control ofconfoundingfactorsQuantitativeA-B-A-BDesignInterruptedTime-SeriesDesignTrueMultiple-BaselineDesignmanipulationSingle-CaseExperimentalDesignsHistoryEffectDifferentialselectionbaselinecondition.RandomassignmentofparticipantsoneparticipantobservebehaviorrepeatedlyChanging-criterionDesign2 ormoreQuasi-ExperimentalResearchDesigninterdependent.A-B-ADesignFalseNonequivalentcomparison-groupCriterionbecomesmoredifficult3Regression-DiscontinuityDesigncontrol ofconfoundingfactorsQuantitativeA-B-A-BDesignInterruptedTime-SeriesDesignTrueMultiple-BaselineDesignmanipulationSingle-CaseExperimentalDesignsHistoryEffectDifferentialselectionbaselinecondition.RandomassignmentofparticipantsoneparticipantobservebehaviorrepeatedlyChanging-criterionDesign2 ormoreQuasi-ExperimentalResearchDesigninterdependent.A-B-ADesignFalseNonequivalentcomparison-groupCriterionbecomesmoredifficult3Regression-DiscontinuityDesign

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