Publication:
Good Behavior Game: Effects on Disruptive Behaviors of Students With and Without Special Educational Needs in Inclusive Setting

dc.authorscopusid57207760508
dc.authorscopusid57253035000
dc.authorscopusid35743835800
dc.authorwosidRakap, Salih/Aah-7319-2019
dc.authorwosidGülboy, Emrah/Jjd-7559-2023
dc.contributor.authorGulboy, Emrah
dc.contributor.authorDenizli-Gulboy, Hicran
dc.contributor.authorRakap, Salih
dc.contributor.authorIDGülboy, Emrah/0000-0002-7802-6839
dc.contributor.authorIDDeni̇zli̇-Gülboy, Hicran/0000-0001-6732-1536
dc.contributor.authorIDRakap, Salih/0000-0001-7853-3825
dc.date.accessioned2025-12-11T01:29:34Z
dc.date.issued2025
dc.departmentOndokuz Mayıs Üniversitesien_US
dc.department-temp[Gulboy, Emrah] Ondokuz Mayis Univ, Dev Educ Res & Practice Ctr OGEM, Dept Specialized Educ, TR-55100 Samsun, Turkiye; [Denizli-Gulboy, Hicran] Eskisehir Osmangazi Univ, Dept Specialized Educ, TR-26040 Eskisehir, Turkiye; [Rakap, Salih] Univ North Carolina, Dept Specialized Educ Serv, Greensboro, NC 27402 USAen_US
dc.descriptionGülboy, Emrah/0000-0002-7802-6839; Deni̇zli̇-Gülboy, Hicran/0000-0001-6732-1536; Rakap, Salih/0000-0001-7853-3825en_US
dc.description.abstractThe Good Behavior Game (GBG) is a practical and evidence-based classroom management strategy that requires minimal time and resources to learn and implement. This study investigates the effectiveness of the GBG in reducing disruptive behaviors among students with special educational needs (SEN) and compares the degree of behavioral change between students with and without SEN. Additionally, the study examines students' perceptions of the GBG. An ABAB reversal design with a follow-up phase was employed to evaluate the intervention's effects. The study included six participants: three students with SEN who exhibited disruptive behaviors, aged 11 to 14, and three students without SEN who also exhibited disruptive behaviors, aged 11 to 13. The results indicate that the GBG is highly effective in reducing disruptive behaviors, with similar levels of improvement observed in both groups. The social validity findings highlight that students found the GBG enjoyable and engaging. The study discusses its limitations and provides practical implications for educators.en_US
dc.description.woscitationindexSocial Science Citation Index
dc.identifier.doi10.3390/bs15020177
dc.identifier.issn2076-328X
dc.identifier.issue2en_US
dc.identifier.pmid40001808
dc.identifier.scopus2-s2.0-85218707377
dc.identifier.scopusqualityQ4
dc.identifier.urihttps://doi.org/10.3390/bs15020177
dc.identifier.urihttps://hdl.handle.net/20.500.12712/44063
dc.identifier.volume15en_US
dc.identifier.wosWOS:001430523400001
dc.identifier.wosqualityQ2
dc.language.isoenen_US
dc.publisherMDPIen_US
dc.relation.ispartofBehavioral Sciencesen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectGood Behavior Gameen_US
dc.subjectClassroom Managementen_US
dc.subjectDisruptive Behaviorsen_US
dc.subjectStudents With Special Education Needsen_US
dc.subjectInclusive Educationen_US
dc.titleGood Behavior Game: Effects on Disruptive Behaviors of Students With and Without Special Educational Needs in Inclusive Settingen_US
dc.typeArticleen_US
dspace.entity.typePublication

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