The Evidence on Teaching

Promoting Positive Behavior Using the Good Behavior Game

Bowman-Perrott L, Burke MD, Zaini S, Zhang N, Vannest K · 2015

grade Cmeta-analysisindependentreplicated
Sample
21 single-case studies representing 1,580 students, pre-kindergarten through grade 12; 137 phase contrasts
Population
Pre-kindergarten through grade 12 classrooms.
Design
A second single-case meta-analysis of the Good Behavior Game on an overlapping corpus, using TauU rather than overlap percentages. Same design-class caveat as Flower et al. - within-classroom phase contrasts on observed behaviour, no randomisation, no achievement outcome, no follow-up.
Key findings
TauU across 137 phase contrasts was .82 (95% CI 0.78 to 0.87), indicating a substantial reduction in problem behaviour and an increase in prosocial behaviour during game play. The game was most effective at reducing disruptive and off-task behaviours, and students with or at risk for emotional and behavioural disorders benefited most.
Genetic confound
Not applicable - within-subject phase contrasts.
Replication notes
Reproduces Flower et al. 2014 on an overlapping single-case corpus with a different effect-size metric. The in-game behavioural effect is the one thing in this literature that replicates reliably; it does not survive translation into the cluster-randomised trials, where the English 77-school trial found teacher-rated disruptive behaviour at 0.06 (95% CI -0.09 to 0.22).
DOI / URL
10.1177/1098300715592355

Effects

OutcomeMetricValueMeasureTimingVsHorizonClass
Problem and prosocial behaviour during game playTauU0.82 (95% CI 0.78 to 0.87) across 137 phase contrastsresearcher-designedduring intervention phasesnoneend-of-treatmentbehaviour
Students with or at risk for emotional and behavioural disordersmoderatorbenefited mostresearcher-designedduring intervention phasesnoneend-of-treatmentbehaviour

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