The Good Behavior Game (GBG) is an effective intervention to reduce disruptive behavior. The GBG typically involves immediate stimulus presentation (e.g.., delivery of a token) following disruptions; however, experimenters have also removed tokens contingent upon disruptions. In the present study, we compared the effects of the GBG‐stimulus presentation (P) and GBG‐stimulus removal (R) on levels of disruptions in a 2nd‐grade general education classroom. In addition, we measured student prompts, teacher praise and correctives, and student and teacher preference. The GBG‐P and GBG‐R versions of the game were similarly effective in reducing disruptions. However, the teacher chose to implement the GBG‐R and the majority of students reported a preference for the GBG‐R.