PromptTaskCompletionPlannedIgnoreNegativePunishmentDifferentialReinforcementof OtherBehavior(DRO)PremackPrincipleHigh-ProbabilitySequence(High-P)PrimingPositiveReinforcementPairingVisualSupportPositivePunishmentPrompttaskcompletionExtinctionFunctionalCommunicationTeaching (FCT)DifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnoreDemandFadingFree!DifferentialReinforcementofIncompatibleBehavior (DRI)DemandFadingChoiceMakingEnvironmentalModificationsRedirectionsandResponseInterruption(RIRD)BehaviorMomentumNegativeReinforcementPromptTaskCompletionPlannedIgnoreNegativePunishmentDifferentialReinforcementof OtherBehavior(DRO)PremackPrincipleHigh-ProbabilitySequence(High-P)PrimingPositiveReinforcementPairingVisualSupportPositivePunishmentPrompttaskcompletionExtinctionFunctionalCommunicationTeaching (FCT)DifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnoreDemandFadingFree!DifferentialReinforcementofIncompatibleBehavior (DRI)DemandFadingChoiceMakingEnvironmentalModificationsRedirectionsandResponseInterruption(RIRD)BehaviorMomentumNegativeReinforcement

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