baselinecondition.A-B-ADesign2 ormoreCriterionbecomesmoredifficultFalseMultiple-BaselineDesignSingle-CaseExperimentalDesignsRegression-DiscontinuityDesigninterdependent.QuantitativeDifferentialselectionmanipulationInterruptedTime-SeriesDesignA-B-A-BDesignoneparticipantobservebehaviorrepeatedlycontrol ofconfoundingfactorsHistoryEffectChanging-criterionDesignRandomassignmentofparticipantsNonequivalentcomparison-groupTrue3Quasi-ExperimentalResearchDesignbaselinecondition.A-B-ADesign2 ormoreCriterionbecomesmoredifficultFalseMultiple-BaselineDesignSingle-CaseExperimentalDesignsRegression-DiscontinuityDesigninterdependent.QuantitativeDifferentialselectionmanipulationInterruptedTime-SeriesDesignA-B-A-BDesignoneparticipantobservebehaviorrepeatedlycontrol ofconfoundingfactorsHistoryEffectChanging-criterionDesignRandomassignmentofparticipantsNonequivalentcomparison-groupTrue3Quasi-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. baseline condition.
  2. A-B-A Design
  3. 2 or more
  4. Criterion becomes more difficult
  5. False
  6. Multiple-Baseline Design
  7. Single-Case Experimental Designs
  8. Regression-Discontinuity Design
  9. interdependent.
  10. Quantitative
  11. Differential selection
  12. manipulation
  13. Interrupted Time-Series Design
  14. A-B-A-B Design
  15. one participant
  16. observe behavior repeatedly
  17. control of confounding factors
  18. History Effect
  19. Changing-criterion Design
  20. Random assignment of participants
  21. Nonequivalent comparison-group
  22. True
  23. 3
  24. Quasi-Experimental ResearchDesign