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)
 
 
 - General
                      
 - 
                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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