ModelingFloodingNegativeReinforcementShapingPositivePunishmentNegativePunishmentScheduleofReinforecementTasteAversionOperantConditioningVariableIntervalConditionedResponseConditionedStimulusPositiveReinforcementMassedLearningVariableIntervalExtinctionGeneralizationDistributedLearningClassicalConditioningLatentLearningOperantLearningFixedIntervalFixedRatioCounter-ConditioningModelingFloodingNegativeReinforcementShapingPositivePunishmentNegativePunishmentScheduleofReinforecementTasteAversionOperantConditioningVariableIntervalConditionedResponseConditionedStimulusPositiveReinforcementMassedLearningVariableIntervalExtinctionGeneralizationDistributedLearningClassicalConditioningLatentLearningOperantLearningFixedIntervalFixedRatioCounter-Conditioning

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.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
  1. Modeling
  2. Flooding
  3. Negative Reinforcement
  4. Shaping
  5. Positive Punishment
  6. Negative Punishment
  7. Schedule of Reinforecement
  8. Taste Aversion
  9. Operant Conditioning
  10. Variable Interval
  11. Conditioned Response
  12. Conditioned Stimulus
  13. Positive Reinforcement
  14. Massed Learning
  15. Variable Interval
  16. Extinction
  17. Generalization
  18. Distributed Learning
  19. Classical Conditioning
  20. Latent Learning
  21. Operant Learning
  22. Fixed Interval
  23. Fixed Ratio
  24. Counter- Conditioning