Good Behavior Game¶
Product or Programme · All products and programmes
Evidence · 7 claims (4 for, 3 mixed) · 4 studies (2 quant-synthesis, 1 causal, 1 review),q2–q3· 3 of 4 report an effect size · 6 claims rest on one study
Description¶
A classroom behavior-management programme originally developed at Johns Hopkins University in which students work in teams and receive recognition for meeting classroom behavior expectations, with implementations including PAX and AIR versions.
Components¶
- Good Behavior Game classroom management strategy: Good Behavior Game is "a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment." Teachers place students into teams and reward them for following classroom rules. It can be implemented as the PAX Good Behavior Game, the AIR version, or a local adaptation, and is used from prekindergarten through grade 12, often in classrooms showing high levels of disruptive behavior. (What Works Clearinghouse et al. (2023))
Claims¶
- Good Behavior Game improves student behavior, with a pooled effect size of 0.91 across 10 studies meeting WWC standards [+M]
- Good Behavior Game improves teacher practice related to student behavior, with a pooled effect size of 0.79 across two studies [+M]
- Good Behavior Game improves student writing conventions and writing productivity in one single-case study [+M]
- Good Behavior Game shows uncertain effects on intrapersonal competencies, with a pooled effect size of 0.14 that is not statistically significant [~W]
- Good Behavior Game shows uncertain effects on literacy achievement, with a pooled effect size of 0.07 that is not statistically significant [~W]
- Good Behavior Game shows uncertain effects on mathematics achievement, with an effect size of 0.26 that is not statistically significant [~W]
- Cooperative learning with group rewards and individual accountability [+W] — GBG shares the group-contingency structure; pairing it with academic team goals extends it from management to learning
Using it in practice¶
Instructions¶
- Define 3–4 observable rules with the class and post them; model examples and non-examples of each rule.
- Divide the class into balanced teams; consider Assigned Positions to give every student a role and reduce scapegoating.
- Announce the criterion (e.g., fewer than 5 team marks) and the reward, keeping initial game periods short (5–10 minutes).
- During the activity, mark infractions neutrally and visibly; avoid lecturing or singling out individuals.
- At the end, deliver team rewards immediately and briefly; teams under criterion win.
- Gradually lengthen game periods, raise criteria, and fade tangible rewards toward natural contingencies, consistent with Coaching feedback on teacher implementation fidelity.
- Use brief Check-In routines to review team functioning and repair team climate when needed.
Requirements¶
- Explicitly stated, observable behavior rules (e.g., no out-of-seat, no talking out of turn)
- A visible tallying method and a criterion announced in advance
- A menu of team rewards deliverable immediately after the game period
- Balanced teams and a teacher routine for marking infractions neutrally, without shaming individuals
Constraints¶
- Rewards based solely on team outcomes can pressure or stigmatize students whose self-regulation is weakest; teams should be structured so no single student is scapegoated [~M]
- Overly strict criteria or long game periods early on produce frustration and can increase problem behavior [-M]
- Effects depend on consistent, neutral implementation; punitive or inconsistent marking erodes the peer-support mechanism [-M]
- Rewards that are too delayed or too weak fail to sustain behavior change [~M]
Related Products and Programmes¶
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Key Sources¶
- What Works Clearinghouse, Institute of Education Sciences, U.S. Department of Education. (2023). Good Behavior Game. https://ies.ed.gov/ncee/wwc/InterventionReport/728
- Barrish, H. H., Saunders, M., & Wolf, M. M. (1969). Good behavior game: Effects of individual contingencies for group consequences on disruptive behavior in a classroom. Journal of Applied Behavior Analysis, 2(2), 119–124. doi:10.1901/jaba.1969.2-119
- Embry, D. D. (2002). The Good Behavior Game: A best practice candidate as a universal behavioral vaccine. Clinical Child and Family Psychology Review, 5(4), 273–297. doi:10.1023/a:1020977107086
- Tingstrom, D. H., Sterling-Turner, H. E., & Wilczynski, S. M. (2006). The Good Behavior Game: 1969–2002. Behavior Modification, 30(2), 225–253. doi:10.1177/0145445503261165
- Kellam, S. G., Mackenzie, A. C. L., Brown, C. H., Poduska, J. M., Wang, W., Petras, H., & Wilcox, H. C. (2011). The Good Behavior Game and the future of prevention and treatment. Addiction Science & Clinical Practice, 6(1), 73–84.
Page metadata
| Field | Value |
|---|---|
type |
product |
id |
good-behavior-game |
title |
Good Behavior Game |
description |
A classroom behavior-management programme originally developed at Johns Hopkins University in which students work in teams and receive recognition for meeting classroom behavior expectations, with implementations including PAX and AIR versions. |
status |
review |
moved_from |
element/good-behavior-game-strategy, strategy/good-behavior-game |
product_kind |
programme |
generated |
by process:sweep-kinds on 2026-10-10 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — what-works-clearinghouse-2023 |
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