DistinctivenessSelf-servingBiasAvailabilityBiasConsistencyFixedRatioScheduleIntuitionPunishmentExpertiseTransferofTrainingPerformance-avoidOrientationExplicitKnowledgeProjectionBiasSelectivePerceptionGoalOrientationTacitKnowledgeFree!StereotypePerformance-proveOrientationCrisisSituationConsensusContinuousReinforcementKnowledgeTransferDecisionMakingNonprogra-mmedDecisionPositiveReinforcem-entSocialLearningTheoryNegativeReinforcem-entProgrammedDecisionDistinctivenessSelf-servingBiasAvailabilityBiasConsistencyFixedRatioScheduleIntuitionPunishmentExpertiseTransferofTrainingPerformance-avoidOrientationExplicitKnowledgeProjectionBiasSelectivePerceptionGoalOrientationTacitKnowledgeFree!StereotypePerformance-proveOrientationCrisisSituationConsensusContinuousReinforcementKnowledgeTransferDecisionMakingNonprogra-mmedDecisionPositiveReinforcem-entSocialLearningTheoryNegativeReinforcem-entProgrammedDecision

Decision Making - Call List

(Print) Use this randomly generated list as your call list when playing the game. 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.


1
N
2
G
3
N
4
N
5
G
6
G
7
B
8
I
9
G
10
G
11
B
12
N
13
I
14
N
15
B
16
B
17
G
18
N
19
I
20
I
21
B
22
G
23
N
24
I
25
I
26
B
27
I
28
B
  1. N-Distinctiveness
  2. G-Self-serving Bias
  3. N-Availability Bias
  4. N-Consistency
  5. G-Fixed Ratio Schedule
  6. G-Intuition
  7. B-Punishment
  8. I-Expertise
  9. G-Transfer of Training
  10. G-Performance-avoid Orientation
  11. B-Explicit Knowledge
  12. N-Projection Bias
  13. I-Selective Perception
  14. N-Goal Orientation
  15. B-Tacit Knowledge
  16. B-Free!
  17. G-Stereotype
  18. N-Performance-prove Orientation
  19. I-Crisis Situation
  20. I-Consensus
  21. B-Continuous Reinforcement
  22. G-Knowledge Transfer
  23. N-Decision Making
  24. I-Nonprogra-mmed Decision
  25. I-Positive Reinforcem-ent
  26. B-Social Learning Theory
  27. I-Negative Reinforcem-ent
  28. B-Programmed Decision