3oneparticipantRegression-DiscontinuityDesignSingle-CaseExperimentalDesignsNonequivalentcomparison-groupobservebehaviorrepeatedlyChanging-criterionDesignbaselinecondition.A-B-ADesignHistoryEffectInterruptedTime-SeriesDesignmanipulationFalseDifferentialselectionTrueinterdependent.A-B-A-BDesignRandomassignmentofparticipantsQuantitativeMultiple-BaselineDesign2 ormorecontrol ofconfoundingfactorsCriterionbecomesmoredifficultQuasi-ExperimentalResearchDesign3oneparticipantRegression-DiscontinuityDesignSingle-CaseExperimentalDesignsNonequivalentcomparison-groupobservebehaviorrepeatedlyChanging-criterionDesignbaselinecondition.A-B-ADesignHistoryEffectInterruptedTime-SeriesDesignmanipulationFalseDifferentialselectionTrueinterdependent.A-B-A-BDesignRandomassignmentofparticipantsQuantitativeMultiple-BaselineDesign2 ormorecontrol ofconfoundingfactorsCriterionbecomesmoredifficultQuasi-ExperimentalResearchDesign

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