The Good Behavior Game: Current Research and Applications

The good behavior game (GBG) has received much attention by researchers in the last ten years. Demonstrations have examined the various components, versions, and qualitative outcomes of the GBG across educational settings.  Applications to classrooms are most common but the flexibility of the GBG to adapt to various contexts presents a world of possibility for applications across settings, learners, and behaviors. This course examines the available research and translates the most applicable aspects of each study for clinical use. Downloadable resources and a course reading packet for future reference are also provided.

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Course Pacing: This course is 4 CEUs and should take 3 hours and 20 minutes to complete (50 minutes/CEU, per the BACB). A course timer is provided at the end of the course. The timer is an imperfect guide and it is recommended that users informally log their time. User verification of time spent, and additional reading, are provided in the course survey presented prior to the final quiz.

Course Content

Lessons Status
1

The Good Behavior Game Procedures

2

Prize Options

3

A Look at Components

4

Generalization of Effects

5

Points as Punishment or Points as Reinforcement

6

Assessing Side Effects

7

Individual Student Response to the GBG

8

Integrity of Implementation

9

A Practitioner’s Guide to the Good Behavior Game

10

Considerations for Application

11

Review, Resources, and References

12

Final Quiz