PromptTaskCompletionFunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionDemandFadingBehaviorMomentumPrompttaskcompletionNegativePunishmentChoiceMakingDifferentialReinforcementof AlternativeBehavior(DRA)DifferentialReinforcementof OtherBehavior(DRO)PrimingPlannedIgnorePairingRedirectionsandResponseInterruption(RIRD)EnvironmentalModificationsFree!PlannedIgnoreNegativeReinforcementVisualSupportPremackPrincipleDemandFadingPositivePunishmentPositiveReinforcementHigh-ProbabilitySequence(High-P)PromptTaskCompletionFunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionDemandFadingBehaviorMomentumPrompttaskcompletionNegativePunishmentChoiceMakingDifferentialReinforcementof AlternativeBehavior(DRA)DifferentialReinforcementof OtherBehavior(DRO)PrimingPlannedIgnorePairingRedirectionsandResponseInterruption(RIRD)EnvironmentalModificationsFree!PlannedIgnoreNegativeReinforcementVisualSupportPremackPrincipleDemandFadingPositivePunishmentPositiveReinforcementHigh-ProbabilitySequence(High-P)

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