Tuesday, 27 March 2007
Carly's Follow-Up
The Results!
Experiment Introduction
"As a tourist in Australia, I walked into Desmond's bar as an unsuspecting guinea pig. I was guaranteed free drinks during my next trip to Australia if I conducted this experiment while back home. Here is the info. Hey Desmond, start making those daiquiris! I'll be back on the island soon!
~ Carly"
I'm doing an experiment!
Dropping the Pounds Update
http://www.unc.edu/~caashley/Unitproject.mp3
Monday, 26 March 2007
Thursday, 22 March 2007
Wednesday, 21 March 2007
Tuesday, 20 March 2007
Thursday, 1 March 2007
A Game for Good Behavior!



Throughout the article, authors refer to “three group-oriented contingences,” which is pretty much a lot of words to say “how we changed the experiment.” The 3 contingencies are independent, dependent, and interdependent. All of these are just different sets of rules for the good behavior game. Teachers use whichever works best for their class.
The independent contingency would sound like this in a classroom: “Whoever makes a 90% or higher on the end of chapter math test will be able to pick a prize from the treasure chest” (226). So, in order to get every student to work towards a target behavior (90% on test), they are all offered a similar reward, criteria, and (in other cases) consequences.
Third grader, Paige, may hear “If Meg, Steve, and Linda stay on their mats and don’t get up, then we will have a special snack after nap time” (226). Paige is likely to attempt persuading Meg, Steve, and Linda to keep their derrieres on the mats as a result of the dependent contingency. In this variation, every third grader has bet the whole barrel of monkeys on Meg, Steve, and Linda—if they do well then everyone is rewarded. But if they don’t, that special snack goes right out the window—as does the other students’ respect for the mischievous munchkins.
Option three is the interdependent contingency. Tapping her yardstick to her open palm, Mrs. Applebottom may say, “If the average grade on this weekend’s homework assignment is 85% or higher, we all will watch a movie Monday afternoon” (226). Now students are not reliant on a select few. They are not reliant on just their own work. Now everyone is reliant on everyone else’s work in order to reap the benefits of a lazy Monday afternoon in class.
So the 3 contingencies of the good behavior game are what, class? Independent? Yes. Dependent? Yes. Interdependent? Ding-ding-ding—we have a winner! Now onto some case studies…
In this article, there are pages upon pages of charts accounting for the over 30 years worth of research that covers the good behavior game and its variations. There is one common implementation that this article describes. Researchers Barrish (1969), Bostow & Geiger (1976), Davies & White (2000), and many others have used the following strategy: class divided into two teams. Rules and behavior guidelines were posted. Marks were given for negative results. There were two ways to win. First, you could be the team with the lowest marks on your record. Or both teams could win if they stayed below a predetermined number of marks for the time period. According to the article, “The game was overwhelmingly successful and tattling decreased rapidly once the rule was instituted… in addition to talking, out-of-seat, and following directions in their GBG with second graders” (238). So far, so good.

As I mentioned before, there are more than just the already explained ways to play the behavior game. There are many notable variations that have yielded great results. However, for the sake of your sanity I will only review 2.
Robertshaw and Hiebert’s 1973 variation had a space age spin—something quite relevant for the time the study was conducted. With an astronaut theme, first graders were divided into teams and earned tokens for completed seatwork and good astronaut behavior (that included using good manners, working on assigned tasks, waiting patiently when raising hand for help, and carrying chairs to and from reading groups quietly). Each day the winning team’s colored spaceship on the bulletin board was moved closer toward the final destination-- the moon” (239). As spaceships orbited the chalkboard, behavior changes were observed in the classroom. Teachers and researchers saw increases in completed seatwork and decreases in inattentive behavior.


Here is my question mate: should I implement a Good Behavior Game around 3 a.m. for my rowdy bar-dwellers? Maybe an astronaut theme? What about a get out of my bar theme? Yeah? I like it too.
Tingstrom, Daniel H., Heather E. Sterling-Turner, and Susan M. Wilczynski. “The Good Behavior Game: 1969-2002.” Behavior Modification. Vol. 30, No. 2 (March 2006): 225-253. Sage Journals Online. E-Journal Finder. UNC- Chapel Hill Libraries. Chapel Hill, North Carolina. 18 February 2006.