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