Implementing Evidence-Based Prevention Practices in Schools
Document Type: Grants Notice Funding Number: SM-10-017 Close Date: 2010-05-20 00:00:00 Agency: Substance Abuse & Mental Health Services Adminis. Opportunity Category: Discretionary Posted Date: 4/20/2010 Creation Date: Apr 20, 2010 Original Closing Date for Applications: May 20, 2010 Archive Date: Jun 19, 2010 Funding Instrument Type: Cooperative Agreement Category of Funding Activity:Health Expected Number of Awards: 20 Estimated Total Program Funding: $2,000,000 Award Ceiling: $100,000 Award Floor: $0 CFDA Number(s):93.243 -- Substance Abuse and Mental Health Services_Projects of Regional and National Significance Cost Sharing or Matching Requirement: No Eligible Applicants: Others (see text field entitled "Additional Information on Eligibility" for clarification) Additional Information on Eligibility: Eligible
applicants are local educational agencies in economically disadvantaged
communities including the duly authorized official of a federally
recognized American Indian/Alaska Native Tribe or tribal organization.
Tribal organization means the recognized body of any AI/AN Tribe; any
legally established organization of American Indians/Alaska Natives
which is controlled, sanctioned, or chartered by such governing body or
which is democratically elected by the adult members of the Indian
community to be served by such organization and which includes the
maximum participation of American Indians/Alaska Natives in all phases
of its activities.
For the purposes of this grant announcement, "local educational agency"
means:
A public board of education or other public authority legally
constituted within a State for either administrative control of or
direction of, or to perform service functions for public elementary or
secondary schools in:
A city, county, township, school district, or other political
subdivision of a State; or such combination of school districts or
counties a State recognizes as an administrative agency for its public
elementary or secondary schools; or any other public institution or
agency that has administrative control and direction of a public
elementary or secondary school.
An elementary school or secondary school funded by the Bureau of Indian
Affairs but only to the extent that including the school makes the
school eligible for programs for which specific eligibility is not
provided to the school in another provision of law and the school does
not have a student population that is smaller than the student
population of the local educational agency receiving assistance under
this Act with the smallest student population, except that the school
shall not be subject to the jurisdiction of any State educational agency
other than the Bureau of Indian Affairs.
Educational service agencies and consortia of those agencies.
The State educational agency in a State in which the State educational
agency is the sole educational agency for all public schools.
LEAs in economically disadvantaged communities are uniquely qualified to
achieve the positive outcomes associated with implementing the Good
Behavior Game. Economically disadvantaged kids should be served by this
school-based program, and therefore LEAs in these communities are best
suited to implement this intervention/practice. Since the Good Behavior
Game was developed for and tested with kids with high levels of
aggression, the research demonstrates and SAMHSA feels strongly that
economic disadvantage is associated with high levels of aggression in
the short-term and antisocial behavior and illicit drug use in the long
term. More...
See full eligibility requirements at
http://samhsa.gov/Grants/2010/SM-10-017.aspx Description: The
Substance Abuse and Mental Health Services Administration, Center for
Mental Health Services is accepting applications for fiscal year (FY)
2010 for the Implementing Evidence- Based Prevention Practices in
Schools grant program. The purpose of this program is to prevent
aggressive and disruptive behavior among young children in the short
term and prevent antisocial behavior and the use of illicit drugs in the
longer term. Grantees will implement an evidence-based practice in
schools, specifically the Good Behavior Game, which is a behavioral
classroom management strategy that involves helping children learn how
to work together. The approach of this practice facilitates a positive
learning environment and has been shown to decrease disruptive behavior
in the classroom.
SAMHSA is committed to the implementation of evidence-based practices in
order to promote positive behavioral health and academic success. A
strong evidence base demonstrates that students who participate in high
quality social learning contexts show decreased disruptive behaviors and
increased achievement scores. A 2009 Institute of Medicine Report,
Preventing Mental, Emotional, and Behavioral Disorders Among Young
People: Progress and Possibilities, noted that the Good Behavioral Game
classroom intervention demonstrates strong evidence for long term
effects on aggression along with mental health and substance abuse
related outcomes, particularly among boys. The Good Behavior Game
integrates the findings of prevention science and education research and
helps teachers manage their classrooms effectively as it balances
discipline and academic instruction.
The long-term benefits of using this evidence-based practice among
children at high risk are significant:
Eighty-six percent of Good Behavior Game participants attained a high
school diploma, compared with a rate of 19 percent among similar
students who did not participate in the program.
Ninety-nine percent of non-participants went on to use illicit drugs,
compared with 66 percent of participants.
Eighty percent of non-participants demonstrated antisocial behavior in
later years, compared with 43 percent of participants.
Through coordinated services, Good Behavior Game grants will work in
funded communities to:
Decrease teacher reports of aggressive behaviors in the classroom
(short-term)
Decrease the percentage of students involved in aggressive behavior
(long-term)
Increase the number of people trained in behavioral health-related
practices/activities
Increase the number of children exposed to behavioral health awareness
messages
Increase the number of classrooms per school implementing the Good
Behavior Game
Increase the number of teachers who successfully implemented the Good
Behavior Game each year
Mental, emotional and behavioral health problems are common in children
and adolescents. Twenty percent (16 million) of the 80 million children
and adolescents in the U.S. have emotional disturbance or mental illness
with at least mild functional impairment (DHHS, 1999). Approximately
5.5 million youth between the ages of 12 and 17 received treatment or
counseling for emotional or behavioral problems (SAMHSA, 2006), and
every community and many families in the United States are impacted by
mental illness. Implementation of evidence-based behavioral health
promotion practices to deter problem behaviors can occur in a variety of
settings including schools. School-aged children and youth have huge
unmet behavioral health needs. Studies have estimated this need to be
between twenty and thirty eight percent (Committee on School Health,
2004; Paternite, 2005)
The Good Behavior Game promotes each child's positive behavior by
rewarding student teams for complying with criteria set for appropriate
behavior, such as working quietly, following directions, or being polite
to each other. The team-based approach uses peer encouragement to help
children follow rules and learn how to be good students. At the same
time, it enables teachers to build strong academic skills and positive
behaviors.
More than two decades of randomized field trials in Baltimore, MD show
that using the Good Behavior Game in the first and second grades
produces important outcomes in the short-, medium-, and long-term for
students with high levels of aggression in the first grade. The
short-term gains include reducing classroom aggression while developing
more on-task behavior.
By middle school, those who played the Good Behavior Game in the first 2
years of elementary school were less likely to be delinquent and in
need of behavioral health services than those not playing the game. At
ages 19-21, those who played the game were far more likely to have
attained a high school diploma and far less likely to have needed
special educational services, to have been diagnosed with antisocial
behavior, or to have used illicit drugs, compared to those who did not
play the game in the early elementary years.
During the Good Behavior Game, a teacher divides the class into
heterogeneous teams of four to seven students. The teacher then posts
rules that explain what is considered improper student behavior, such as
verbal disruption or leaving one's seat without permission. A team
receives a checkmark whenever a member of the team displays
inappropriate behavior. Teams win when the number of checkmarks does not
exceed four by the end of the game. Initially, rewards for winning
include receiving stickers for good behavior. As time progresses,
winning teams receive extra privileges like a longer recess. The length
of a game initially lasts 10 minutes and gradually increases until it
spans an entire school day. More...
See full description at http://samhsa.gov/Grants/2010/SM-10-017.aspx Link to Additional Information: http://samhsa.gov/Grants/2010/SM-10-017.aspx Contact Info: Gwendolyn Simpson
Office of Program Services, Division of Grants Management
Substance Abuse and Mental Health Services Administration
1 Choke Cherry Road
Room 7-1085
Rockville, Maryland 20857
(240) 276-1408
gwendolyn.simpson@samhsa.hhs.gov
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