| Literature DB >> 22003425 |
Sheppard G Kellam1, Amelia C L Mackenzie, C Hendricks Brown, Jeanne M Poduska, Wei Wang, Hanno Petras, Holly C Wilcox.
Abstract
The Good Behavior Game (GBG), a universal classroom behavior management method, was tested in first- and second-grade classrooms in Baltimore beginning in the 1985-1986 school year. Followup at ages 19-21 found significantly lower rates of drug and alcohol use disorders, regular smoking, antisocial personality disorder, delinquency and incarceration for violent crimes, suicide ideation, and use of school-based services among students who had played the GBG. Several replications with shorter followup periods have provided similar early results. We discuss the role of the GBG and possibly other universal prevention programs in the design of more effective systems for promoting children's development and problem prevention and treatment services.Entities:
Mesh:
Year: 2011 PMID: 22003425 PMCID: PMC3188824
Source DB: PubMed Journal: Addict Sci Clin Pract ISSN: 1940-0632
FIGURE 1Life Course/Social Field Concept
Young Adult Outcomes in GBG and Standard Classrooms
| Drug abuse and dependence disorders | All males | 19 percent | 38 percent |
| Highly aggressive males | 29 percent | 83 percent | |
| Regular smoking | All males | 6 percent | 19 percent |
| Highly aggressive males | 0 percent | 40 percent | |
| Alcohol abuse and dependence disorders | All males and females | 13 percent | 20 percent |
| Antisocial personality disorder (ASPD) | Highly aggressive males | 40 percent | 100 percent |
| Violent and criminal behavior (and ASPD) | Highly agressive males | 34 percent | 50 percent |
| Service use for problems with behavior, emotions, drugs, or alcohol | All males | 25 percent | 42 percent |
| Suicidal thoughts | All females | 9 percent | 19 percent |
| All males | 11 percent | 24 percent |