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The Lunchroom Behavior Game: A Single-Case Design Conceptual Replication
Journal of Behavioral Education ( IF 1.2 ) Pub Date : 2020-11-06 , DOI: 10.1007/s10864-020-09415-0
Nicolette M. Grasley-Boy , Nicholas A. Gage

Inappropriate behaviors often occur in non-classroom settings, such as lunchrooms, due to the increased volume of students with fewer supervising adults. As such, there is a need for effective and efficient behavior management interventions that can be implemented in these environments. To address frequent disruptions in an urban elementary lunchroom, McCurdy et al. (J Sch Psychol 47:39–54, 2009) developed a team-based interdependent group contingency called the Lunchroom Behavior Game (LBG) and observed decreased disruptions, while staff and students found the intervention highly acceptable. Given this success, we replicated the LBG in an elementary school in a mid-sized Southeastern city. LBG implementation was staggered across three lunch periods using a multiple-baseline design across subjects. The rate of disruptive behaviors decreased in all lunches following LBG implementation and remained at lower levels during maintenance observations; however, implementation fidelity and student acceptability were low. Specific implementation issues encountered and recommendations for future research are discussed.



中文翻译:

午餐室行为游戏:单例设计概念复制

由于学生人数的增加和监督成人的减少,在非教室环境中(例如午餐室)经常发生不适当的行为。因此,需要可以在这些环境中实施的有效且高效的行为管理干预措施。为了解决城市基本午餐室中的频繁干扰,McCurdy等 (J Sch Psychol 47:39-54,2009)建立了一个基于团队的相互依存的小组应急机制,称为“午餐室行为博弈(LBG)”,观察到干扰减少的程度有所降低,而员工和学生都发现干预措施是可以接受的。有了这项成功,我们在东南部中型城市的一所小学复制了LBG。使用跨主题的多基线设计,在三个午餐时段内交错执行了LBG。LBG实施后,所有午餐的破坏行为发生率均下降,在维护观察期间保持较低水平;但是,实施保真度和学生接受度很低。讨论了遇到的具体实施问题以及对未来研究的建议。

更新日期:2020-12-23
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