School & Classroom

Education for all: The Good Inclusion Game

Dillenburger et al. (2019) · Behavioral Interventions 2019
★ The Verdict

The Good Inclusion Game lifts academic engagement and cuts disruption in mixed-ability classes.

✓ Read this if BCBAs who consult in inclusive elementary or middle schools.
✗ Skip if Clinicians working only one-to-one or in non-school settings.

01Research in Context

01

What this study did

Dillenburger et al. (2019) tested the Good Inclusion Game in nine classrooms.

The classes held 93 students with and without special needs.

Teachers ran the game like a team contest for inclusion and fewer disruptions.

02

What they found

After the game started, inclusive academic work rose in every room.

Disruptive behavior also dropped across the same classes.

03

How this fits with other research

Gulboy et al. (2025) ran a similar contest called the Good Behavior Game.

They saw the same drop in disruption for mixed-ability middle-schoolers.

Douma et al. (2006) review shows the classic game has worked since 1969.

The new GIG keeps the old rules but adds an inclusion focus.

04

Why it matters

You can copy the Good Inclusion Game on Monday.

Split the class into teams, set clear inclusion goals, and award the winning team.

It costs nothing and helps every learner take part while you gain calmer rooms.

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→ Action — try this Monday

Post team names on the board, explain the inclusion rule, and start a 10-minute game period with a class reward if all teams meet it.

02At a glance

Intervention
group contingencies
Design
pre post no control
Sample size
93
Population
mixed clinical, neurotypical
Finding
positive

03Original abstract

The term “education for all” in the context of inclusive schooling describes the aim that children with identified special/additional needs are fully included in education together with their typically developing peers. However, this is easier said than done as there are few easy‐to‐use methods that teachers can use while at the same time teaching the approbate curriculum to children with a full range of different abilities. The Good Inclusion Game (GIG) is a group contingency‐based tool to create inclusive classrooms that utilizes principles of the applied branch of the science of behavior analysis (applied behavior analysis) and can be used across settings and academic subjects. The GIG was evaluated across nine classrooms including 93 boys and girls aged between 9 and 15 years of age, including 20 children with identified special educational needs. Findings show that the GIG reliably led to a significant increase of inclusive curriculum‐focused activities with the collateral effect of decreasing disruptive behaviors for all children. Findings are discussed in the context of inclusive schooling and evidence‐based education.

Behavioral Interventions, 2019 · doi:10.1002/bin.1671