TrueCriterionbecomesmoredifficultoneparticipantQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsmanipulationobservebehaviorrepeatedly2 ormoreFalseSingle-CaseExperimentalDesignsChanging-criterionDesignbaselinecondition.A-B-A-BDesignA-B-ADesigncontrol ofconfoundingfactorsQuantitativeRegression-DiscontinuityDesignHistoryEffectinterdependent.Multiple-BaselineDesign3InterruptedTime-SeriesDesignNonequivalentcomparison-groupDifferentialselectionTrueCriterionbecomesmoredifficultoneparticipantQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsmanipulationobservebehaviorrepeatedly2 ormoreFalseSingle-CaseExperimentalDesignsChanging-criterionDesignbaselinecondition.A-B-A-BDesignA-B-ADesigncontrol ofconfoundingfactorsQuantitativeRegression-DiscontinuityDesignHistoryEffectinterdependent.Multiple-BaselineDesign3InterruptedTime-SeriesDesignNonequivalentcomparison-groupDifferentialselection

Chapter 13 Quasi and Single-Case Designs - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. True
  2. Criterion becomes more difficult
  3. one participant
  4. Quasi-Experimental ResearchDesign
  5. Random assignment of participants
  6. manipulation
  7. observe behavior repeatedly
  8. 2 or more
  9. False
  10. Single-Case Experimental Designs
  11. Changing-criterion Design
  12. baseline condition.
  13. A-B-A-B Design
  14. A-B-A Design
  15. control of confounding factors
  16. Quantitative
  17. Regression-Discontinuity Design
  18. History Effect
  19. interdependent.
  20. Multiple-Baseline Design
  21. 3
  22. Interrupted Time-Series Design
  23. Nonequivalent comparison-group
  24. Differential selection