NegativeReinforcementDemandFadingDemandFadingHigh-ProbabilitySequence(High-P)ChoiceMakingNegativePunishmentDifferentialReinforcementof AlternativeBehavior(DRA)DifferentialReinforcementofIncompatibleBehavior (DRI)PlannedIgnorePrimingPromptTaskCompletionPositivePunishmentRedirectionsandResponseInterruption(RIRD)Free!PositiveReinforcementEnvironmentalModificationsPlannedIgnoreVisualSupportPairingFunctionalCommunicationTeaching (FCT)PremackPrinciplePrompttaskcompletionExtinctionDifferentialReinforcementof OtherBehavior(DRO)BehaviorMomentumNegativeReinforcementDemandFadingDemandFadingHigh-ProbabilitySequence(High-P)ChoiceMakingNegativePunishmentDifferentialReinforcementof AlternativeBehavior(DRA)DifferentialReinforcementofIncompatibleBehavior (DRI)PlannedIgnorePrimingPromptTaskCompletionPositivePunishmentRedirectionsandResponseInterruption(RIRD)Free!PositiveReinforcementEnvironmentalModificationsPlannedIgnoreVisualSupportPairingFunctionalCommunicationTeaching (FCT)PremackPrinciplePrompttaskcompletionExtinctionDifferentialReinforcementof OtherBehavior(DRO)BehaviorMomentum

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