DifferentialReinforcementof OtherBehavior(DRO)ExtinctionDifferentialReinforcementofIncompatibleBehavior (DRI)NegativeReinforcementHigh-ProbabilitySequence(High-P)PremackPrincipleEnvironmentalModificationsPositiveReinforcementPlannedIgnoreFree!FunctionalCommunicationTeaching (FCT)PrimingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementof AlternativeBehavior(DRA)VisualSupportPairingPositivePunishmentChoiceMakingPlannedIgnoreNegativePunishmentBehaviorMomentumPrompttaskcompletionDemandFadingDemandFadingPromptTaskCompletionDifferentialReinforcementof OtherBehavior(DRO)ExtinctionDifferentialReinforcementofIncompatibleBehavior (DRI)NegativeReinforcementHigh-ProbabilitySequence(High-P)PremackPrincipleEnvironmentalModificationsPositiveReinforcementPlannedIgnoreFree!FunctionalCommunicationTeaching (FCT)PrimingRedirectionsandResponseInterruption(RIRD)DifferentialReinforcementof AlternativeBehavior(DRA)VisualSupportPairingPositivePunishmentChoiceMakingPlannedIgnoreNegativePunishmentBehaviorMomentumPrompttaskcompletionDemandFadingDemandFadingPromptTaskCompletion

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