Single-CaseExperimentalDesignscontrol ofconfoundingfactors3FalseQuasi-ExperimentalResearchDesignoneparticipantTrueMultiple-BaselineDesignRegression-DiscontinuityDesignobservebehaviorrepeatedlyDifferentialselectionA-B-ADesignCriterionbecomesmoredifficultHistoryEffectQuantitativeinterdependent.baselinecondition.RandomassignmentofparticipantsChanging-criterionDesignNonequivalentcomparison-group2 ormoreInterruptedTime-SeriesDesignA-B-A-BDesignmanipulationSingle-CaseExperimentalDesignscontrol ofconfoundingfactors3FalseQuasi-ExperimentalResearchDesignoneparticipantTrueMultiple-BaselineDesignRegression-DiscontinuityDesignobservebehaviorrepeatedlyDifferentialselectionA-B-ADesignCriterionbecomesmoredifficultHistoryEffectQuantitativeinterdependent.baselinecondition.RandomassignmentofparticipantsChanging-criterionDesignNonequivalentcomparison-group2 ormoreInterruptedTime-SeriesDesignA-B-A-BDesignmanipulation

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