@article{b116719dfd1f44d9b5ae7576c3ecf023,
title = "Education for all: The Good Inclusion Game",
abstract = "The term {\textquoteleft}Education for All{\textquoteright} 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, there are few easy-to-use methods that teachers can use while at the same time teaching the approbate curriculum to children with a range of different abilities. The Good Inclusion Game (GIG) is a group contingency-based tool to create inclusive classrooms that utilises principles of the applied branch of the science of behavior analysis (Applied Behavior Analysis; ABA) and can be used across settings and academic subjects. The GIG was evaluated across 9 classrooms with 93 boys and girls aged between 9-15 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 behavior for all children. Findings are discussed in the context of inclusive schooling and evidence-based education.",
author = "Karola Dillenburger and Caleb Coyle",
year = "2019",
month = may,
day = "15",
doi = "10.1002/bin.1671",
language = "English",
journal = "Behavioral Interventions",
issn = "1099-078X",
publisher = "John Wiley & Sons Ltd",
}