评估“被抓为好”游戏中不同程度的强化

IF 1.4 3区 心理学 Q3 EDUCATION, SPECIAL
Kayla Crook, Joel E. Ringdahl, Rosie N. Cooper, Kadijah K. Quinland, Dana Mangum, Karla A. Zabala
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引用次数: 0

摘要

被发现是好的游戏(CBGG)是一种基于证据的实践,用于课堂,以减少破坏性的课堂行为。这种班级干预的方法已经实施,其有效性在不同年级和不同类型的破坏性行为中得到证明。教师们反映CBGG是一种易于实施的课堂管理策略。尽管已经发表了几项研究,证明了它的效用,但很少有研究考察了或有事件的变化如何影响结果。在目前的研究中,CBGG在三个教室中实施,以努力复制以前的研究结果。此外,我们还操纵了奖励/强化的大小,以确定该参数是否会影响干预效果。研究结果显示,在三个小学教室中,适当的课堂行为有所增加。在三个教室中,奖励/强化的大小对干预结果的影响是不同的,没有统一的大小影响。本文还讨论了强化强度对CBGG效果没有影响的原因。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating Different Magnitudes of Reinforcement Within the Caught Being Good Game
The Caught Being Good Game (CBGG) is an evidence-based practice used in classrooms to reduce disruptive classroom behavior. This approach to classwide intervention has been implemented and its effectiveness demonstrated across grade levels and types of disruptive behavior. Teachers report that the CBGG is an easy classroom management strategy to implement. Although several studies have been published demonstrating its utility, less research has examined how variations in the contingencies employed impact outcomes. In the current study, the CBGG was implemented across three classrooms in an effort to replicate previous findings. As well, the magnitude of reward/reinforcement was manipulated to determine whether this parameter affected intervention efficacy. Results of the study demonstrated appropriate classroom behavior increased across three elementary classrooms. The impact of magnitude of reward/reinforcement was idiosyncratic across the three classrooms, with no uniform impact of magnitude on intervention outcomes. Reasons why magnitude of reinforcement may not have impacted the efficacy of the CBGG are discussed.
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来源期刊
CiteScore
4.90
自引率
14.30%
发文量
10
期刊介绍: ...offers sound, research-based principles of positive behavior support for use in school, home and community settings with people with challenges in behavioral adaptation. Regular features include empirical research; discussion, literature reviews, and conceptual papers; programs, practices, and innovations; forum; and media reviews.
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