PAX Good Behavior Game

The PAX Good Behavior Game (PAX GBG) is an Evidence-based Practice that comes recommended by the Substance Abuse and Mental Health Service Administration (SAMHSA), the Washington State Institute for Public Policy, and the Institute of Medicine.

 

PAX GBG creates changes in behavior; and neurochemical, neural connectivity, and epigenetic make-up that strengthen inhibition, extend self-regulation, and improve social-emotional scaffolding. PAX is the only classroom-based strategy shown to cause the expression of brain derived neurotrophic factor (BDNF) genes that serve as adaptive protections for young people through adulthood and into future generations.

 

The strategies in PAX GBG have been subjected to multiple randomized control trials and numerous peer-reviewed studies. PAX has shown to provide numerous early benefits and lifetime impacts.

Good

Behavior

Game

Case Study: Ohio

In an effort to prevent circumstances contributing to the Opiate Epidemic, the state of Ohio launched a large-scale expansion of the PAX Good Behavior Game in Ohio schools.

 

In addition to teaching self-regulation in young people with dramatic effects on behavior, academics, PAX GBG also has documented long-term outcomes including increased high school graduation rates and 64% reduction in lifetime opiate misuse among students who have had PAX.

This initiative trained:

  • 6,100 teachers in the PAX Good Behavior Game.

  • 217 Ohio Pre-service teacher candidates in the PAX Good Behavior Game.

  • 533 professionals as PAX Partners to support, sustain, and expand Ohio schools’ use of the PAX Good Behavior Game.

Of the Ohio teachers trained in this initiative:

  • 80% noticed using fewer reprimands in the classroom after using PAX Good Behavior Game with their students.

  • 71% reported improvements in their own mental and physical health after using the PAX Good Behavior Game with their students.

  • 96% noted the behavioral health strategies in PAX Good Behavior Game were consistent with their schoolwide behavior policies.

  • 99% of teachers left PAX Good Behavior Game training confident using the strategies effectively with their students with significant behavioral difficulties.

 

As a result of this initiative:

  • Over 13,000 fewer Ohio children will likely need special education services.

  • Nearly 22,000 more Ohio students are likely to graduate from high school.

  • Over 20,600 more Ohio students are likely to enter college.

  • Nearly 1,500 fewer Ohio young adults are likely to commit and be convicted of serious violent crimes by the time they reach adulthood.

  • Over 14,600 fewer Ohio young people are likely to develop opioid and other drug addictions by the time they reach adulthood.

  • Nearly 10,000 fewer Ohio young people are likely to attempt suicide.

Learn more about the impacts of PAX Implementation in Ohio

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PO Box 31205

Tucson, AZ 85751
520.299.6770