ExtinctionNegativeReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnorePositivePunishmentFunctionalCommunicationTeaching (FCT)ChoiceMakingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementof OtherBehavior(DRO)EnvironmentalModificationsPositiveReinforcementPrompttaskcompletionPromptTaskCompletionPremackPrincipleHigh-ProbabilitySequence(High-P)PrimingFree!DifferentialReinforcementofIncompatibleBehavior (DRI)VisualSupportDemandFadingPlannedIgnoreNegativePunishmentPairingBehaviorMomentumDemandFadingExtinctionNegativeReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnorePositivePunishmentFunctionalCommunicationTeaching (FCT)ChoiceMakingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementof OtherBehavior(DRO)EnvironmentalModificationsPositiveReinforcementPrompttaskcompletionPromptTaskCompletionPremackPrincipleHigh-ProbabilitySequence(High-P)PrimingFree!DifferentialReinforcementofIncompatibleBehavior (DRI)VisualSupportDemandFadingPlannedIgnoreNegativePunishmentPairingBehaviorMomentumDemandFading

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