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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

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%CIOR = 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.