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良好行为游戏是一种基于课堂的普遍行为干预措施,它对年轻人因情绪、行为、药物或酒精问题而使用服务的情况产生的影响。

Impact of the Good Behavior Game, a universal classroom-based behavior intervention, on young adult service use for problems with emotions, behavior, or drugs or alcohol.

作者信息

Poduska Jeanne M, Kellam Sheppard G, Wang Wei, Brown C Hendricks, Ialongo Nicholas S, Toyinbo Peter

机构信息

American Institutes for Research, 921 E Fort Avenue, Suite 225, Baltimore, MD 21230, United States.

出版信息

Drug Alcohol Depend. 2008 Jun 1;95 Suppl 1(Suppl 1):S29-44. doi: 10.1016/j.drugalcdep.2007.10.009. Epub 2008 Feb 4.

DOI:10.1016/j.drugalcdep.2007.10.009
PMID:18249508
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC2757275/
Abstract

BACKGROUND

The Good Behavior Game (GBG) is a classroom behavior management strategy focused on socializing children to the role of student and aimed at reducing early aggressive, disruptive behavior, a confirmed antecedent to service use. The GBG was tested in a randomized field trial in 19 elementary schools with two cohorts of children as they attended first and second grades. This article reports on the impact of the GBG on service use through young adulthood.

METHODS

Three or four schools in each of five urban areas were matched and randomly assigned to one of three conditions: (1) GBG, (2) an intervention aimed at academic achievement, or (3) the standard program of the school system. Children were assigned to classrooms to ensure balance, and teachers and classrooms were randomly assigned to intervention conditions.

RESULTS

This study provides evidence of a positive impact of a universal preventive intervention on later service use by males, although not by females, for problems with emotions, behavior, or drugs or alcohol. For both cohorts, males in GBG classrooms who had been rated as highly aggressive, disruptive by their teachers in the fall of first grade had a lower rate of school-based service use than their counterparts in control classrooms. REPLICATION: The design employed two cohorts of students. Although both first- and second-grade teachers received less training and support with the second cohorts of students than with the first cohort, the impact of GBG was similar across both cohorts.

摘要

背景

良好行为游戏(GBG)是一种课堂行为管理策略,专注于使儿童适应学生角色,并旨在减少早期攻击性行为和破坏性行为,这些行为是确定的使用服务的先兆。GBG在19所小学针对两个队列的儿童进行了随机现场试验,这些儿童分别就读于一年级和二年级。本文报告了GBG对青年期服务使用的影响。

方法

五个城市地区的三到四所学校进行匹配,并随机分配到以下三种情况之一:(1)GBG,(2)一项针对学业成绩的干预措施,或(3)学校系统的标准项目。儿童被分配到各个教室以确保平衡,教师和教室被随机分配到干预情况中。

结果

本研究提供了证据,表明一种普遍的预防性干预措施对男性后期的服务使用有积极影响,尽管对女性没有影响,这些服务涉及情绪、行为、毒品或酒精问题。对于两个队列,在一年级秋季被教师评为高度攻击性和破坏性的GBG教室中的男性,其校内服务使用率低于对照教室中的同龄人。

重复

该设计采用了两个学生队列。尽管一年级和二年级的教师对第二批学生的培训和支持都比对第一批学生少,但GBG在两个队列中的影响相似。

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本文引用的文献

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The impact of two universal randomized first- and second-grade classroom interventions on young adult suicide ideation and attempts.两项针对一年级和二年级课堂的普遍随机干预措施对青少年自杀意念和自杀未遂行为的影响。
Drug Alcohol Depend. 2008 Jun 1;95 Suppl 1(Suppl 1):S60-73. doi: 10.1016/j.drugalcdep.2008.01.005. Epub 2008 Mar 7.
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Developmental epidemiological courses leading to antisocial personality disorder and violent and criminal behavior: effects by young adulthood of a universal preventive intervention in first- and second-grade classrooms.导致反社会人格障碍以及暴力和犯罪行为的发展性流行病学过程:一年级和二年级课堂普遍预防性干预对青年期的影响。
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Issues in disseminating and replicating effective prevention programs.传播和复制有效预防项目中的问题。
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