VailiditySecondStudyGoodoutcome90DrawingsNegativeCueSmiling/FrowningfacesBadoutcomeBadmotiveVerbalonly27GoodmotiveRating ofthecharacterCognitivepsychologyIndependentvariableYes7ThreeGroupsGoodandbadDevelopmentalpsychologyStoryIndividualdifferencesEthicsAimYoungerchildrenRetellthestoryMotiveVailiditySecondStudyGoodoutcome90DrawingsNegativeCueSmiling/FrowningfacesBadoutcomeBadmotiveVerbalonly27GoodmotiveRating ofthecharacterCognitivepsychologyIndependentvariableYes7ThreeGroupsGoodandbadDevelopmentalpsychologyStoryIndividualdifferencesEthicsAimYoungerchildrenRetellthestoryMotive

Nelson Study - 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. Vailidity
  2. Second Study
  3. Good outcome
  4. 90
  5. Drawings
  6. Negative Cue
  7. Smiling/ Frowning faces
  8. Bad outcome
  9. Bad motive
  10. Verbal only
  11. 27
  12. Good motive
  13. Rating of the character
  14. Cognitive psychology
  15. Independent variable
  16. Yes
  17. 7
  18. Three Groups
  19. Good and bad
  20. Developmental psychology
  21. Story
  22. Individual differences
  23. Ethics
  24. Aim
  25. Younger children
  26. Retell the story
  27. Motive