PremackPrincipleFunctionalCommunicationTeaching (FCT)DemandFadingDemandFadingDifferentialReinforcementof OtherBehavior(DRO)PlannedIgnoreRedirectionsandResponseInterruption(RIRD)VisualSupportPositiveReinforcementChoiceMakingNegativeReinforcementExtinctionPositivePunishmentPlannedIgnoreFree!PairingDifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentPrompttaskcompletionBehaviorMomentumPrimingDifferentialReinforcementof AlternativeBehavior(DRA)EnvironmentalModificationsHigh-ProbabilitySequence(High-P)PromptTaskCompletionPremackPrincipleFunctionalCommunicationTeaching (FCT)DemandFadingDemandFadingDifferentialReinforcementof OtherBehavior(DRO)PlannedIgnoreRedirectionsandResponseInterruption(RIRD)VisualSupportPositiveReinforcementChoiceMakingNegativeReinforcementExtinctionPositivePunishmentPlannedIgnoreFree!PairingDifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentPrompttaskcompletionBehaviorMomentumPrimingDifferentialReinforcementof AlternativeBehavior(DRA)EnvironmentalModificationsHigh-ProbabilitySequence(High-P)PromptTaskCompletion

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