Effectiveness of the Elos 2.0 Program, a Classroom Good Behavior Game Version in Brazil

Sheila C. Caetano,Marília Mariano,Anderson Ribeiro da Silva, Marília Moreira Mendes-Sousa, Natália Alexandre Ferreira,Hugo Cogo-Moreira, Jair J. Mari,Zila M. Sanchez

International Journal of Mental Health and Addiction(2024)

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摘要
The Good Behavior Game (GBG) is a universal classroom behavior management method to reduce disruptive problems. This study aimed to evaluate the effectiveness of the Elos 2.0 Program, a GBG version from Brazil, on the TOCA-C subscales: concentration problems , disruptive behavior , and prosocial behavior . We evaluated 2030 children aged 6–10 years. The Elos 2.0 program had a positive effect on concentration improvement by 0.254 standard deviations (Cohen’s d = 0.254, 95%CI = 0.038–0.469), and on prosocial behavior by 0.436 standard deviations (Cohen’s d = 0.436, 95%CI = 0.139–0.734). The odds of no disruptive behavior in Elos 2.0 were 4.88 times (95%CI OR = 1.89–12.60), compared to the control group. Our findings indicate that the Elos 2.0 program is associated with modest/robust improvements in children’s prosocial and concentration skills and a decrease in disruptive behavior. This study is a preliminary support for the implementation of the Elos 2.0 Program in Brazilian public schools. REBEC/Brazil: U1111-1228–2342.
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关键词
Good Behavior Game,Children,Behavior problems,Prevention,RCT,Brazil
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