NegativePunishmentChoiceMakingDemandFadingExtinctionPrompttaskcompletionPairingDifferentialReinforcementof OtherBehavior(DRO)PlannedIgnoreHigh-ProbabilitySequence(High-P)Free!PositivePunishmentFunctionalCommunicationTeaching (FCT)NegativeReinforcementPromptTaskCompletionEnvironmentalModificationsPlannedIgnoreVisualSupportDifferentialReinforcementofIncompatibleBehavior (DRI)PositiveReinforcementDemandFadingPrimingPremackPrincipleRedirectionsandResponseInterruption(RIRD)BehaviorMomentumDifferentialReinforcementof AlternativeBehavior(DRA)NegativePunishmentChoiceMakingDemandFadingExtinctionPrompttaskcompletionPairingDifferentialReinforcementof OtherBehavior(DRO)PlannedIgnoreHigh-ProbabilitySequence(High-P)Free!PositivePunishmentFunctionalCommunicationTeaching (FCT)NegativeReinforcementPromptTaskCompletionEnvironmentalModificationsPlannedIgnoreVisualSupportDifferentialReinforcementofIncompatibleBehavior (DRI)PositiveReinforcementDemandFadingPrimingPremackPrincipleRedirectionsandResponseInterruption(RIRD)BehaviorMomentumDifferentialReinforcementof AlternativeBehavior(DRA)

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