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The Good Behavior Game (GBG), a method of teacher classroom behavior management, was tested in first- and second-grade classrooms in 19 Baltimore City Public Schools beginning in the 1985–1986 school year. The intervention was directed at the classroom as a whole to socialize children to the student role and reduce aggressive, disruptive behaviors,(More)
Mental, neurological, and substance use (MNS) disorders are leading causes of the global burden of disease and profoundly impact the social and economic well-being of individuals and communities. The majority of people affected by MNS disorders globally do not have access to evidence-based interventions and many experience discrimination and abuses of their(More)
Opposed to large nationally sponsored health initiatives or biobanks, little is known about gathering genetic samples from young adults participating in academic community-based epidemiologic studies of mental health and substance use, especially samples with a large number of minority participants. This study describes our experience of establishing a(More)
OBJECTIVE This article evaluates the potential of smartphone audio data to monitor individuals recovering from mood disorders. METHOD A comprehensive literature review was conducted based on searches in 9 bibliographic databases. RESULTS Seven articles were identified that used smartphone audio data to monitor participants with bipolar disorder from 4(More)
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