Good Behavior Game - Variations


Vary Team Groupings:

  • Divide the class into more/less groups, as needed (e.g., divide by tables, odds/evens; etc.) OR
  • Run the game with 3-4 teams and keep a continuous tally.
  • Keep in mind, more than 4 teams may be too difficult to manage.

Vary the Time(s) of Day to Play:

  • Continue playing the game at the previous times of the day/situations/ lessons/subjects OR
  • 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:

  • Pick 1-3 expectations per session.
  • Focus on one expectation at a time and add more over time.
  • 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)
  • 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

  • Continue illustrating all points earned on the established scoreboard AND/OR
  • 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:

  • 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
  • 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
  • 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:

  • 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.
  • 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

  • Begin with granting the reward at the end of each round.
  • Consider allowing teams to bank points for bigger but more delayed rewards.
  • 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).
  • Surprise the entire class with a "win" for all teams for overall "Superior Performance".

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