Abstract

We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game using an alternating-treatments design. Students took more steps while playing the GBG than they did during recess periods without the game.

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Download Source 1https://onlinelibrary.wiley.com/doi/10.1002/jaba.402Web Search
Download Source 2http://dx.doi.org/10.1002/jaba.402DOI Listing

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