The Good Student Game:
Behavior
Management for Diverse Classrooms
ALLISON E. BABYAK, GAYLE
J. LUZE,
The Good Student Game is an effective classroom management tool appropriate for meeting
the diverse needs of today’s classroom teachers.
Based on empirically validated procedures, such
as the Good Behavior Game and self-monitoring
strategies, the Good Student Game is an easy-toimplement intervention designed to help elementary students stay on task. This article provides a
description of the game, recommendations for
playing the game, and results from three classrooms demonstrating the effectiveness of the
game. Suggestions stress the importance of
teaching students to identify and evaluate good
student behaviors, as well as the need for teachers to provide students with supportive feedback.
Stewart’s fifth-grade general education
class is diverse. Like many other teachers,
N ~ ~ .BIrs. Stew-art teaches students with attention
t
problems, learning and/or behavioral diffit M
culties, limited English proficiency, and giftedness. Airs. Stew-art is fi-ustrated. She says that her
students just &dquo;don’t do what the~~re supposed to do.&dquo;
According to Virs. Stew-art. her students hale trouble
following directions and completina assignments; discipline is a constant struggle. ~irs. Stewart was looking for
an easy-to-implement intervention that w ould help her
students stay on tasl. it>en she was introduced to the
Good Student Game, -Nhs. Stew-art was eager to try it
it%at follows is a description of the Good Student
Game, recommendations for playing the game, and results from three classrooms demonstrating the effectiveness of the game.
rs.
t~
~~
AND
DEBRA M. KAMPS
BACKGROUND
The Good Student Game (Landrum & Tankersley, 1997)
is a classroom management tool that uses a game format
to help students monitor appropriate classroom behaviors such as staying seated and working quietly. The
Good Student Game evolved from components of (a) the
Good Behavior Game (Barrish. Saunders, & tt olf, 1969)
and (b) self-monitoring strategies. The Good Behaviour
Game has been effective in reducing inappropriate behaviors during both teacher-directed instruction and
independent work activities (Darveaux, 1984; Fishbein
& Wasik, 1981; Harris & Sherman, 1973; Medland &
Stachriil, 1972). In a review of the research on the Good
Behaviour Game, Tankersley (1995) described the following procedures as essential to the game:
~
Teachers define target behaviors they a ould like to
see improved and determine w hen target behaviors
~
Criterion is
are most
~
~
~
~
problematic.
set for winning the game and reinforcers
are established.
Students are taught how to play the game.
The classroom is divided into teams and team names
are written on the challboard.
tt’hen a student breaks a rule, the teacher puts a
mark under the name of the student’s team.
At the end of the game, any team with few er marks
than the preestablished criterion w-ins, and BBinning
teams receive reinforcers.
The Good Student Game differs from the Good Behavior Game in several ways (see Table 1). First, teachers
using the Good Behaviour Game assume responsibility
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216
for monitoring student behavior, whereas the Good
Student Game allows students to self-monitor. Teachers
who already feel overburdened by classroom pressures
may prefer student self-monitoring to teacher monitoring. Second, because of its emphasis on self-monitoring,
the Good Student Game provides opportunities for students to assess their own behavior. Students who selfmonitor observe, evaluate, and record their own
behaviors. Self-monitoring has been shown to be an effective strategy for increasing attention to task, positive
classroom behaviors, and some social skills in general
and special education settings (Hoff & DuPaul, 1998;
Webber, Scheuermann, McCall,
&
Coleman, 1993).
Additionally, researchers have hypothesized that selfmonitoring helps students feel they are an integral part
of the instructional process (Kneedler & Meese, 1988).
Third, because teachers implementing the Good Behavior Game count incidents of rule-breaking behaviors,
they tend to focus on negative student behaviors.
Teachers implementing the Good Student Game, by
contrast, focus on positive behaviors by attending to and
having students record rule-following behaviors.
DESCRIPTION
The Good Student Game uses the procedures of Landrum and Tankersley (1997) to provide educators with a
classwide strategy for student self-monitoring. The
Good Student Game is designed for elementary classrooms during quiet, independent work periods (i.e., 2030 minutes). Teachers should play the game at least once
per day, although two to three times per day is recomTable 1.
mended. The following steps will guide teachers in setting up and playing the Good Student Game.
First, the teacher decides when to play the game and
chooses two or three target behaviors that are most
problematic. Students in Mrs. Stewart’s class, for example, were frequently off task when given independent assignments. Mrs. Stewart implemented the game during
these independent work times to keep students on task
so that assignments could be completed. Target behaviors should be clearly identified and defined so both
the teacher and the students know what is expected.
Target behaviors that are easily identified include staying
seated, raising your hand if you have a question, working
quietly, and raising your hand w hen you finish.
Next, the teacher sets goals and selects reinforcers.
Goals may be determined on an individual or classwide
basis. On an individual basis, the teacher may decide that
only students who remain seated and quiet during 80%
of the session earn 5 minutes of extra recess. On a classwide basis, the teacher may require the entire class to
achieve 80% in order for all students to have 5 minutes
of extra recess. The teacher should gradually increase
the goal, depending on the unique needs of the students.
Requiring students to stay seated and quiet 80% of the
time for one session may be increased to 80% for two
sessions, then three, and so on. Teachers should be careful not to increase the goal too quickly. Selecting reinforcers depends on the students and teacher. To identify
potential reinforcers, teachers can watch students to see
what materials or activities students use naturally, develop a potential list of reinforcers and have students select from the list, or use open-ended questions or surveys
to find out what students like. Examples of reinforcers
Components of the Good Behavior Game and the Good Student Game
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217
that have been used include tangibles such as stickers,
treats, and get-out-of-w ork-free coupons and intangibles
such as extra recess, quiet indoor activities, and parties.
finally, the teacher decides whether group or individual monitoring will be used. For group monitoring.
groups of three to six students are recommended. For individual monitoring, each student is in his or her own
group. Because each student or group is expected to
meet the goal, the teacher should be alert to students
who purposely sabotage their groups progress. In the
past, students not wanting to participate in the Good
Behaviour Game have actually increased inappropriate
behaviors (Harris &
Sherman, 1973), resulting in their
team’s failure to meet the goal. The teacher may w ant to
group these students on a team or have each student
work independently.
PLAYING
THE
GAME
TEACHING STUDENTS TO PLAY
STUDENT GAME
GOOD
Step 1: Define good student beb~r~iors. D’LSCUSS’%idi students the importance of coming to school to learn.
Ask students to describe what learning means (e.g.,
listening, working, following directions, paying attention, and trying your best). Tell students they
will learn how to play a game to help them learn
called the Good Student Game. Summarize by
listing the following behaviors that help students
learn:
~ Stay in vour seat
J ’tA-ork- quietly.
2: Gr.:e exompks and none.rampla ofgood str~d~rt
beb~r~iors. Gi<-e students examples of classroom situations and ask students to give a &dquo;thumbs up&dquo; if
they are using good student behaviors or a
thumbs doa-n&dquo; if the3 are not using good student
behaviors.
Step
Students can learn how to play the Good Student Game
in about 20 minutes. The teaching procedures are shown
in the sidebar. First, defining and discussing the importance of good student behaviors is crucial. Teachers
should identify their expectations (i.e.. stay in your seat
and work- quietly) and make sure all students understand
the expectations. Second, students should be given opportunities to identify examples and nonexamples of
good student behaviors. Examples and nonexamples can
be illustrated through brief descriptions, videotapes, or
role playing.
After the teacher is sure students can identify good
student behaviors, he or she explains monitoring and
models marking the monitoring sheet (see Figure 1).
The teacher writes the target behaviors on the chalkboard and sets a timer for a 1-minute interval. IN’hen the
timer goes off, the teacher checks &dquo;yes&dquo; if all students
w ere in their seats and quiet or ‘no&dquo; if one or more students were talking or out of seat.
Finally, students should practice plaving the Good
Student Game. Initiallv; the teacher decides on what
groups (i.e., individual or small group) ~ill be used during the game. Individuals in small groups have a group
monitor who is responsible for recording the group’s
behavior. If small groups are used, groups should form
naturally according to seating arrangements in the classroom. All group members should be able to see one another. Next, the teacher provides monitors with a
monitoring sheet and a cue card of good student beha~-iors (see Figure 1 ) and tells students they wnl be playing
the Good Student Game. The teacher then chooses the
target behaviors and writes them on the board. The criterion for success is set and students are told w hat the reinforcer will be. An assignment is given and the teacher
sets the timer for 1- to ?-minute intervals.
-4
Er~mpk: Mrs. ’&dquo;hite a-rites 20 multiplication
problems on the chalkboard. She asks her class
to copy the problems on paper and a-rite the an-
swers. The students follow her directions and
write the multiplication problems.
B ~~f~-~Mp/f: Airs. ~ewberry hands out
a worksheet on capitalizing proper nouns. She asks her
students to follow the directions and turn in
their worksheets v~-hen thev finish. B, ïthout asking, Tommy gets up to sharpen his pencil, and
without raising her hand Suzy says, &dquo;I don’t understand how to do this.&dquo;
Step 3: 1 lodel and monitor good student beba~-iorr. Explain that monitoring is an important part of the
Good Student Game. Monitoring means deciding
whether or not you and the students in your group
are in seat and quiet. Let students know that they
will be w orking as a group and every group will
hale a monitor. Monitors change and everyone
will have a chance to be a monitor. Show the mon(amtillWJ next pagr)
«’hen the timer goes off, the teacher reminds the
monitors to mark their sheets. Recording behavior at the
end of a time interval, or time sampling (_~lberto &
Troutman, 1995), is useful for recording behaviors that
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218
THE
demonstrate good student behaviors. The teacher
should circulate around the room and give monitors
feedback. Even though behaviors are recorded at the end
of a time interval, attention should be given to behaviors
throughout the session.
Teachers should use praise and encouragement to help
students demonstrate good student behaviors. Both veerbal (e.g., &dquo;I like the way you are working quietly, Tom&dquo;)
and nonverbal (e.g., thumbs up, smiles, etc.) cues can be
used to reinforce students. For students who are not
demonstrating good student behaviors, the teacher may
offer a reminder such as, &dquo;I hope the timer doesn’t go off.
You would hay to mark ’no’ because I can hear talking.&dquo;
At the end of a 20- to 30-minute period, the teacher
should announce that the game is over and collect the
monitoring sheets. Percentages can be calculated by the
teacher, a designated student, or individuals monitors.
The teacher should tell students whether or not the goal
was met and provides the reinforcer for students/groups
meeting the goal.
Teachers who find timers cumbersome may want to
use a prerecorded tape. Signals should be recorded at
variable intervals appropriate for the classroom. If the
teacher uses prerecorded signals and teaches students to
respond when signals are heard, he or she W 11 be free
from resetting the timer after each interval.
(continued from previous page)
itoring sheet on an overhead and tell students that
when the timer goes off, the group monitor will
check &dquo;yes&dquo; if all group members are in seat and
quiet and &dquo;no&dquo; if all group members are not in seat
and quiet.
Practice good student behavior. Use a role-play
situation in which you ask students to read a
book. Quietly, tell several students to get out of
their seats or talk to their neighbors. Set the
timer for a minute or two.
~ When the timer goes off, discuss whether or not
students show good behaviors and model marking the monitoring sheet. Do this several times.
plrtying the Good Student Game. Bethe
playing game, tell students if they achieve
an 80% or better on their monitoring sheets, they
may earn a reinforcer (i.e., extra 5 minutes recess,
quiet in-class activity, etc.). Offer praise and encouragement to help students demonstrate good
student behaviors.
Step
4: Practice
fore
Arrange students in groups of four or five so that
group members
Provide
can see one
another.
MAKING
group member with a monitoring
good student behavior card.
sheet and
a
SUCCESSFUL
On the basis of observations and previous research efforts, the following recommendations are offered for
successfully implementing the Good Student Game:
Tell students they will practice playing the Good
Student Game. Give students an independent
assignment. Set the timer for 1- to 2-minute intervals. Praise students for demonstrating good
student behaviors. Feedback such as, &dquo;Group 1,
you’re doing a fantastic job of following the
good student rules,&dquo; or &dquo;~~Vlarty’s team, thank
you for working quietly,&dquo; reinforces students for
meeting teacher expectations. If students are not
demonstrating good student behaviors, use a reminder such as, &dquo;I hope the timer doesn’t go off.
That would be a ’no’ since you are not in your
seat.&dquo;
~
After
20 to 30 minutes, collect the
sheets. Administer the reinforcer
meeting the goal.
~
frequent or of long duration
such
as
monitoring
to
students
out-of-seat
State target behaviors using positive, observable
terms. Clarify the behaviors so everyone knows what
is
~
&dquo;
are
IT
one
~
or
attention to task. Monitors mark &dquo;yes&dquo; if all group members demonstrate good student behaviors when the timer
sounds and &dquo;no&dquo; if one or more group members does not
~
expected.
Set reasonable goals for success and increase goals
gradually. It’s important for students to experience
success when they begin playing the Good Student
Game. If students do not meet your goal the first
time you play, you may want to low er the goal the
next time you play.
Have a clear start and finish to the game. Let students know what your expectations are when the
game is over. Make it clear that ending the game
does not mean ending good student behaviors.
Use appropriate intervals for monitoring. Initially,
1- to 3-minute intervals should be appropriate.
Intervals should be increased gradually, although
teachers should remember that on &dquo;difficult&dquo; days,
students may need shorter intervals.
Provide feedback. Students do better when teachers
provides feedback prior to and immediately after
the timer goes off, than when teachers provide no
feedback.
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219
Figure
1.
Indi~idyal nronitoring sbeet ~ rtb SID1Ipk cue card
far plaring the Good Student Game-
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220
Percentage time students in three upper elementary classrooms were in seat and working quietly
work periods.
independent
during
Figure 2.
0
Use reinforcement.
Although students should receive
reinforcement immediately after meeting goals, providing immediate reinforcement may not be feasible.
Some teachers may choose to reinforce students on a
weekly basis instead. Teachers may want to write the
names of the students meeting the criterion on slips
of paper for a Friday draw-ing. On Friday, several
be drawn and students can select from a
of reinforcers.
Arguing with the monitor, a team member, or the
teacher is not allowed. Arguing will result in a loss of
5 percentage points.
Teaching students good behaviors is similar to teaching students academic skills. Direct, systematic innames can
menu
*
’
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221
opportunities for successful practice
be
necessary before students consistently
may
demonstrate good student behaviors. Patience and
struction with
persistence pay ofp
Three elementary school teachers in a midw-estern, urban school district implemented the Good Student Game.
University consultants collected data in their classrooms
&
Troutman, 1995). Stu-
dent behaviors were recorded at the end of 30-second
intervals. Using the clock in each classroom, the consultant recorded a &dquo;+&dquo; after 30 seconds if all group members
were in seat and quiet, and a &dquo;-&dquo; if one or more group
members were out of seat or not quiet. Each obsen-ation
lasted 10 to 30 minutes depending on the work period
assigned by the teachers.
Data collected in all three classrooms demonstrated increases in the percentage of time students were in seat and
quiet during independent work periods (see Figure 2).
i’1rs. Kasey used individual monitoring, and Airs. Stewan used both individual and group monitoring. Airs.
&dquo;~ynde used onlv group monitoring. During baseline,
students in all three classrooms remained seated and quiet
an average of 56% of the time. BBlIen students played
the game, the percentage of time increased to an average
of 88%. Removing the game or employing a reversal design (Cooper, Heron, & Heward, 198 i ) decreased the
percentage of time students were in seat and quiet. The
game was reinstated in Airs. Kasey and Airs. Stewart’s
classrooms, and the percentage of time students were in
and quiet again increased. ~irs. BBYynde’s class, on
the other hand, did not reinstate the game and good student behaviors decreased for three of the four groups.
The sidebar shows comments from both teachers and
students on consumer satisfaction questionnaires indicated positive reactions to the Good Student Game.
Questionnaires contained Lilert-tc-pe and open-ended
items. Ninety-one percent of the students responded
&dquo;yes&dquo; to the statement, &dquo;I enjoyed plaving the Good
Student Game,&dquo; and 94% agreed that the game helped
students to get their w ork done..BIrs. Stewart’s students
preferred self-monitoring to group monitoring. About
75% of the students reported that they liked monitoring
their own behavior, whereas only 38% liked having a
peer monitor their behavior. One hundred percent
agreed that they enjoyed earning rewards after playing
the game. Students commented that they liked the game
because the classroom w-as quieter and they w ere able to
get their w ork done. Teachers also stated that the game
was flexible and beneficial to their classrooms.
The Good Student Game is a management tool teachers can use to reinforce appropriate classroom behaviors.
seat
-It
helped me get more work done and how peaceful and
quiet it was in the classroom. -
’The Good Student Game is fun. I get to be quiet. do my
work, and follow directions by raising my hand and
staying in my seat-’
RESULTS
using time sampling (Alberto
What did the students say about playing
the Good Student Game?
playing the Good Student Game because we got
prizes and learned a lot of things.’
&dquo;I like
&dquo;What I liked about the Good Student Game is when we
played it. it was quieter so I could get my work done
*
mthe Good Student Game is real good for talkrtv tsoci kids
It is real fun but kind of strict because you can’t get out
of your seat. -
What did the teachers say about playing
the Good Student Game?
&dquo;Flexible--adaptable to any classroom. Beneficial to dassroom atmosphere.*
’Kids stayed in their seats and
on task. Learning was
taking place. I enjoyed working with this program.’
*
Through systematic, direct instruction students are
taught to demonstrate, monitor, and evaluate their own
behavior. Teachers, in turn, reinforce students’ positive
behaviors such as staying in seat and W-or1-ing quietly
while minimal attention is drawn to negative or inappropriate behavior. Students enjoy plaving the game and
report that it helps them get their work done. Teachers
appreciate the flexibility of the Good Student Game and
cite benefits of plaving the game, such as increase in stu-
dents’ on-task behaviors. The Good Student Game can
be used in a variety of instructional contexts, and teachers can adapt the game to teach behaviors important in
their individual classroom settings. ii%le the Good
Student Game will not alleviate all classroom behavior
problems, it is a tool teachers can use to help manage diverse classrooms more effectively.
ABOUT
AUTHORS
Allison E. Babyak, PhD, is an assiuant professor of special education
at the University of Georgia. Her research interests include effective
in_structional practices for diverse classroom. professional oollaborr
tion. and positive behavioral support. G2yIe J. Lnzm PhD, is a postdoctoral felloa aith the Juniper Gardens Childr~en’s Project at the
University of Kansas- Her current research interem are incennennon
development- early childhood assessment, and emergent liœracy,
Debra AL Kamps, PhD. is a senior scientist with the Juniper Gardens
Children’s Project. University of Kansas. Her research interests include positive behavor wppom effective instruction. peer tutoring,
and emotionaVbeh2vior-al disorders/autism. Address: -Mlison E.
Baby2k. Department of Special Education. 548 Aderhold Hall, The
University of Georgia, Athens, GA 30602-715 J.
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222
THE
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