{"id":{"repo_id":"nmu","oai_identifier":"oai:commons.nmu.edu:theses-1639"},"canonical_url":"https://search.dev.ndltd.org/etd/nmu/oai:commons.nmu.edu:theses-1639","repository":{"repo_id":"nmu","name":"Northern Michigan University","base_url":"https://commons.nmu.edu/do/oai/"},"display":{"title":"The Effects of Gamification in Conjunction with The Good Behavior Game and ClassDojo","abstract":"<p>Like many teachers in the human services profession, burnout is possible based on the inability to manage a classroom and the greater demands placed on achievement. Many strategies have been implemented by teachers to alleviate this pressure and help them be successful in managing a class; but they have not always proven to be effective. This study looks at a way for teachers to easily implement different interventions that will help students be successful socially, emotionally and academically. The Good Behavior Game is an intervention proven to be effective in many classrooms and help increase desired behaviors. ClassDojo is also a token economy that is rising in popularity because of its capabilities and ease of use. Finally, gamification is entering into many aspects of both teacher and student lifestyles. The implementation of the Good Behavior Game coincided with ClassDojo and gamification shows ways for teachers to implement interventions that can be easily implemented and successful within a classroom.</p>","abstract_html":"&lt;p&gt;Like many teachers in the human services profession, burnout is possible based on the inability to manage a classroom and the greater demands placed on achievement. Many strategies have been implemented by teachers to alleviate this pressure and help them be successful in managing a class; but they have not always proven to be effective. This study looks at a way for teachers to easily implement different interventions that will help students be successful socially, emotionally and academically. The Good Behavior Game is an intervention proven to be effective in many classrooms and help increase desired behaviors. ClassDojo is also a token economy that is rising in popularity because of its capabilities and ease of use. Finally, gamification is entering into many aspects of both teacher and student lifestyles. The implementation of the Good Behavior Game coincided with ClassDojo and gamification shows ways for teachers to implement interventions that can be easily implemented and successful within a classroom.&lt;/p&gt;","abstract_has_math":false,"creators":["LHuillier, Michele"],"institution":null,"degree_name":"Master of Science","degree_level":"Thesis","degree_discipline":"Psychological Science","degree_department":null,"school":null,"contributors":["Jacob Daar"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2019,"date_issued":"2019-08-01T07:00:00Z","date_published":"2019-08-01T07:00:00Z","updated_at":"2026-07-24T03:24:17Z","subjects":["Good Behavior Game","classroom management","ClassDojo","gamification","School-wide positive behavior support","elementary","token economy","interdependent","math workshop","on-task","Applied Behavior Analysis","Education","Elementary Education"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://commons.nmu.edu/theses/606","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Jacob Daar"]},{"key":"dc:creator","label":"Author","values":["LHuillier, Michele"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2019-08-09T07:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Psychological Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Good Behavior Game","classroom management","ClassDojo","gamification","School-wide positive behavior support","elementary","token economy","interdependent","math workshop","on-task","Applied Behavior Analysis","Education","Elementary Education"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://commons.nmu.edu/theses/606"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>Like many teachers in the human services profession, burnout is possible based on the inability to manage a classroom and the greater demands placed on achievement. Many strategies have been implemented by teachers to alleviate this pressure and help them be successful in managing a class; but they have not always proven to be effective. This study looks at a way for teachers to easily implement different interventions that will help students be successful socially, emotionally and academically. The Good Behavior Game is an intervention proven to be effective in many classrooms and help increase desired behaviors. ClassDojo is also a token economy that is rising in popularity because of its capabilities and ease of use. Finally, gamification is entering into many aspects of both teacher and student lifestyles. The implementation of the Good Behavior Game coincided with ClassDojo and gamification shows ways for teachers to implement interventions that can be easily implemented and successful within a classroom.</p>"]},{"key":"dc:title","label":"Title","values":["The Effects of Gamification in Conjunction with The Good Behavior Game and ClassDojo"]}]}],"canonical_facts":{"dc:contributor":["Jacob Daar"],"dc:creator":["LHuillier, Michele"],"dc:date.available":["2019-08-09T07:00:00Z"],"dc:description.abstract":["<p>Like many teachers in the human services profession, burnout is possible based on the inability to manage a classroom and the greater demands placed on achievement. Many strategies have been implemented by teachers to alleviate this pressure and help them be successful in managing a class; but they have not always proven to be effective. This study looks at a way for teachers to easily implement different interventions that will help students be successful socially, emotionally and academically. The Good Behavior Game is an intervention proven to be effective in many classrooms and help increase desired behaviors. ClassDojo is also a token economy that is rising in popularity because of its capabilities and ease of use. Finally, gamification is entering into many aspects of both teacher and student lifestyles. The implementation of the Good Behavior Game coincided with ClassDojo and gamification shows ways for teachers to implement interventions that can be easily implemented and successful within a classroom.</p>"],"dc:identifier":["https://commons.nmu.edu/theses/606"],"dc:subject":["Good Behavior Game","classroom management","ClassDojo","gamification","School-wide positive behavior support","elementary","token economy","interdependent","math workshop","on-task","Applied Behavior Analysis","Education","Elementary Education"],"dc:title":["The Effects of Gamification in Conjunction with The Good Behavior Game and ClassDojo"],"thesis:degree_discipline":["Psychological Science"],"thesis:degree_level":["Thesis"],"thesis:degree_name":["Master of Science"]},"updated_at":"2026-07-24T03:24:17Z"}