Quasi-ExperimentalResearchDesignHistoryEffectCriterionbecomesmoredifficult2 ormoreMultiple-BaselineDesignRandomassignmentofparticipantsSingle-CaseExperimentalDesignsTrueinterdependent.A-B-ADesignRegression-DiscontinuityDesignInterruptedTime-SeriesDesignQuantitative3Changing-criterionDesignDifferentialselectionbaselinecondition.FalseNonequivalentcomparison-groupobservebehaviorrepeatedlycontrol ofconfoundingfactorsmanipulationA-B-A-BDesignoneparticipantQuasi-ExperimentalResearchDesignHistoryEffectCriterionbecomesmoredifficult2 ormoreMultiple-BaselineDesignRandomassignmentofparticipantsSingle-CaseExperimentalDesignsTrueinterdependent.A-B-ADesignRegression-DiscontinuityDesignInterruptedTime-SeriesDesignQuantitative3Changing-criterionDesignDifferentialselectionbaselinecondition.FalseNonequivalentcomparison-groupobservebehaviorrepeatedlycontrol ofconfoundingfactorsmanipulationA-B-A-BDesignoneparticipant

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