Good Behaviour Game
Ages 6 – 8 Years
A school-based program to improve emotional self-regulation
Implementation Guide
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The Good Behaviour Game (GBG) is a classroom management strategy for school children, preferably between the ages 6-8 Years. In the program, students are divided into teams and rewarded for displaying positive behaviours, such as staying on task and following rules. Teams earn points or rewards for good behaviour, and the winning team receives a prize from the teacher (e.g. extra playtime, dance break, stickers, etc.)
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GBG has demonstrated a wide range of positive outcomes through rigorous research. In the short term, it improves classroom behaviour by increasing time-on-task, reducing disruptions, and creating a more supportive learning environment. It also enhances students' social-emotional skills and peer relationships, promoting cooperation and self-regulation. In the long term, GBG has been shown to significantly reduce aggressive and disruptive behaviour, lower the risk of substance use, smoking, and alcohol abuse, and decrease antisocial, criminal, and violent behaviours—particularly among high-risk students. It also reduces depressive symptoms and suicidal ideation and overall well-being into adolescence and young adulthood.
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The mechanism of action is getting the children to internalise behaviour self-regulation. This strengthens the pathways connecting their Amygdala, Prefrontal Cortex, and Hippocampus. The hippocampus-PFC (prefrontal cortex)-amygdala axis plays a crucial role in behaviour self-regulation by integrating emotional processing from the amygdala, cognitive control from the PFC, and contextual memory from the hippocampus. The axis allows individuals to manage their responses to stimuli and situations, particularly when dealing with emotionally charged experiences; it essentially acts as a system to 'think before you act’.
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The GBG is considered a low-risk intervention. The studies we have reviewed do not report significant risks of psychological or social harm, but emphasize on teacher training to ensure fair implementation.
Best Practices
Duration: Implement GBG throughout the school year, not just in one term or block. Even though short-term gains are seen in 2–3 months, the long-term impact (e.g., reduced antisocial behaviour, lower dropout, even suicide prevention) requires full-year exposure.
Frequency: Start with 2-3 times a week for 10 mins each, during daily classroom routines, such as attendance, reading, etc. Several studies encourage moving to 3-5 times per week.
Grade Levels: Implement GBG in Grade 1 for the strongest lifelong benefits. GBG is also effective for Grades 2 and 3. There are diminishing returns for later grades.
Teacher Training: Training should include behaviour observation, team formation, rule-setting, scoring practice, neutral language use, data tracking, and problem-solving of classroom challenges.
Game Rules: Whole-class participation, being divided into teams, clear team rules, visible and fair scoring, and simple rewards (e.g. praise, stickers, activity time) are essential components for the program to succeed.
Implementing Organisations
⚠️ Disclaimer: We admire and draw inspiration from several leading organizations in this space. While some have collaborated with us, others are included here to highlight best practices and global efforts. Their logos are used respectfully for reference only, and we do not imply any formal partnership unless specifically stated.
Evidence Base
Building emotional self-regulation skills in children at a young age results in positive health outcomes in adulthood (Kellam et al., 2011). The Good Behaviour Game is a classroom management tool that promotes positive behaviour and reduces disruptive behaviour among students by encouraging cooperation, self-regulation, and positive peer influence, thereby building resilience. The epidemiological and randomised trial of 41 classrooms in 19 schools (in 1985) found that GBG was effective for all students, especially for highly aggressive male students. A follow-up study was conducted when the cohort was 19-21 years old, and researchers found significant positive effects of the experiment on health outcomes, such as a reduction in drug abuse, smoking, alcohol abuse, criminal behaviour and suicidal thoughts (Kellam et al., 2011). In a standard classroom, drug abuse, antisocial behaviour, and violent and criminal behaviour for highly aggressive males were 83%,100%, and 50%, respectively. Whereas in a good behaviour classroom, drug abuse, antisocial behaviour, and violent and criminal behaviour for highly aggressive males was 29%, 40%, and 24%, respectively (Kellam et al., 2011).