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The Good Behavior Game (GBG) is a classroom management strategy used to increase self-regulation, group regulation and stimulate prosocial behavior among students while reducing problematic behavior. [1]
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An "exergame" is a game that incorporates some physical movement but is not formal exercise. Such games increase one's heart rate to the level of aerobics exercise and result in significant improvements in mental faculties such as math and recall memory. [79] Playing video games is one of the most common mediums of play for children and adults ...
Positive behavior interventions and supports (PBIS) is a set of ideas and tools used in schools to improve students' behavior.PBIS uses evidence and data-based programs, practices, and strategies to frame behavioral improvement relating to student growth in academic performance, safety, behavior, and establishing and maintaining positive school culture.
In gaming, game designers create digital environments and game levels that shape, facilitate and even teach problem solving. [2] Games also teach students that failure is inevitable, but not irrevocable. In school, failure is a big deal. In games, players can just start over from the last save.
The average high school student does not attend sporting events; indeed the larger the school, the smaller the percentage of student participation in these activities. For most students, the social scene in large high schools is tough and unforgiving, with sharp distinctions made between the small group of social haves and the far larger masses ...
Prior to the intervention, there were no differences between the two groups of students in terms of school grades, attendance, amount of time spent on homework, in-class behavior, or aspirations students had. The intervention involved 12 bi-weekly in-class sessions completed before the end of the first marking period of 8th grade.
The Stuttgart school of Historical Behaviour Studies directed special attention towards fundamental and abrupt changes of behavior and society, as they could be observed in the context of the Renaissance 1550–1650, of the Industrial Revolution around 1770–1820, and in cultural change around 1900–1930.