PremackPrinciplePlannedIgnoreNegativeReinforcementExtinctionFunctionalCommunicationTeaching (FCT)DemandFadingVisualSupportPrimingPairingChoiceMakingPositiveReinforcementPrompttaskcompletionDifferentialReinforcementof AlternativeBehavior(DRA)EnvironmentalModificationsDemandFadingPlannedIgnoreRedirectionsandResponseInterruption(RIRD)PromptTaskCompletionDifferentialReinforcementofIncompatibleBehavior (DRI)PositivePunishmentHigh-ProbabilitySequence(High-P)NegativePunishmentDifferentialReinforcementof OtherBehavior(DRO)BehaviorMomentumPremackPrinciplePlannedIgnoreNegativeReinforcementExtinctionFunctionalCommunicationTeaching (FCT)DemandFadingVisualSupportPrimingPairingChoiceMakingPositiveReinforcementPrompttaskcompletionDifferentialReinforcementof AlternativeBehavior(DRA)EnvironmentalModificationsDemandFadingPlannedIgnoreRedirectionsandResponseInterruption(RIRD)PromptTaskCompletionDifferentialReinforcementofIncompatibleBehavior (DRI)PositivePunishmentHigh-ProbabilitySequence(High-P)NegativePunishmentDifferentialReinforcementof OtherBehavior(DRO)BehaviorMomentum

Reactive/Consequence Strategies - 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.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
  1. Premack Principle
  2. Planned Ignore
  3. Negative Reinforcement
  4. Extinction
  5. Functional Communication Teaching (FCT)
  6. Demand Fading
  7. Visual Support
  8. Priming
  9. Pairing
  10. Choice Making
  11. Positive Reinforcement
  12. Prompt task completion
  13. Differential Reinforcement of Alternative Behavior (DRA)
  14. Environmental Modifications
  15. Demand Fading
  16. Planned Ignore
  17. Redirections and Response Interruption (RIRD)
  18. Prompt Task Completion
  19. Differential Reinforcement of Incompatible Behavior (DRI)
  20. Positive Punishment
  21. High-Probability Sequence (High-P)
  22. Negative Punishment
  23. Differential Reinforcement of Other Behavior (DRO)
  24. Behavior Momentum