Chapter 12 Flashcards

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1
Q

problems

A
  • occurs when there is an obstacle between the present state and the goal state (Ducker, 1945)
  • problems are challenging since the solution is not immediately obvious
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2
Q

gestalt approach to problem solving

A

the likelihood of solving a problem is influenced by how the problem is represented in the mind

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3
Q

restructuring

A
  • changing how the problem is represented
  • a key mechanism of problem solving
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4
Q

insight

A

is the sudden realization of a problems solution

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5
Q

insight problem

A

problem is solved suddenly

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6
Q

non insight problem

A

problem is solved gradually

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7
Q

analytically based problems

A

problem that is solved by a process of systematic analysis, often using techniques based on past experience

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8
Q

functional fixedness

A
  • continue to think of an object in its intended purpose/way inhibits the person’s ability to use the object for a different function
  • e.g. dunkers candle problem & maiers two-string problem
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9
Q

Dunckers candle problem

A
  • place three candles at eye level on the door. You have candles, box of matches, tacks
  • difficult to solve because it involves using the match box as something other than a box that holds matches
  • matchbox is meant to be emptied and used as a shelf on the wall for the candles
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10
Q

Maiers two-string problem

A
  • a person is given the task of attaching two strings together that are too far apart to be reached at the same time
  • participants needed to tie the pliers to one of the strings to create a pendulum, which could then be swung to within the person’s reach
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11
Q

mental set

A
  • a predetermined idea about how to approach a problem based on one’s experience
  • mental set can be an obstacle to problem solving
  • e.g. luchins water jug problem
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12
Q

information-processing approach

A
  • Newell and Simon proposes that problem solving involves moving through a problem space which consists of:
    1. initial state
    2. intermediate state
    3. goal state
  • also consists of operators and means-end analysis
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13
Q

initial state

A

conditions at the start of a problem

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14
Q

intermediate state

A

conditions that exist along the pathways between the initial and goal state

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15
Q

goal state

A

solution to the problem

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16
Q

operators

A

actions governed by rules that move the problem from one state to another

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17
Q

means-end analysis

A
  • a problem solving strategy of eliminating differences between the initial state and goal state via subgoals
  • the goal in applying the means-end analysis to the Tower of Hanoi Problem is to reduce the size of the difference between initial and goal states
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18
Q

subgoals

A

intermediate states that get you closer to the goal

19
Q

think-aloud protocol

A

procedure in which one verbalizes what they are thinking as they are solving a problem

20
Q

mutilated checkerboard problem

A

a problem that has been used to study how the statement of a problem influences a person’s ability to reach a solution

21
Q

tower of hanoi - Shallice et al., 1982

A
  • a problem involving moving discs from one set of pegs to another
  • illustrates the means-end analysis
  • initial state: three discs stacked on the left peg
  • goal state: three discs stacked on the right peg
  • operators: moving the disk to another peg
22
Q

analogy

A

making a comparison in order to show a similarity between two different things

23
Q

analogical problem solving

A

the use of analogies as an aid to solving problems

24
Q

analogical problem-solving steps

A
  1. analogical encoding in which two problems are compared for similarities
  2. if a relation is noticed, one must map the corresponding parts of the target and source problem
  3. generate a solution that parallels the solution used for the source problem
25
Q

analogical transfer

A
  • transferring experience in solving one problem to the solution of another, similar problem
  • target problem: the problem the participant is trying to solve
  • source problem: another problem that shares some similarities with the target
26
Q

dunckers radiation problem

A
  • involves finding a way to destroy a tumor by radiation without damaging other organs in the body
  • used to study the role of analogy in problem solving
27
Q

analogical encoding

A

the process by which two problems are compared and similarities between them are determined

28
Q

the trade-off strategy

A

a negotiating strategy in which one person says to another, “I’ll give you A, if you’ll give me B.”

29
Q

contingency strategy

A
  • a negotiating strategy in which a person gets what he or she wants if something else happens
  • e.g. an author wants 18 percent royalties, but the publisher wants to pay only 12 percent. The contingent solution would be to tie royalties to sales: “You can have 18 percent if sales are high, but less if sales are low.”
30
Q

analogical paradox

A

people often fail to see the relationship between analogous/similar problems in the lab however, people often use analogies in real-world settings

31
Q

in-vivo problem solving

A

observing people to determine how they solve problems in real-world situations

32
Q

experts vs. novices

A
  • experts are faster and more successful at problem solving than novices because of:
    1. greater knowledge
    2. the way they organize information
    3. more time spent analyzing the problem before attempting to solve
33
Q

characteristics of creativity

A
  • divergent thinking: thinking that is open-ended, involving a large number of potential solutions
  • novel ideas
  • useful ideas
34
Q

4 stage process of creativity

A
  1. problem generation
  2. problem formulation
  3. problem-solving
  4. solution implementation
35
Q

creativity - S.M. Smither, Ward and Schumacher (1993)

A
  • procedure:
    1. asked to draw a creature that might live on another planet
    2. one group was not given any examples of creatures
    3. one group given pictures of possible creatures as examples
  • results: those who were given examples drew creatures that were similar to the examples
36
Q

creative cognition

A

a technique developed by Finke to train people to think creatively

37
Q

creative cognition - fine (1990)

A
  • given the parts
  • not informed of the category
  • asked to create object
  • these are preinventive forms
  • precede the creation of a finished product
  • provided with a category and asked to Interpret their object
  • results: highly creative ideas
38
Q

creativity in the brain

A
  • deactivation of the left anterior temporal lobe (ATL) facilitated thinking outside the box
  • EEG recordings reveal increased activity in the frontal lobe before an insight solution
  • EEG recordings reveal increased activity in the occipital lobe before a noninsight solution
39
Q

compound remote-associate problem

A

a problem in which three words are presented, and the task is to determine one word that when combined with each of these words forms a new word or a phrase

40
Q

incubation

A
  • getting ideas after taking some time away from working on a problem
  • when the Default Mode Network (DMN) is highly active, the Executive Control Network (ECN) is not active
  • exception of this is Ellamil et al., (2012)
41
Q

Ellamil et al., (2012)

A
  • Default Mode Network (DMN) and the executive control network (ECN) are both highly active when evaluating ideas
  • DMN and ECN were functionally connected during both the generation and evaluation stages of the creative process
42
Q

volitional daydreaming

A
  • the act of consciously choosing to disengage from external tasks in order to pursue an internal stream of thought that might have positive outcomes
  • daydreaming can increase creativity
43
Q

Stephen hall ted talk

A
  • using creativity to solve problems
    1. define the constraints of the problem
    2. need to provoke ideas
    3. give absurd ideas respect
    4. need to be optimistically objective
    5. celebrate great ideas regardless of who had them