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  2. Futures wheel - Wikipedia

    en.wikipedia.org/wiki/Futures_wheel

    The futures wheel is a method for graphical visualisation of direct and indirect future consequences of a particular change or development. It was invented by Jerome C. Glenn in 1971, when he was a student at the Antioch Graduate School of Education (now Antioch University New England ).

  3. Category:1950s American game shows - Wikipedia

    en.wikipedia.org/wiki/Category:1950s_American...

    Download as PDF; Printable version; In other projects ... Truth or Consequences; ... Wheel of Fortune (1952 game show)

  4. File:Consequences.pdf - Wikipedia

    en.wikipedia.org/wiki/File:Consequences.pdf

    Original file (685 × 1,047 pixels, file size: 11.84 MB, MIME type: application/pdf, 20 pages) This is a file from the Wikimedia Commons . Information from its description page there is shown below.

  5. Regulations on children's television programming in the ...

    en.wikipedia.org/wiki/Regulations_on_children's...

    CBS relaunched its Saturday morning block for the 1997–98 season as Think CBS Kids, with a focus on live-action educational series such as The New Ghostwriter Mysteries, The Weird Al Show (which only unwillingly, and with great difficulty, complied with the E/I mandate as a condition of being picked up), [54] and Wheel 2000—a children's ...

  6. File:Reaction wheel.pdf - Wikipedia

    en.wikipedia.org/wiki/File:Reaction_wheel.pdf

    Original file (1,656 × 1,789 pixels, file size: 51 KB, MIME type: application/pdf) This is a file from the Wikimedia Commons . Information from its description page there is shown below.

  7. Emotion classification - Wikipedia

    en.wikipedia.org/wiki/Emotion_classification

    Similar emotions in the wheel are adjacent to each other. [61] Anger, Anticipation, Joy, and Trust are positive in valence, while Fear, Surprise, Sadness, and Disgust are negative in valence. Anger is classified as a "positive" emotion because it involves "moving toward" a goal, [ 62 ] while surprise is negative because it is a violation of ...

  8. Consequences (game) - Wikipedia

    en.wikipedia.org/wiki/Consequences_(game)

    Consequences is an old parlour game in a similar vein to Mad Libs and the surrealist game exquisite corpse. [ 1 ] Each player is given a sheet of paper, and all are told to write down a word or phrase to fit a description ("an animal"), optionally with some extra words to make the story.

  9. Anti-pattern - Wikipedia

    en.wikipedia.org/wiki/Anti-pattern

    According to the authors of Design Patterns, there are two key elements to an anti-pattern that distinguish it from a bad habit, bad practice, or bad idea: . The anti-pattern is a commonly-used process, structure or pattern of action that, despite initially appearing to be an appropriate and effective response to a problem, has more bad consequences than good ones.