FixedIntervalCounter-ConditioningPositiveReinforcementFixedRatioOperantLearningNegativePunishmentShapingPositivePunishmentFloodingDistributedLearningVariableIntervalTasteAversionConditionedStimulusClassicalConditioningModelingMassedLearningLatentLearningExtinctionScheduleofReinforecementVariableIntervalNegativeReinforcementConditionedResponseGeneralizationOperantConditioningFixedIntervalCounter-ConditioningPositiveReinforcementFixedRatioOperantLearningNegativePunishmentShapingPositivePunishmentFloodingDistributedLearningVariableIntervalTasteAversionConditionedStimulusClassicalConditioningModelingMassedLearningLatentLearningExtinctionScheduleofReinforecementVariableIntervalNegativeReinforcementConditionedResponseGeneralizationOperantConditioning

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