3) ◽  
pp. 168-176
Author(s):  
John W. Maag

Although the good behavior game (GBG) has a long empirical record for effectively decreasing inappropriate student behavior, there are fewer studies that have targeted improving appropriate behavior. This article describes why and how the GBG can be used by teachers across grade levels and situations to increase student appropriate behavior and benefit teachers.


2019 ◽  
Vol 44 (4) ◽  
pp. 471-495 ◽  
Author(s):  
Kamila Dadakhodjaeva ◽  
Keith C. Radley ◽  
Daniel H. Tingstrom ◽  
Brad A. Dufrene ◽  
Evan H. Dart

An effective group contingency, the Good Behavior Game (GBG), has been implemented successfully with a wide range of age groups. However, improvements in student behavior are often not observed when the GBG is abruptly terminated, and research has yet to evaluate the effects of the GBG when the frequency of implementation is reduced. The purpose of the current study was to evaluate the effect of the GBG, implemented daily initially then on a less frequent schedule. The study utilized a multiple baseline design across three kindergarten classrooms to evaluate the effectiveness and maintenance of the GBG at reducing classwide and target student disruptive behavior (DB) and increasing classwide and target student academic engagement. Reduced Frequency data were collected while withholding implementation of the GBG. The results indicate that the GBG was highly effective in improving classwide behavior, which was maintained throughout the final Reduced Frequency phase in which the GBG was reduced in frequency, and moderately effective in improving target student behavior during both phases.


2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
J Sondey ◽  
N Taurel ◽  
C Khem ◽  
L Negre ◽  
S Birocchi ◽  
...  

Abstract Children presenting disruptive and antisocial behavior are more at risk of developping health and life complications. The “Good Behavior Game” (GBG) is an American classroom behaviour management program implemented by trained teachers. Its effectiveness in public health has been shown by several scientific studies. The program was recently adapted for France by the GRVS, Nice. During 2017-2018, four schools - 1,400 children- benefitted from the GBG program, conducted in the Toulon area by the CODES 83 under the supervision of the GRVS. During their bi-monthly visits to the 29 teachers in training, coaches collected data reports on the past games, and observed a live GBG session. They discussed then with the teacher to build the best classroom management strategy. Does the GBG help pupils improve their peer relationships? What can the program realistically bring in terms of classroom wellbeing? Those questions are crucial to assess, children’s quick benefits, as well as the development of life skills as protective factors for healthy living. Based on the coaches’ observations and feedbacks with the teachers, preliminary results tend to demonstrate that the GBG help pupils improve their peer relationships, notably by evoking cooperation and inclusive behaviors. Pupils present a more positive state-of-mind whether to give a personal opinion, to share speaking time, learn patience, to make collective decisions, to be aware of one’s need, to peacefully deal with disagreement, to explain instructions to one another, to ask for another point of view. More active and peaceful approaches to conflict resolution have been noticed. The program seems to enhance wellbeing at class including positive peer interactions and self-appreciation. Regarding the experiment in the Toulon area, GBG has a strong potential to develop social and life skills of children. GBG seems to work towards better self-esteem, a key lever for peer-pressure resistance and for making healthy choices. Key messages The “Good Behavior Game” (GBG) creates a positive environment in the classroom, leading children towards positive peer interactions. GBG enhances protective factors against peer-pressure an important determinant of risky behavior.


2008 ◽  
Vol 4 (3) ◽  
pp. 230-246 ◽  
Author(s):  
Frank E. Bowers ◽  
Marcia E. Jensen ◽  
Clayton R. Cook ◽  
Amber D. McEachern ◽  
Tara Snyder

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