interdependent.oneparticipantA-B-ADesignInterruptedTime-SeriesDesigncontrol ofconfoundingfactorsbaselinecondition.observebehaviorrepeatedlyRegression-DiscontinuityDesignQuantitativeNonequivalentcomparison-groupHistoryEffectSingle-CaseExperimentalDesignsA-B-A-BDesign2 ormoreQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsCriterionbecomesmoredifficultChanging-criterionDesign3DifferentialselectionmanipulationTrueFalseMultiple-BaselineDesigninterdependent.oneparticipantA-B-ADesignInterruptedTime-SeriesDesigncontrol ofconfoundingfactorsbaselinecondition.observebehaviorrepeatedlyRegression-DiscontinuityDesignQuantitativeNonequivalentcomparison-groupHistoryEffectSingle-CaseExperimentalDesignsA-B-A-BDesign2 ormoreQuasi-ExperimentalResearchDesignRandomassignmentofparticipantsCriterionbecomesmoredifficultChanging-criterionDesign3DifferentialselectionmanipulationTrueFalseMultiple-BaselineDesign

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