manipulationinterdependent.TrueobservebehaviorrepeatedlyRandomassignmentofparticipantsHistoryEffectChanging-criterionDesignA-B-ADesignRegression-DiscontinuityDesign2 ormoreCriterionbecomesmoredifficultSingle-CaseExperimentalDesignsMultiple-BaselineDesignFalseDifferentialselectionInterruptedTime-SeriesDesign3A-B-A-BDesignoneparticipantQuasi-ExperimentalResearchDesignbaselinecondition.QuantitativeNonequivalentcomparison-groupcontrol ofconfoundingfactorsmanipulationinterdependent.TrueobservebehaviorrepeatedlyRandomassignmentofparticipantsHistoryEffectChanging-criterionDesignA-B-ADesignRegression-DiscontinuityDesign2 ormoreCriterionbecomesmoredifficultSingle-CaseExperimentalDesignsMultiple-BaselineDesignFalseDifferentialselectionInterruptedTime-SeriesDesign3A-B-A-BDesignoneparticipantQuasi-ExperimentalResearchDesignbaselinecondition.QuantitativeNonequivalentcomparison-groupcontrol ofconfoundingfactors

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