School & Classroom

The Good Behavior Game: A brief review

Joslyn et al. (2019) · Journal of Applied Behavior Analysis 2019
★ The Verdict

The Good Behavior Game keeps proving it can bend to fit new ages, diagnoses, and modern classroom hassles without losing its punch.

✓ Read this if BCBAs who work in any school setting and want one low-prep class-wide tool.
✗ Skip if Clinicians looking only for intensive, one-to-one interventions.

01Research in Context

01

What this study did

Joslyn et al. (2019) wrote a short story-style review of the Good Behavior Game. They rounded up every new twist on the classic team-based token system.

The paper does not give fresh data. It maps where GBG has gone lately and where it could go next.

02

What they found

The authors show GBG is no longer just for elementary kids. Recent work has tested it with preschoolers, high-schoolers, and students with fetal alcohol syndrome.

Teachers are also pairing the game with tools like Clear Box phone storage to tackle modern problems such as device use.

03

How this fits with other research

Wiskow et al. (2018) extend the map: they used GBG in a preschool reading circle and quickly leveled the disruptive behavior of a 4-year-old with FAS to that of peers.

Marini et al. (2014) push the age ceiling. Their ABAB study shows GBG still works in ninth-grade special-ed algebra, cutting class-wide off-task behavior.

Smit et al. (2019) add a tech angle. They found that tacking GBG onto a Clear Box system beats the box alone for curbing phone use and lifting engagement in urban high-school classes.

04

Why it matters

If you run classroom groups, you now have proof that GBG travels. You can keep the core rules—teams, points, brief time frame—and simply swap the reward or the problem behavior. Try it during your next transition period: set a two-minute timer, award points for voices off and materials ready, and let the winning team pick the next brain break video.

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→ Action — try this Monday

Run a five-minute GBG round during your most unruly transition; track off-task counts for one week to see if you need to tweak team size or reward choice.

02At a glance

Intervention
good behavior game
Design
narrative review
Population
not specified
Finding
not reported

03Original abstract

The Good Behavior Game (GBG) is a group contingency that reduces disruption and increases engagement in various contexts. In recent years, researchers have extended the GBG in at least 3 ways: (a) demonstrating its efficacy with novel populations, settings, and behaviors, (b) examining procedural variations that improve contextual fit, and (c) using more comprehensive data collection methods to explore the behavior of individual students and indirect effects. The purpose of the current review is to summarize recent advances, discuss implications of recent studies and potential mechanisms for the general efficacy of the GBG, and suggest future directions.

Journal of Applied Behavior Analysis, 2019 · doi:10.1002/jaba.572