{"title":"通过低强度干预增强教师的能力:利用 \"做个好孩子 \"游戏促进多动症学生的积极行为","authors":"Keetam D. F. Alkahtani","doi":"10.1177/01987429231224758","DOIUrl":null,"url":null,"abstract":"Students with attention-deficit/hyperactivity disorder (ADHD) may engage in disruptive classroom behaviors. The Caught Being Good Game (CBGG) has been identified as an intervention for managing class-wide behaviors. The purpose of the current study was to evaluate the effect of the CBGG in increasing class-wide academically engaged behavior (AEB) and decreasing disruptive behaviors (DB) among target students diagnosed with ADHD. This study used a multiple baseline design across three elementary classrooms. The results indicated that all participants’ AEB increased when the CBGG was implemented. The results also suggested that the CBGG decreases DB among target students diagnosed with ADHD. Using the CBGG as part of classroom management could reduce the time teachers spend managing student behavior and increase the time they spend on teaching.","PeriodicalId":47249,"journal":{"name":"Behavioral Disorders","volume":"68 1","pages":""},"PeriodicalIF":2.1000,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Empowering Teachers With Low-Intensity Interventions: Using the Caught Being Good Game to Promote Positive Behavior Among Students With ADHD\",\"authors\":\"Keetam D. F. Alkahtani\",\"doi\":\"10.1177/01987429231224758\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Students with attention-deficit/hyperactivity disorder (ADHD) may engage in disruptive classroom behaviors. The Caught Being Good Game (CBGG) has been identified as an intervention for managing class-wide behaviors. The purpose of the current study was to evaluate the effect of the CBGG in increasing class-wide academically engaged behavior (AEB) and decreasing disruptive behaviors (DB) among target students diagnosed with ADHD. This study used a multiple baseline design across three elementary classrooms. The results indicated that all participants’ AEB increased when the CBGG was implemented. The results also suggested that the CBGG decreases DB among target students diagnosed with ADHD. Using the CBGG as part of classroom management could reduce the time teachers spend managing student behavior and increase the time they spend on teaching.\",\"PeriodicalId\":47249,\"journal\":{\"name\":\"Behavioral Disorders\",\"volume\":\"68 1\",\"pages\":\"\"},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2024-01-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Behavioral Disorders\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1177/01987429231224758\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION, SPECIAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Behavioral Disorders","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1177/01987429231224758","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION, SPECIAL","Score":null,"Total":0}
引用次数: 0
摘要
患有注意力缺陷/多动障碍(ADHD)的学生可能会出现扰乱课堂秩序的行为。Caught Being Good Game (CBGG) 已被确定为一种管理全班行为的干预措施。本研究旨在评估 CBGG 在提高全班学生学术参与行为(AEB)和减少被诊断为多动症(ADHD)的目标学生的破坏性行为(DB)方面的效果。本研究在三个小学班级中采用了多基线设计。结果表明,实施 CBGG 后,所有参与者的 AEB 都有所提高。研究结果还表明,CBGG 减少了被诊断为多动症的目标学生的 DB。将 CBGG 作为课堂管理的一部分,可以减少教师管理学生行为的时间,增加他们用于教学的时间。
Empowering Teachers With Low-Intensity Interventions: Using the Caught Being Good Game to Promote Positive Behavior Among Students With ADHD
Students with attention-deficit/hyperactivity disorder (ADHD) may engage in disruptive classroom behaviors. The Caught Being Good Game (CBGG) has been identified as an intervention for managing class-wide behaviors. The purpose of the current study was to evaluate the effect of the CBGG in increasing class-wide academically engaged behavior (AEB) and decreasing disruptive behaviors (DB) among target students diagnosed with ADHD. This study used a multiple baseline design across three elementary classrooms. The results indicated that all participants’ AEB increased when the CBGG was implemented. The results also suggested that the CBGG decreases DB among target students diagnosed with ADHD. Using the CBGG as part of classroom management could reduce the time teachers spend managing student behavior and increase the time they spend on teaching.
期刊介绍:
Behavioral Disorders is sent to all members of the Council for Children with Behavioral Disorders (CCBD), a division of the Council for Exceptional Children (CEC). All CCBD members must first be members of CEC.