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  2. Thinking, Fast and Slow - Wikipedia

    en.wikipedia.org/wiki/Thinking,_Fast_and_Slow

    Thinking, Fast and Slow is a 2011 popular science book by psychologist Daniel Kahneman. The book's main thesis is a differentiation between two modes of thought : "System 1" is fast, instinctive and emotional ; "System 2" is slower, more deliberative , and more logical .

  3. Cognitive reflection test - Wikipedia

    en.wikipedia.org/wiki/Cognitive_Reflection_Test

    The cognitive reflection test has three questions that each have an obvious but incorrect response given by system 1. The correct response requires the activation of system 2. For system 2 to be activated, a person must note that their first answer is incorrect, which requires reflection on their own cognition. [2]

  4. Dual process theory - Wikipedia

    en.wikipedia.org/wiki/Dual_process_theory

    Recent research has found that beliefs and context can influence System 2 processing as well as System 1. [55] Fast processing indicates the use of System 1 rather than System 2 processes. Just because a processing is fast does not mean it is done by System 1. Experience and different heuristics can influence System 2 processing to go faster. [54]

  5. AI is making a whole new way of thinking, experts say

    www.aol.com/ai-making-whole-way-thinking...

    The idea builds upon the idea of System 1 and System 2 thinking, as popularised in Daniel Kahneman’s book, Thinking, Fast and Slow. That suggests that there are two modes of thought: System 1 is ...

  6. Early childhood education - Wikipedia

    en.wikipedia.org/wiki/Early_childhood_education

    The experiment enrolled 128 three- and four-year-old African-American children with cognitive disadvantage from low-income families, who were then randomly assigned to treatment and control groups. The intervention for children in the treatment group included active learning preschool sessions on weekdays for 2.5 hours per day.

  7. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.

  8. JumpStart - Wikipedia

    en.wikipedia.org/wiki/JumpStart

    JumpStart (known as Jump Ahead in the United Kingdom) was an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.

  9. Games on AOL.com: Free online games, chat with others in real ...

    www.aol.com/games/play/masque-publishing/blocked-10

    Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.

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