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