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Also, the inaction of a participant is a non-verbal communication of that participant's lack of knowledge, which then becomes common knowledge to all participants who observed the inaction. The muddy children puzzle is the most frequently appearing induction puzzle in scientific literature on epistemic logic .
The Torrance Tests of Creative Thinking, formerly the Minnesota Tests of Creative Thinking, is a test of creativity built on J. P. Guilford's work and created by Ellis Paul Torrance, the Torrance Tests of Creative Thinking originally involved simple tests of divergent thinking and other problem-solving skills, which were scored on four scales:
The right [non-verbal] hemisphere perceives, thinks, remembers, reasons, wills and emotes, all at a characteristically human level. [ 15 ] Research which builds on Sperry's split brain research is reinforced by anecdotal evidence , which supports the premise that different architectures lend themselves to one of the channels, at the expense of ...
The cover of a test booklet for Raven's Standard Progressive Matrices. Raven's Progressive Matrices (often referred to simply as Raven's Matrices) or RPM is a non-verbal test typically used to measure general human intelligence and abstract reasoning and is regarded as a non-verbal estimate of fluid intelligence. [1]
The non-verbal performance scale was also a critical difference from the Binet scale. The earlier Binet scale had been persistently and consistently criticized for its emphasis on language and verbal skills. [6] Wechsler designed an entire scale that allowed the measurement of non-verbal intelligence. This became known as a performance scale.
Truth-default theory (TDT) is a communication theory which predicts and explains the use of veracity and deception detection in humans. It was developed upon the discovery of the veracity effect - whereby the proportion of truths versus lies presented in a judgement study on deception will drive accuracy rates.
In a frequently cited paper in the journal Science [1] and a later book, [2] Eugene S. Ferguson, a mechanical engineer and historian of technology, claims that visual reasoning is a widely used tool used in creating technological artefacts. There is ample evidence that visual methods, particularly drawing, play a central role in creating artefacts.
A guessing game is a game in which the object is to use guessing to discover some kind of information, such as a word, a phrase, a title, or the identity or location of an object. [21] A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without ...