Free!PrimingPlannedIgnoreDifferentialReinforcementof AlternativeBehavior(DRA)High-ProbabilitySequence(High-P)FunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentPrompttaskcompletionDifferentialReinforcementof OtherBehavior(DRO)PromptTaskCompletionDemandFadingPositivePunishmentEnvironmentalModificationsVisualSupportDemandFadingExtinctionNegativeReinforcementPremackPrincipleChoiceMakingPositiveReinforcementPlannedIgnorePairingBehaviorMomentumRedirectionsandResponseInterruption(RIRD)Free!PrimingPlannedIgnoreDifferentialReinforcementof AlternativeBehavior(DRA)High-ProbabilitySequence(High-P)FunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentPrompttaskcompletionDifferentialReinforcementof OtherBehavior(DRO)PromptTaskCompletionDemandFadingPositivePunishmentEnvironmentalModificationsVisualSupportDemandFadingExtinctionNegativeReinforcementPremackPrincipleChoiceMakingPositiveReinforcementPlannedIgnorePairingBehaviorMomentumRedirectionsandResponseInterruption(RIRD)

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