Abstract

The good behavior game (GBG) is an interdependent group contingency procedure designed to reduce disruptive behavior in classroom settings. In the GBG, a class is divided into groups, simple rules are made, and contingencies are placed on the students’ rule-following behavior. This [...]

Abstract

Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. [...]