RedirectionsandResponseInterruption(RIRD)NegativeReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionVisualSupportPositivePunishmentDemandFadingFree!ExtinctionDemandFadingPlannedIgnoreBehaviorMomentumPlannedIgnorePromptTaskCompletionPositiveReinforcementFunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)ChoiceMakingPairingNegativePunishmentPremackPrinciplePrimingEnvironmentalModificationsDifferentialReinforcementof OtherBehavior(DRO)High-ProbabilitySequence(High-P)RedirectionsandResponseInterruption(RIRD)NegativeReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PrompttaskcompletionVisualSupportPositivePunishmentDemandFadingFree!ExtinctionDemandFadingPlannedIgnoreBehaviorMomentumPlannedIgnorePromptTaskCompletionPositiveReinforcementFunctionalCommunicationTeaching (FCT)DifferentialReinforcementofIncompatibleBehavior (DRI)ChoiceMakingPairingNegativePunishmentPremackPrinciplePrimingEnvironmentalModificationsDifferentialReinforcementof OtherBehavior(DRO)High-ProbabilitySequence(High-P)

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