DemandFadingDifferentialReinforcementofIncompatibleBehavior (DRI)VisualSupportDemandFadingFunctionalCommunicationTeaching (FCT)High-ProbabilitySequence(High-P)NegativeReinforcementPrimingRedirectionsandResponseInterruption(RIRD)ChoiceMakingEnvironmentalModificationsPromptTaskCompletionPlannedIgnorePremackPrincipleBehaviorMomentumExtinctionPositivePunishmentDifferentialReinforcementof OtherBehavior(DRO)PositiveReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnoreFree!NegativePunishmentPairingPrompttaskcompletionDemandFadingDifferentialReinforcementofIncompatibleBehavior (DRI)VisualSupportDemandFadingFunctionalCommunicationTeaching (FCT)High-ProbabilitySequence(High-P)NegativeReinforcementPrimingRedirectionsandResponseInterruption(RIRD)ChoiceMakingEnvironmentalModificationsPromptTaskCompletionPlannedIgnorePremackPrincipleBehaviorMomentumExtinctionPositivePunishmentDifferentialReinforcementof OtherBehavior(DRO)PositiveReinforcementDifferentialReinforcementof AlternativeBehavior(DRA)PlannedIgnoreFree!NegativePunishmentPairingPrompttaskcompletion

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