manipulationFalseA-B-ADesigninterdependent.DifferentialselectionQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsCriterionbecomesmoredifficultA-B-A-BDesignQuantitativebaselinecondition.2 ormoreHistoryEffectTrueChanging-criterionDesignNonequivalentcomparison-groupMultiple-BaselineDesignoneparticipantSingle-CaseExperimentalDesignsRegression-DiscontinuityDesign3observebehaviorrepeatedlycontrol ofconfoundingfactorsInterruptedTime-SeriesDesignmanipulationFalseA-B-ADesigninterdependent.DifferentialselectionQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsCriterionbecomesmoredifficultA-B-A-BDesignQuantitativebaselinecondition.2 ormoreHistoryEffectTrueChanging-criterionDesignNonequivalentcomparison-groupMultiple-BaselineDesignoneparticipantSingle-CaseExperimentalDesignsRegression-DiscontinuityDesign3observebehaviorrepeatedlycontrol ofconfoundingfactorsInterruptedTime-SeriesDesign

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