Good Behavior Game by PAXIS Institute (PAX GBG)

At a glance

Program or Strategy Type
Direct Service
Intervention Continuum
Universal
Age group(s)
Late Childhood (5-11)
Late Childhood (5-11)
Setting(s)
School
DBHR Prevention Funding Source(s)
EIP, Cannabis, Opioid, MHPP
EBP Designation
Evidence Based Program (EBP) for EIP
Evidence Based Program (EBP) for Cannabis
Evidence Based Program (EBP) for Opioid
Evidence Based Program (EBP) for MHPP
Versions with EBP Designations
GBG by PAXIS; GBG by AIR
Program or Strategy Description

The Good Behavior Game (GBG) is a classroom-based behavior management strategy for elementary school that teachers use along with a school's standard instructional curricula. GBG uses a classroom-wide game format with teams and rewards to socialize children to the role of student and reduce aggressive, disruptive classroom behavior, which is a risk factor for adolescent and adult illicit drug abuse, alcohol abuse, cigarette smoking, antisocial personality disorder (ASPD), and violent and criminal behavior. In GBG classrooms, the teacher assigns all children to teams, balanced with regard to gender, aggressive, disruptive behavior, and shy, socially isolated behavior. Basic classroom rules of student behavior are posted and reviewed. When GBG is played, each team is rewarded if team members commit a total of four or fewer infractions of the classroom rules during game periods. During the first weeks of the intervention, GBG is played three times a week for 10 minutes each time during periods of the day when the classroom environment is less structured and the students are working independently of the teacher. Game periods are increased in length and frequency at regular intervals, by mid-year the game may be played every day. Initially, the teacher announces the start of a game period and gives rewards at the conclusion of the game. Later, the teacher defers rewards until the end of the school day or week. Over time, GBG is played at different times of the day, during different activities, and in different locations, so the game evolves from being highly predictable in timing and occurrence with immediate reinforcement to being unpredictable, with delayed reinforcement so that children learn that good behavior is expected at all times and in all places.

Status on Other Registries or Inventories
Blueprints: Promising
CrimeSolutions: Effective
CEBC: Not on registry
WSIPP Youth Cannabis 2019: Not on Inventory
WSIPP Children's Services 2020: Evidence-based
Title IV-E Clearinghouse: Not on registry
What Works Clearinghouse: Not on registry
CASEL Program Guide: Not on registry
Suicide Prevention Resource Center: Not on registry

Contexts

Race/Ethnicity
All
(Dis)ability
Not specified
Gender
Female, Male
LGBTQ+
Not specified
Urbanicity
Urban
Suburban
Rural
Language
English, French, Estonian, Russian, Swedish
Name and Contact of Program Developer

Research: Dennis D. Embry, Ph.D.

(877) 467-2947

info@paxis.org

Characteristics

Protective factor(s) addressed

Individual Protective Factors
Clear Standards for Behavior
Peer Protective Factors
Interaction With Prosocial Peers
Family Protective Factors
Not Specified
School Protective Factors
Opportunities for Prosocial Involvement in Education
Rewards for Prosocial Involvement in School
Neighborhood/Community Protective Factors
Not Specified

Risk factor(s) addressed

Individual Risk Factors
Antisocial / Aggressive behavior - Early Initiation of Antisocial Behavior
Peer Risk Factors
Not Specified
Family Risk Factors
Not Specified
School Risk Factors
Not Specified
Neighborhood/Community Risk Factors
Not Specified

Outcomes targeted

Problem Behavior Outcomes
Alcohol
Antisocial-aggressive Behavior
Conduct Problems
Delinquency / criminal behavior
Illicit Drug Use
Tobacco
Education Outcomes
Academic Performance
Emotional Well-being Outcomes
Anxiety
Depression
Internalizing Symptoms / Behavior
Other Mental Health
Suicide / Suicidal Thoughts
Positive Relationships Outcomes
Close relationships with peers

Implementation stories