Good Behavior Game - Variations
Vary Team Groupings:
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Divide the class into more/less groups, as needed (e.g., divide by tables, odds/evens; etc.) OR
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Run the game with 3-4 teams and keep a continuous tally.
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Keep in mind, more than 4 teams may be too difficult to manage.
Vary the Time(s) of Day to Play:
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Continue playing the game at the previous times of the day/situations/ lessons/subjects OR
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Add additional times of the day OR select different periods throughout the week.
- Example: Monday (small-group reading rotations), Tuesday (music), etc.
Vary Behavioral Expectations:
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Pick 1-3 expectations per session.
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Focus on one expectation at a time and add more over time.
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Examples of General vs. Specific expectations:
- General
- Stay on task during direct instruction
- Stay on task during seatwork
- Specific
- Maintain teacher eye contact
- Whisper during group collaborative work (e.g., think, pair, share)
- General
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Reward Points for a "Mystery Behavior"
- Only tell students 1 or 2 Desired/Expected behaviors which will be reinforced but leave out a 3rd "Mystery behavior".
- Notify and award students for demonstrating the "Mystery Behavior" but don't announce what it is.
- This enhances their interest and cooperation.
Vary How Points are Illustrated
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Continue illustrating all points earned on the established scoreboard AND/OR
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Award "Mystery Points"
- Track points on a secret scoreboard (e.g., notepad or computer software program)
- Periodically update the class on the tally of "Mystery Points".
Vary How the Winning Team is Decided:
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The winning team can be the team with the greatest number of points at the end of the game (most points for displaying Desired/Expected behavior). OR
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The winning team can be the team with the least number of points at the end of the game (least points taken away for displaying Challenging Behavior). OR
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The winning team can be decided by a combination of the first two options.
- The team with the most points for displaying Desired/Expected behaviors after points have been subtracted for displaying Challenging Behavior. OR
- Each or Both teams reaching a certain number of points for displaying Desired/Expected behaviors and they both win.
Vary Incentives:
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Providing access to rewards for a "limited time only" enhances their desirability. Only offer certain rewards on certain days of the week, certain months of the year, etc.
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Provide "Mystery Incentives"
- Write rewards on a slip of paper and place them in several containers (e.g., cups, bags, etc.) and have the winning team select one.
Vary the Frequency That Winning Teams Access Rewards
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Begin with granting the reward at the end of each round.
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Consider allowing teams to bank points for bigger but more delayed rewards.
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However, keep in mind, it is unlikely that waiting an entire week to access a reward will be effective for most classrooms, especially in primary grades (K-2).
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Surprise the entire class with a "win" for all teams for overall "Superior Performance".
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