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