DifferentialReinforcementof AlternativeBehavior(DRA)PromptTaskCompletionEnvironmentalModificationsDifferentialReinforcementof OtherBehavior(DRO)Free!PlannedIgnorePrompttaskcompletionRedirectionsandResponseInterruption(RIRD)DemandFadingNegativePunishmentFunctionalCommunicationTeaching (FCT)ChoiceMakingDifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionPositiveReinforcementNegativeReinforcementBehaviorMomentumPremackPrinciplePositivePunishmentPrimingVisualSupportDemandFadingHigh-ProbabilitySequence(High-P)PairingPlannedIgnoreDifferentialReinforcementof AlternativeBehavior(DRA)PromptTaskCompletionEnvironmentalModificationsDifferentialReinforcementof OtherBehavior(DRO)Free!PlannedIgnorePrompttaskcompletionRedirectionsandResponseInterruption(RIRD)DemandFadingNegativePunishmentFunctionalCommunicationTeaching (FCT)ChoiceMakingDifferentialReinforcementofIncompatibleBehavior (DRI)ExtinctionPositiveReinforcementNegativeReinforcementBehaviorMomentumPremackPrinciplePositivePunishmentPrimingVisualSupportDemandFadingHigh-ProbabilitySequence(High-P)PairingPlannedIgnore

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