HistoryEffectbaselinecondition.FalseA-B-ADesignSingle-CaseExperimentalDesignsA-B-A-BDesignInterruptedTime-SeriesDesignobservebehaviorrepeatedlyNonequivalentcomparison-groupQuantitativeinterdependent.TrueDifferentialselectionCriterionbecomesmoredifficultQuasi-ExperimentalResearchDesignoneparticipantcontrol ofconfoundingfactorsChanging-criterionDesign32 ormoreMultiple-BaselineDesignRegression-DiscontinuityDesignmanipulationRandomassignmentofparticipantsHistoryEffectbaselinecondition.FalseA-B-ADesignSingle-CaseExperimentalDesignsA-B-A-BDesignInterruptedTime-SeriesDesignobservebehaviorrepeatedlyNonequivalentcomparison-groupQuantitativeinterdependent.TrueDifferentialselectionCriterionbecomesmoredifficultQuasi-ExperimentalResearchDesignoneparticipantcontrol ofconfoundingfactorsChanging-criterionDesign32 ormoreMultiple-BaselineDesignRegression-DiscontinuityDesignmanipulationRandomassignmentofparticipants

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