BehaviorMomentumDemandFadingNegativePunishmentPlannedIgnorePromptTaskCompletionEnvironmentalModificationsDifferentialReinforcementof AlternativeBehavior(DRA)ExtinctionPairingFree!DifferentialReinforcementof OtherBehavior(DRO)NegativeReinforcementChoiceMakingFunctionalCommunicationTeaching (FCT)PrompttaskcompletionPositiveReinforcementDifferentialReinforcementofIncompatibleBehavior (DRI)PositivePunishmentRedirectionsandResponseInterruption(RIRD)PremackPrincipleHigh-ProbabilitySequence(High-P)PrimingDemandFadingVisualSupportPlannedIgnoreBehaviorMomentumDemandFadingNegativePunishmentPlannedIgnorePromptTaskCompletionEnvironmentalModificationsDifferentialReinforcementof AlternativeBehavior(DRA)ExtinctionPairingFree!DifferentialReinforcementof OtherBehavior(DRO)NegativeReinforcementChoiceMakingFunctionalCommunicationTeaching (FCT)PrompttaskcompletionPositiveReinforcementDifferentialReinforcementofIncompatibleBehavior (DRI)PositivePunishmentRedirectionsandResponseInterruption(RIRD)PremackPrincipleHigh-ProbabilitySequence(High-P)PrimingDemandFadingVisualSupportPlannedIgnore

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