Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement

This study examined the effects of individualized token reinforcement systems conducted through the Benfee software, on persistent behavioral problems of middle school students. Participants were three boys and one girl, ages 11–13, exhibiting excessive disruptive behavior and lack of academic engag...

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Bibliographic Details
Main Author: Helga Magnea Gunnlaugsdóttir 1996-
Other Authors: Háskóli Íslands
Format: Thesis
Language:English
Published: 2023
Subjects:
Online Access:http://hdl.handle.net/1946/43390
id ftskemman:oai:skemman.is:1946/43390
record_format openpolar
spelling ftskemman:oai:skemman.is:1946/43390 2023-05-15T16:52:50+02:00 Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement Áhrif Beanfee hvatningakerfis á námsástundun og hegðun nemenda með sögu um langvarandi hegðunarvanda Helga Magnea Gunnlaugsdóttir 1996- Háskóli Íslands 2023-01 application/pdf http://hdl.handle.net/1946/43390 en eng http://hdl.handle.net/1946/43390 Meistaraprófsritgerðir Hagnýt atferlisgreining Þverfræðilegt framhaldsnám Beanfee token economy Hugbúnaður Markmið Miðstig grunnskóla Hegðunarvandamál Thesis Master's 2023 ftskemman 2023-02-22T23:51:37Z This study examined the effects of individualized token reinforcement systems conducted through the Benfee software, on persistent behavioral problems of middle school students. Participants were three boys and one girl, ages 11–13, exhibiting excessive disruptive behavior and lack of academic engagement, in four classrooms in a public school in the capital area of Iceland. Individualized Beanfee programs were designed for each participant in collaboration with their parents and primary teachers. Information from the teachers was used to set behavioral goals according to classroom rules and expectations. Reaching set goals led to students receiving tokens, „beans“, which they could use to purchase rewards in the Beanstore within the Beanfee program. The parents chose a variety of rewards that were available in the Beanstore and provided the researcher with information about their child's favorite characters to personalize achievement badges in the Beanfee program. The participants assessed and self-monitored their target behaviors and marked if they had achieved their goal at the end of every class. The teachers also assessed the participant's behavior in the same class, marked whether the set goal was achieved. Parents could check teacher and student assessments through the Beanfee software at home, and when their children had earned and selected rewards in the Beanstore they would provide the backup reinforcers at home. The intervention for each participant lasted 1- 4 weeks. Teachers´ procedural fidelity was assessed in 100% of all measurements and was 89,6% on average. Target behaviors were measured with direct observation. The duration of academic engagement was measured with a stopwatch, from when the engagement began until it ended. disruptive behavior was measured with frequency recording. Inter-rater reliability was assessed in 35% of all baseline measurements and 30% of all intervention phase measurements and was 95% on average. During the baseline phase, the average frequency of disruptive behavior ... Thesis Iceland Skemman (Iceland)
institution Open Polar
collection Skemman (Iceland)
op_collection_id ftskemman
language English
topic Meistaraprófsritgerðir
Hagnýt atferlisgreining
Þverfræðilegt framhaldsnám
Beanfee token economy
Hugbúnaður
Markmið
Miðstig grunnskóla
Hegðunarvandamál
spellingShingle Meistaraprófsritgerðir
Hagnýt atferlisgreining
Þverfræðilegt framhaldsnám
Beanfee token economy
Hugbúnaður
Markmið
Miðstig grunnskóla
Hegðunarvandamál
Helga Magnea Gunnlaugsdóttir 1996-
Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
topic_facet Meistaraprófsritgerðir
Hagnýt atferlisgreining
Þverfræðilegt framhaldsnám
Beanfee token economy
Hugbúnaður
Markmið
Miðstig grunnskóla
Hegðunarvandamál
description This study examined the effects of individualized token reinforcement systems conducted through the Benfee software, on persistent behavioral problems of middle school students. Participants were three boys and one girl, ages 11–13, exhibiting excessive disruptive behavior and lack of academic engagement, in four classrooms in a public school in the capital area of Iceland. Individualized Beanfee programs were designed for each participant in collaboration with their parents and primary teachers. Information from the teachers was used to set behavioral goals according to classroom rules and expectations. Reaching set goals led to students receiving tokens, „beans“, which they could use to purchase rewards in the Beanstore within the Beanfee program. The parents chose a variety of rewards that were available in the Beanstore and provided the researcher with information about their child's favorite characters to personalize achievement badges in the Beanfee program. The participants assessed and self-monitored their target behaviors and marked if they had achieved their goal at the end of every class. The teachers also assessed the participant's behavior in the same class, marked whether the set goal was achieved. Parents could check teacher and student assessments through the Beanfee software at home, and when their children had earned and selected rewards in the Beanstore they would provide the backup reinforcers at home. The intervention for each participant lasted 1- 4 weeks. Teachers´ procedural fidelity was assessed in 100% of all measurements and was 89,6% on average. Target behaviors were measured with direct observation. The duration of academic engagement was measured with a stopwatch, from when the engagement began until it ended. disruptive behavior was measured with frequency recording. Inter-rater reliability was assessed in 35% of all baseline measurements and 30% of all intervention phase measurements and was 95% on average. During the baseline phase, the average frequency of disruptive behavior ...
author2 Háskóli Íslands
format Thesis
author Helga Magnea Gunnlaugsdóttir 1996-
author_facet Helga Magnea Gunnlaugsdóttir 1996-
author_sort Helga Magnea Gunnlaugsdóttir 1996-
title Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
title_short Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
title_full Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
title_fullStr Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
title_full_unstemmed Effects of the Beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
title_sort effects of the beanfee token economy software on students´ persistent problem behavior and lack of academic engagement
publishDate 2023
url http://hdl.handle.net/1946/43390
genre Iceland
genre_facet Iceland
op_relation http://hdl.handle.net/1946/43390
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