Investigando a Viabilidade de uma Versão do Good Behavior Game em Setting Domiciliar



Título del documento: Investigando a Viabilidade de uma Versão do Good Behavior Game em Setting Domiciliar
Revista: Acta comportamentalia
Base de datos:
Número de sistema: 000574705
ISSN: 0188-8145
Autores: 1
1
2
Instituciones: 1Instituto Par – Ciências e Tecnologia do Comportamento, São Paulo. Brasil
2Universidade Federal do Espírito Santo, Vitória, Espírito Santo. Brasil
Año:
Volumen: 32
Número: 1
País: México
Idioma: Español
Tipo de documento: Artículo
Resumen en inglés The Good Behavior Game (GBG) has been a behavioral strategy highly tested in school settings to foster academic and prosocial behaviors among pupils. In addition, evidence has shown the game implementation is correlated with outcomes regarding the prevention of serious emotional and behavioral problems later in life. Some studies have evaluated and compared the effects of delivering points contingently to expected behaviors rather than unexpected ones or even rule violations. However, data has shown no marked differences on outcomes regarding those different ways the game can be implemented, except that focusing on "good" behaviors may increase its acceptability. This study aimed to test a GBG version based on delivering points contingently to "good" behaviors and strategies to facilitate the generalization of its effects. In addition, it was carried out in two home settings targeting relationships between mothers and their children. Due to COVID-19 stay-at-home orders, GBG implementation was done by the mothers with remote assistance provided by the first researcher. Thus, and overall, this study can be seen as a case for the feasibility of GBG implementation in home settings. To initiate GBG implementation, mothers from two families (namely, A and B) defined children´ behaviors and situations in the home routine they would like to change. For Family A, the behaviors defined were remaining seated and eating independently during lunches and dinners; for Family B, they were remaining seated, talking about one"s own task, and using one"s own task materials. In order to facilitate generalization effects, two strategies were implemented. First, a Say-Do-Report procedure (SDR) was employed before and after each session of game playing; second, some components of the game were gradually removed over GBG conditions. The SDR, when used consistently, can establish a discrimination between what was said and what was done by a person, and changes the likelihood of occurrence of nonverbal behavior by means of reinforcement of related verbal behavior, which, in turn, can facilitate the generalization of intervention effects when it is removed. In addition, the gradual removal of certain components of an intervention – since the intervention relies upon stimuli occurring both within it and other contexts – supposedly would facilitate generalization as well. The experimental design consisted of one baseline and three intervention phases. In the first intervention phase, all GBG components were implemented and then faded throughout subsequent two fading phases, so that only low-cost consequences (e.g., praises, family plays, and desserts) and SDR were maintained. Overall, results showed two main effects on direct measures: (1) the frequency of targeted behaviors gradually increased for all participants – except for remaining seated, for which two participants exhibited increasing tendency already at baseline – (2) and the variability in fluctuations of targeted behaviors decreased throughout intervention phases. In addition, responses to social validation questionnaires indicated high acceptability scores. Although systematic measures on generalization were not gathered, anecdotal data showed the occurrence of targeted behaviors in other places and game implementation in other contexts.
Resumen en español O presente estudo avaliou os resultados de uma variação do Good Behavior Game (GBG) combinada à técnica Diga-Faça-Relate (DFR) aplicadas em setting familiar. O GBG foi implementado por duas mães, no contexto da pandemia de COVID-19, visando aumentar a frequência de comportamentos apropriados de seus filhos. O delineamento experimental foi composto por uma fase de linha de base e três fases de intervenção. Na primeira fase de intervenção, o GBG foi implementado. Nas fases Desvanecimento 1 e 2, seus componentes foram removidos gradualmente. Os dados de observação dos comportamentos das crianças foram coletados pelas próprias mães. Dados relativos à aceitabilidade dos procedimentos do GBG foram obtidos através do Intervention Rating Profile-15 aplicado às mães e crianças, além de perguntas elaboradas pelos autores. Os resultados mostraram que a frequência de comportamentos apropriados aumentou gradualmente para todos os participantes durante o jogo, com exceção da classe permanecer sentado durante as refeições no caso de dois participantes, que apresentaram tendência crescente de engajamento nesta classe já na linha de base. As respostas aos questionários de validação social apontaram aceitabilidade máxima do GBG em setting familiar. Os resultados foram discutidos em termos do sucesso da aplicação do GBG no setting familiar, aumentando sua generalidade.
Disciplinas: Psicología
Palabras clave: Good Behavior Game,
Análise do Comportamento Aplicada,
COVID 19,
Diga-Faça-Relate,
interações familiares,
Psicología clínica
Keyword: Good Behavior Game,
Applied Behavior Analysis,
COVID-19,
Say-Do-Report,
family interactions,
Clinical psychology
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