baselinecondition.A-B-A-BDesignCriterionbecomesmoredifficultRandomassignmentofparticipantsRegression-DiscontinuityDesignTrueDifferentialselectionInterruptedTime-SeriesDesigninterdependent.oneparticipantmanipulationNonequivalentcomparison-groupcontrol ofconfoundingfactorsA-B-ADesignobservebehaviorrepeatedlySingle-CaseExperimentalDesignsFalseHistoryEffectMultiple-BaselineDesignQuantitative2 ormoreChanging-criterionDesign3Quasi-ExperimentalResearchDesignbaselinecondition.A-B-A-BDesignCriterionbecomesmoredifficultRandomassignmentofparticipantsRegression-DiscontinuityDesignTrueDifferentialselectionInterruptedTime-SeriesDesigninterdependent.oneparticipantmanipulationNonequivalentcomparison-groupcontrol ofconfoundingfactorsA-B-ADesignobservebehaviorrepeatedlySingle-CaseExperimentalDesignsFalseHistoryEffectMultiple-BaselineDesignQuantitative2 ormoreChanging-criterionDesign3Quasi-ExperimentalResearchDesign

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