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  2. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    Studies done by Harris and Sherman (1973) and Barrish, Saunders, and Wolf (1969) examined the effectiveness of the Good Behavior Game with one fifth-grade classroom and one sixth-grade classroom. Each teacher attended a 15-minute meeting prior to implementing the procedures in his or her classroom.

  3. Silent ball - Wikipedia

    en.wikipedia.org/wiki/Silent_ball

    Silent ball is a party game, commonly played in a classroom, in which a ball is thrown from player to player while everyone attempts to remain silent.The game was created to stimulate interpersonal relationships by the Psi Chi honor society [citation needed], in which the ball represents the psyche and the throwing of the ball represents cheires.

  4. Classroom management - Wikipedia

    en.wikipedia.org/wiki/Classroom_management

    The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...

  5. Anti-social behaviour - Wikipedia

    en.wikipedia.org/wiki/Anti-social_behaviour

    Points are earned if the card is on green at the end of a timed interval. If enough points are earned at the end of the game, the target child gets to choose a reward that the entire class can enjoy together (i.e., extra time at recess, playing a special game, etc.). Coaches/teachers communicate daily with parent(s) throughout the intervention.

  6. How can coaches and parents improve behavior at kids' games ...

    www.aol.com/coaches-parents-improve-behavior...

    24/7 Help. For premium support please call: 800-290-4726 more ways to reach us. Sign in. Mail. ... Dan Hurley words could improve parent, coach behavior at kids' games. Show comments ...

  7. Impulsivity - Wikipedia

    en.wikipedia.org/wiki/Impulsivity

    Impulsiveness is defined as "behaving without thinking and without realizing the risk involved in the behavior". [124] Venturesomeness is conceptualized as "being conscious of the risk of the behavior but acting anyway" [ 124 ] The questionnaire was constructed through factor analysis to contain items that most highly loaded on impulsiveness ...

  8. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  9. Barratt Impulsiveness Scale - Wikipedia

    en.wikipedia.org/wiki/Barratt_Impulsiveness_Scale

    The Barratt Impulsiveness Scale (BIS) is a widely used measure of impulsiveness. It includes 30 items that are scored to yield six first-order factors ( attention , motor , self-control , cognitive complexity , perseverance, and cognitive instability impulsiveness) and three second-order factors (attentional, motor, and non-planning impulsiveness).