ch 10 cognition; thinking and language notes Flashcards

1
Q

grouping/categorizing similar objects/events/people

A

concepts

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2
Q

a typical common object or the best example of something

A

prototype

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3
Q

a rule that guarantees a solution

A

algorithms

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4
Q

logical, formal, slower

A

algorithms

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5
Q

sudden realization of a solution

A

insight

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6
Q

solving complex problems by splitting the original problem into smaller and more manageable tasks

A

subgoaling

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7
Q

______ think more creatively about their field than _______

A

experts, novices

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8
Q

_______ on a problem an yield creative answers

A

sleeping

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9
Q

math problems, multiple choice questions (what kind of thinking)

A

convergent

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10
Q

ways to use a blanket, being more creative (what kind of thinking)

A

divergent

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11
Q

practical methods of problem solving (shortcuts)

A

heuristics

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12
Q

judging a situation based on ideas that first come to mind

A

availability heuristic

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13
Q

judging a situation based on how similar the aspects are to the prototype in mind

A

representative heuristics

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14
Q

representative heuristics lead to ________

A

rigid schemas

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15
Q

overestimating how accurate we are, too much faith in our own opinion

A

overconfidence bias

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16
Q

illogical conclusion to confirm the belief

A

belief/confirmation bias

17
Q

cling to a belief even after evidence contradicts

A

belief perseverance

18
Q

the presentation of problem leads to expectation

A

framing

19
Q

inability to see a new use for an object

A

functional fixedness

20
Q

tendency to jump to conclusions by thinking of an improbable, but scary solution

A

anchoring bias

21
Q

tendency to rely on readily and easily obtained information

A

availability bias

22
Q

availability bias and anchoring bias are both examples of _______ heuristics

A

availability

23
Q

make decisions based on what allows people to feel good about themselves

A

self serving bias

24
Q

a person is reluctant to abandon a strategy because they have invested heavily in it

A

sunk cost fallacy

25
Q

a belief that a random event is either more or less likely to happen based on the results from a previous series of events

A

gamblers fallacy

26
Q

smallest units of sound used in language

A

phonemes

27
Q

smallest unit of meaningful sound

A

morphemes

28
Q

vowel sounds

A

phonemes

29
Q

pre, ly, Ed, a+but

A

morphemes

30
Q

organize sentences

A

syntax

31
Q

store info

A

semantics

32
Q

knowing when to use certain kinds of language in social situations

A

pragmatics