Nonequivalentcomparison-groupmanipulationinterdependent.DifferentialselectiononeparticipantRandomassignmentofparticipantsFalseChanging-criterionDesignQuantitativeA-B-ADesignInterruptedTime-SeriesDesign3Quasi-ExperimentalResearchDesignMultiple-BaselineDesignRegression-DiscontinuityDesign2 ormoreHistoryEffectbaselinecondition.control ofconfoundingfactorsTrueCriterionbecomesmoredifficultobservebehaviorrepeatedlySingle-CaseExperimentalDesignsA-B-A-BDesignNonequivalentcomparison-groupmanipulationinterdependent.DifferentialselectiononeparticipantRandomassignmentofparticipantsFalseChanging-criterionDesignQuantitativeA-B-ADesignInterruptedTime-SeriesDesign3Quasi-ExperimentalResearchDesignMultiple-BaselineDesignRegression-DiscontinuityDesign2 ormoreHistoryEffectbaselinecondition.control ofconfoundingfactorsTrueCriterionbecomesmoredifficultobservebehaviorrepeatedlySingle-CaseExperimentalDesignsA-B-A-BDesign

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