3manipulationInterruptedTime-SeriesDesignFalseA-B-A-BDesignCriterionbecomesmoredifficultQuantitativeRandomassignmentofparticipantsobservebehaviorrepeatedly2 ormoreA-B-ADesignbaselinecondition.Changing-criterionDesignHistoryEffectRegression-DiscontinuityDesignoneparticipantcontrol ofconfoundingfactorsDifferentialselectionMultiple-BaselineDesignNonequivalentcomparison-groupSingle-CaseExperimentalDesignsQuasi-ExperimentalResearchDesigninterdependent.True3manipulationInterruptedTime-SeriesDesignFalseA-B-A-BDesignCriterionbecomesmoredifficultQuantitativeRandomassignmentofparticipantsobservebehaviorrepeatedly2 ormoreA-B-ADesignbaselinecondition.Changing-criterionDesignHistoryEffectRegression-DiscontinuityDesignoneparticipantcontrol ofconfoundingfactorsDifferentialselectionMultiple-BaselineDesignNonequivalentcomparison-groupSingle-CaseExperimentalDesignsQuasi-ExperimentalResearchDesigninterdependent.True

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