Free!DemandFadingFunctionalCommunicationTeaching (FCT)PairingPositiveReinforcementPlannedIgnoreVisualSupportPrimingDifferentialReinforcementof OtherBehavior(DRO)DifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentNegativeReinforcementPositivePunishmentPromptTaskCompletionDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionPlannedIgnorePremackPrincipleHigh-ProbabilitySequence(High-P)RedirectionsandResponseInterruption(RIRD)EnvironmentalModificationsExtinctionDemandFadingBehaviorMomentumChoiceMakingFree!DemandFadingFunctionalCommunicationTeaching (FCT)PairingPositiveReinforcementPlannedIgnoreVisualSupportPrimingDifferentialReinforcementof OtherBehavior(DRO)DifferentialReinforcementofIncompatibleBehavior (DRI)NegativePunishmentNegativeReinforcementPositivePunishmentPromptTaskCompletionDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionPlannedIgnorePremackPrincipleHigh-ProbabilitySequence(High-P)RedirectionsandResponseInterruption(RIRD)EnvironmentalModificationsExtinctionDemandFadingBehaviorMomentumChoiceMaking

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