OperantConditioningNegativePunishmentScheduleofReinforecementNegativeReinforcementFixedRatioModelingFixedIntervalVariableIntervalLatentLearningOperantLearningConditionedStimulusConditionedResponseExtinctionCounter-ConditioningVariableIntervalGeneralizationMassedLearningClassicalConditioningDistributedLearningTasteAversionPositivePunishmentPositiveReinforcementShapingFloodingOperantConditioningNegativePunishmentScheduleofReinforecementNegativeReinforcementFixedRatioModelingFixedIntervalVariableIntervalLatentLearningOperantLearningConditionedStimulusConditionedResponseExtinctionCounter-ConditioningVariableIntervalGeneralizationMassedLearningClassicalConditioningDistributedLearningTasteAversionPositivePunishmentPositiveReinforcementShapingFlooding

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