PlannedIgnoreDifferentialReinforcementof AlternativeBehavior(DRA)PairingFree!DemandFadingExtinctionPlannedIgnorePrompttaskcompletionNegativeReinforcementNegativePunishmentEnvironmentalModificationsPositiveReinforcementDifferentialReinforcementof OtherBehavior(DRO)PositivePunishmentVisualSupportDifferentialReinforcementofIncompatibleBehavior (DRI)RedirectionsandResponseInterruption(RIRD)PromptTaskCompletionFunctionalCommunicationTeaching (FCT)PrimingBehaviorMomentumPremackPrincipleHigh-ProbabilitySequence(High-P)DemandFadingChoiceMakingPlannedIgnoreDifferentialReinforcementof AlternativeBehavior(DRA)PairingFree!DemandFadingExtinctionPlannedIgnorePrompttaskcompletionNegativeReinforcementNegativePunishmentEnvironmentalModificationsPositiveReinforcementDifferentialReinforcementof OtherBehavior(DRO)PositivePunishmentVisualSupportDifferentialReinforcementofIncompatibleBehavior (DRI)RedirectionsandResponseInterruption(RIRD)PromptTaskCompletionFunctionalCommunicationTeaching (FCT)PrimingBehaviorMomentumPremackPrincipleHigh-ProbabilitySequence(High-P)DemandFadingChoiceMaking

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