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