FixedIntervalClassicalConditioningFloodingScheduleofReinforecementVariableIntervalConditionedStimulusVariableIntervalOperantConditioningExtinctionModelingNegativeReinforcementGeneralizationPositivePunishmentNegativePunishmentPositiveReinforcementOperantLearningShapingTasteAversionMassedLearningFixedRatioConditionedResponseLatentLearningCounter-ConditioningDistributedLearningFixedIntervalClassicalConditioningFloodingScheduleofReinforecementVariableIntervalConditionedStimulusVariableIntervalOperantConditioningExtinctionModelingNegativeReinforcementGeneralizationPositivePunishmentNegativePunishmentPositiveReinforcementOperantLearningShapingTasteAversionMassedLearningFixedRatioConditionedResponseLatentLearningCounter-ConditioningDistributedLearning

Chapter 6 - Learning - 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. Fixed Interval
  2. Classical Conditioning
  3. Flooding
  4. Schedule of Reinforecement
  5. Variable Interval
  6. Conditioned Stimulus
  7. Variable Interval
  8. Operant Conditioning
  9. Extinction
  10. Modeling
  11. Negative Reinforcement
  12. Generalization
  13. Positive Punishment
  14. Negative Punishment
  15. Positive Reinforcement
  16. Operant Learning
  17. Shaping
  18. Taste Aversion
  19. Massed Learning
  20. Fixed Ratio
  21. Conditioned Response
  22. Latent Learning
  23. Counter- Conditioning
  24. Distributed Learning