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The Good Behavior Game (GBG) is a powerful group contingency with a history of documented empirical support. The purpose of this study was to compare two interdependent group contingencies, the GBG and a positive variation, the Caught Being Good Game (CBGG), in a school implementing school-wide positive behavior support. A kindergarten and fourth-grade classroom teacher with 17 and 20 students, respectively, implemented both versions of the game in a counterbalanced fashion. Using a withdrawal design, results showed similar effects on disruptive and on-task behaviors. The CBGG is discussed as an effective variation of the GBG that is acceptable to both teachers and students.
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