Trueinterdependent.Quasi-ExperimentalResearchDesignMultiple-BaselineDesignRandomassignmentofparticipantsbaselinecondition.Regression-DiscontinuityDesignInterruptedTime-SeriesDesignoneparticipant3Changing-criterionDesignSingle-CaseExperimentalDesignsobservebehaviorrepeatedlycontrol ofconfoundingfactorsmanipulationNonequivalentcomparison-groupA-B-A-BDesignFalseCriterionbecomesmoredifficultHistoryEffect2 ormoreDifferentialselectionA-B-ADesignQuantitativeTrueinterdependent.Quasi-ExperimentalResearchDesignMultiple-BaselineDesignRandomassignmentofparticipantsbaselinecondition.Regression-DiscontinuityDesignInterruptedTime-SeriesDesignoneparticipant3Changing-criterionDesignSingle-CaseExperimentalDesignsobservebehaviorrepeatedlycontrol ofconfoundingfactorsmanipulationNonequivalentcomparison-groupA-B-A-BDesignFalseCriterionbecomesmoredifficultHistoryEffect2 ormoreDifferentialselectionA-B-ADesignQuantitative

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.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
  1. True
  2. interdependent.
  3. Quasi-Experimental ResearchDesign
  4. Multiple-Baseline Design
  5. Random assignment of participants
  6. baseline condition.
  7. Regression-Discontinuity Design
  8. Interrupted Time-Series Design
  9. one participant
  10. 3
  11. Changing-criterion Design
  12. Single-Case Experimental Designs
  13. observe behavior repeatedly
  14. control of confounding factors
  15. manipulation
  16. Nonequivalent comparison-group
  17. A-B-A-B Design
  18. False
  19. Criterion becomes more difficult
  20. History Effect
  21. 2 or more
  22. Differential selection
  23. A-B-A Design
  24. Quantitative