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The Wason selection task (or four-card problem) is a logic puzzle devised by Peter Cathcart Wason in 1966. [ 1 ] [ 2 ] [ 3 ] It is one of the most famous tasks in the study of deductive reasoning . [ 4 ]
A variety of basic concepts is used in the study and analysis of logical reasoning. Logical reasoning happens by inferring a conclusion from a set of premises. [3] Premises and conclusions are normally seen as propositions. A proposition is a statement that makes a claim about what is the case.
The reason this works can be seen by studying the logical form of the expected answer to the question. This logical form (Boolean expression) is developed below ('Q' is true if the answer to Q is 'yes', 'God' is true if the god to whom the question is asked is acting as a truth-teller and 'Ja' is true if the meaning of Ja is 'yes'):
Another form of logic puzzle, popular among puzzle enthusiasts and available in magazines dedicated to the subject, is a format in which the set-up to a scenario is given, as well as the object (for example, determine who brought what dog to a dog show, and what breed each dog was), certain clues are given ("neither Misty nor Rex is the German Shepherd"), and then the reader fills out a matrix ...
Socratic circles specify three types of questions to prepare: Opening questions generate discussion at the beginning of the seminar in order to elicit dominant themes. [14] [19] Guiding questions help deepen and elaborate the discussion, keeping contributions on topic and encouraging a positive atmosphere and consideration for others.
Socratic questioning (or Socratic maieutics) [1] is an educational method named after Socrates that focuses on discovering answers by asking questions of students. According to Plato, Socrates believed that "the disciplined practice of thoughtful questioning enables the scholar/student to examine ideas and be able to determine the validity of those ideas". [2]
A logic games section contained four 5-8 question "games", totaling 22-25 questions. Each game contained a scenario and a set of rules that govern the scenario, followed by questions that tested the test-taker's ability to understand and apply the rules, to draw inferences based on them.
Twenty questions is a spoken parlor game which encourages deductive reasoning and creativity. It originated in the United States and was played widely in the 19th century. [ 1 ] It escalated in popularity during the late 1940s, when it became the format for a successful weekly radio quiz program.