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