Abstract: A Mobile Based Application for Implementing the Good Behavior Game in Schools (Society for Prevention Research 21st Annual Meeting)

193 A Mobile Based Application for Implementing the Good Behavior Game in Schools

Schedule:
Wednesday, May 29, 2013
Pacific D-O (Hyatt Regency San Francisco)
* noted as presenting author
Juan Andres Villamar, MS, Executive Coordinator, Center for Prevention Implementation Methodology, University of Miami, Miami, FL
Geoff Sutcliffe, PhD, Associate Professor, University of Miami, Coral Gables, FL
Jeanne Marie Poduska, ScD, Managing Researcher, American Institutes for Research, Baltimore, MD
Christopher Jacobs, BS, Student, University of Miami, Miami, FL
C. Hendricks Brown, PhD, Professor, University of Miami, Miller School of Medicine, Miami, FL
Introduction: Prevention research has primarily focused on the development of mobile based applications (apps) for end users with less focus on app development for those whocarry-out evidence based interventions. The use of mobile based apps in the delivery of evidence based interventionscan have an impact on the scalability of an intervention, as well as the fidelity, monitoring, and overall quality of implementation. We present a proof of concept of a mobile base app to carry out and monitor fidelity of the Good Behavior Game. The Good Behavior Game is a 1st and 2nd grade teacher classroom management program that has demonstrated impact on long-term drug abuse, sexual risk behavior, delinquency, and suicidal behavior by socializing children to the student role and reducing aggressive, disruptive behaviors.

Methods/Results: The GBG app was produced through a partnership between android developers and Ce-PIM, organized around the American Institutes for Research GBG manual. The GBG app replicates and simplifies a number of steps in this manual.  First, it allocates children into balanced teams and recording results of each game played. Second, the app records audio from teachers when a violation is reported or for duration of the entire game. The third component is the database system that collects this information and makes it available to coaches as well machine learning algorithms to feedback fidelity and monitoring information to teachers and schools.

Results: We will report how coaches and teachers experience the GBG app in GBG trainings, use in classrooms, and in coach led fidelity and monitoring.