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Cognitive Thinking

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Cognitive Thinking

Goal setting- Players want to win the game

All involve making your final choice after gathering information and organizing information.

Group Think: Peer pressure to conform to the opinions held by the group.

Word Worm:

Selective perception - We actively screen-out information that we do not think is salient

Spell Bound (Spell Word)

Zelpuz (Anagram, rearrange letters)

Blank Out (Fill in the blanks)

Gnilleps (Spell backwards)

Lexicon (Determine correct definition)

Star Performer:

Humdinger (Hum song)

Cameo (Charades)

Copy Cat (Charades w/talking)

Creative Cat:

Sculpturades (Sculpt)

Cloodle (Draw, no talking)

Senso Sketch (Cloodle with eyes closed)

Data Head:

Factoid (Guess answer to question)

Polygraph (True/False)

Selectaquest (Multiple choice)

In the game the hindsight bias may occur when the team get an answer wrong and they will then say that they knew the answer this morning.

Decision Making in Groups (Playing Cranium)

• Unanimity is commonly used by juries in criminal trials in the United States. Unanimity requires everyone to agree on a given course of action, and thus imposes a high bar for action.

• Majority requires support from more than 50% of the members of the group. Thus, the bar for action is lower than with unanimity and a group of "losers" is implicit to this rule.

• Range voting allows a group to select one option from a set by letting each member score one or more of the available options. The option with the highest average is chosen. This method has experimentally been shown to produce the lowest Bayesian regret among common voting methods, even when voters are strategic.

• Consensus decision-making tries to avoid "winners" and "losers". Consensus requires that a majority approve a given course of action, but that the minority agrees to go along with the course of action. In other words, if the minority opposes the course of action, consensus requires that the course of action be modified to remove objectionable features.

• Gathering involves all participants acknowledging each other's needs and opinions and tends towards a problem solving approach in which as many needs and opinions as possible can be satisfied. It allows for multiple outcomes and does not require agreement from some for others to act.

• Sub-committee involves assigning responsibility for evaluation of a decision to a sub-set of a larger group, which then comes back to the larger group with recommendations for action. Using a sub-committee is more common in larger governance groups, such as a legislature. Sometimes a sub-committee includes those individuals most affected by a decision, although at other times it is useful for the larger group to have a sub-committee that involves more neutral participants.

Less desirable group decision rules are:

• Plurality, where the largest block in a group decides, even if it falls short of a majority.

• Dictatorship, where one individual determines the course of action.

Decision making is the cognitive process leading to the selection of a course of action among variations. Every decision making process produces a final choice. It can be an action or an opinion. It begins when we need to do something but we do not know what. Therefore, decision making is a reasoning process which can be rational or irrational, and can be based on explicit assumptions or tacit assumptions.

Common examples include shopping, deciding what to eat, when to sleep, and deciding whom or what to vote for in an election or referendum.

Decision making is said to be a psychological construct. This means that although we can never "see" a decision, we can infer from observable behaviour that

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