2 ormoreHistoryEffectNonequivalentcomparison-groupobservebehaviorrepeatedly3Multiple-BaselineDesigncontrol ofconfoundingfactorsRandomassignmentofparticipantsQuantitativeSingle-CaseExperimentalDesignsinterdependent.TrueQuasi-ExperimentalResearchDesignA-B-A-BDesignInterruptedTime-SeriesDesignA-B-ADesignChanging-criterionDesignRegression-DiscontinuityDesignmanipulationCriterionbecomesmoredifficultFalsebaselinecondition.Differentialselectiononeparticipant2 ormoreHistoryEffectNonequivalentcomparison-groupobservebehaviorrepeatedly3Multiple-BaselineDesigncontrol ofconfoundingfactorsRandomassignmentofparticipantsQuantitativeSingle-CaseExperimentalDesignsinterdependent.TrueQuasi-ExperimentalResearchDesignA-B-A-BDesignInterruptedTime-SeriesDesignA-B-ADesignChanging-criterionDesignRegression-DiscontinuityDesignmanipulationCriterionbecomesmoredifficultFalsebaselinecondition.Differentialselectiononeparticipant

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