“…Among the most frequently cited examples of behavior-management strategies are the good-behavior board game (Cipani, 2007;Infantino & Little, 2005), behavioral contracting (Roberts, White, & McLaughlin, 1997), incident barometer programs (Truchlicka, McLaughlin, & Swain, 1998), in-class time-out (Yeager & McLaughlin, 1995), removal from classroom time-out (Algozzine & Kay, 2002), positive compliance (Ardoin, Martens, & Wolfe, 1999), beeper systems (Henderson, Jenson, & Erken, 1986), backup reinforcers (Zarcone, Fisher, & Piazza, 1996), the goodstudent game (Babyak, Luze, & Kamps, 2000), negative reinforcement (Pfiffner & O'Leary, 1987), token economies (Lucker & Molloy, 1995), and reinforcement and punishment (Little, Hudson, & Wilks, 2002). Although research has examined both teachers' and students' attitudes to the effectiveness of different incentives and deterrents (see Infantino & Little, 2005), what has not been explored is whether some aspects of these strategies are only partially effective in the desired direction, sometimes having the reverse effect and actually assisting young people at risk to achieve their goals of establishing a nonconforming social identity among their peers.…”