Behavioral Sciences Part 2 Flashcards
Errors of Growth
Misuse of grammar characterized by universal application of a rule, regardless of exceptions; seen in children during language development.
Escape
A form of negative reinforcement in which one reduces the unpleasantness of something that already exists.
Ethnocentrism
The practice of making judgements about other cultures based on the values and beliefs of one’s own culture.
Explicit memory
Memory that requires conscious recall, divided into facts (semantic memory) and experiences (episodic memory); also known as declarative memory.
Extinction
In classical conditioning, the decrease in response resulting from repeated presentation of the conditioned stimulus without the presence of the unconditioned stimulus.
Fixation
In Freudian psychoanalysis, the result of overindulgence or frustration during a psychosexual stage; causes a neurotic pattern of personality based on that stage.
Fluid intelligence
Ability to quickly identify relationships and connections, and then use those relationships and connections to make correct deductions.
Foraging
The act of searching for and exploiting food resources.
Forebrain
A portion of the brain that is association with complex perceptual, cognitive, and behavioral processes such as emotion and memory.
Front stage
In the dramaturgical approach, the setting where players are in front of an audience and perform roles that are in keeping with the image they hope to project about themselves.
Frontal lobe
A portion of the cerebral cortex that controls motor processing, executive function, and the integration of cognitive and behavioral processes.
Functional fixedness
The inability to identify uses for an object beyond its usual purpose.
Functionalism
A theoretical framework that explains how parts of society fit together to create a cohesive whole.
Fundamental attribution error
The general bias towards making dispositional attributions rather than situational attributions when analyzing another person’s behavior.
Game theory
A model that explains social interaction and decision-making as a game, including strategies, incentives, and punishments.