PositivePunishmentChoiceMakingBehaviorMomentumPremackPrincipleFunctionalCommunicationTeaching (FCT)PlannedIgnoreDemandFadingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionNegativeReinforcementNegativePunishmentPrimingDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionPromptTaskCompletionPlannedIgnoreDifferentialReinforcementof OtherBehavior(DRO)DemandFadingPairingVisualSupportHigh-ProbabilitySequence(High-P)PositiveReinforcementEnvironmentalModificationsPositivePunishmentChoiceMakingBehaviorMomentumPremackPrincipleFunctionalCommunicationTeaching (FCT)PlannedIgnoreDemandFadingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionNegativeReinforcementNegativePunishmentPrimingDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionPromptTaskCompletionPlannedIgnoreDifferentialReinforcementof OtherBehavior(DRO)DemandFadingPairingVisualSupportHigh-ProbabilitySequence(High-P)PositiveReinforcementEnvironmentalModifications

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.


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