Ambiguityabout thedirection ofcasualinfluenceAttritionMaturationQuantitativeLongitudinalTriangu-lationQualtiativeAlternativeTreatmentDesign(Pretest)InstrumentalChangesOne-GroupPre/PosttestDesignMixedMethodsStatisticalRegressionOne-ShotCaseStudyPosttest OnlywithNonequi-valentGroupsHypothesesCross-SectionalTestingMatchingSolomonFour-GroupDesignSelectionBiasHistoryRandom-izationDismantlingStudiesClassicalExperi-mentalDesignAmbiguityabout thedirection ofcasualinfluenceAttritionMaturationQuantitativeLongitudinalTriangu-lationQualtiativeAlternativeTreatmentDesign(Pretest)InstrumentalChangesOne-GroupPre/PosttestDesignMixedMethodsStatisticalRegressionOne-ShotCaseStudyPosttest OnlywithNonequi-valentGroupsHypothesesCross-SectionalTestingMatchingSolomonFour-GroupDesignSelectionBiasHistoryRandom-izationDismantlingStudiesClassicalExperi-mentalDesign

Designs for Evaluation Programs & Practice - 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. Ambiguity about the direction of casual influence
  2. Attrition
  3. Maturation
  4. Quantitative
  5. Longitudinal
  6. Triangu-lation
  7. Qualtiative
  8. Alternative Treatment Design (Pretest)
  9. Instrumental Changes
  10. One-Group Pre/Posttest Design
  11. Mixed Methods
  12. Statistical Regression
  13. One-Shot Case Study
  14. Posttest Only with Nonequi-valent Groups
  15. Hypotheses
  16. Cross-Sectional
  17. Testing
  18. Matching
  19. Solomon Four-Group Design
  20. Selection Bias
  21. History
  22. Random-ization
  23. Dismantling Studies
  24. Classical Experi-mental Design