interdependent.FalseSingle-CaseExperimentalDesignscontrol ofconfoundingfactorsobservebehaviorrepeatedlyQuantitativebaselinecondition.3DifferentialselectionChanging-criterionDesignoneparticipantMultiple-BaselineDesignmanipulationRandomassignmentofparticipantsA-B-ADesignRegression-DiscontinuityDesignA-B-A-BDesignInterruptedTime-SeriesDesign2 ormoreHistoryEffectTrueQuasi-ExperimentalResearchDesignNonequivalentcomparison-groupCriterionbecomesmoredifficultinterdependent.FalseSingle-CaseExperimentalDesignscontrol ofconfoundingfactorsobservebehaviorrepeatedlyQuantitativebaselinecondition.3DifferentialselectionChanging-criterionDesignoneparticipantMultiple-BaselineDesignmanipulationRandomassignmentofparticipantsA-B-ADesignRegression-DiscontinuityDesignA-B-A-BDesignInterruptedTime-SeriesDesign2 ormoreHistoryEffectTrueQuasi-ExperimentalResearchDesignNonequivalentcomparison-groupCriterionbecomesmoredifficult

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