observebehaviorrepeatedlyQuantitativeoneparticipantCriterionbecomesmoredifficultinterdependent.Nonequivalentcomparison-group32 ormoreRegression-DiscontinuityDesignbaselinecondition.Multiple-BaselineDesignA-B-A-BDesignChanging-criterionDesigncontrol ofconfoundingfactorsSingle-CaseExperimentalDesignsTrueRandomassignmentofparticipantsInterruptedTime-SeriesDesignDifferentialselectionmanipulationHistoryEffectQuasi-ExperimentalResearchDesignA-B-ADesignFalseobservebehaviorrepeatedlyQuantitativeoneparticipantCriterionbecomesmoredifficultinterdependent.Nonequivalentcomparison-group32 ormoreRegression-DiscontinuityDesignbaselinecondition.Multiple-BaselineDesignA-B-A-BDesignChanging-criterionDesigncontrol ofconfoundingfactorsSingle-CaseExperimentalDesignsTrueRandomassignmentofparticipantsInterruptedTime-SeriesDesignDifferentialselectionmanipulationHistoryEffectQuasi-ExperimentalResearchDesignA-B-ADesignFalse

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