Chapter 13 Flashcards

1
Q

Reasoning

A

start with information, and come to conclusions that go beyond that information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Inductive Reasoning (also 3 evidences)

A

Reasoning to come to conclusion of consideration of evidence
1) representativeness (category)
2) number of observation (how many times has this happened?)
3) quality of evidence (e.g science)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Availability Heuristics

A

events are more likely to be judged as more probable the easier it comes to mind

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Illusory Correlations

A

occur when a relationship appears to exisit, but in reality there is none (e.g supersistions, sterotypes)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Representiveness Heuristic

A

probability that probability A comes from be can be determined how well A resembles B (e.g judging occupcations)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Deductive Reasoning

A

reasoning through whether conclusions logically follow from statment

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Categorical Syllogism

A

Premises and conclusions describe relationship between 2 categories

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Syllogism

A

2 premises and a conclusion

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Validity

A

when syllogism indicates conclusion is valid, it dosent actually have to be true

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Belief Bias

A

tendency to think syllogism is valid if conclusion is believable

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Evans 1983 on Syllogism Validity

A

a valid syllogism with an unbelievable conclusion is les likely to be judged as valid THAN a valid syllogism with a believable conclusion (remember, for syllogism to be valid, the conclusion does not have to be actually true)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Mental Model

A

determining if syllogisms are valid by creating mental models of situations based on the premises of the syllogism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Conditional Syllogism

A

have 2 premis and a conclusion (if then statements)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Modus Pones

A

If P, then Q- p is true, therefore Q is true.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What Modus is this:
(If I study, Ill get a good grade. I studied, Therefore I’ll get a good grade.

A

Modus Pones - If P, then Q.
(if study, i get good grade)
P is true, therefore Q is true
(I studied, Therefore Ill get a good grade)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What Modus is this ( If I study, I’ll get a good grade. I didn’t get a good grade. Therefore, I didn’t study.)

A

Modus Tollens - If P, then Q-
Not Q, therefore not P..
(I didnt get a good grade, therefore I didnt study)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Wason 4 Card Problem

A
  • 4 cards task is to indicate what cards you need to turnover to test the rule of “If vowel, then even number”
    CORRECT ANSWER?: turn over E then to falsify, turn over 7.
18
Q

Falsification principle

A

to test a rule, you need to look for situations that could falsify that rule

19
Q

Griggs and Cox 4 card problem

A

Same as Wason, but in concerte terms. Asking the rule of “If drinking beer, they are over 19 years old”

20
Q

Permission Schema

A

if someone satisfies A, they can do be

21
Q

griggs and cox 4 card problem forced particpants to do what

A

activate attention on the card that would test that schema
(CORRECT ANSWER: choose beer, then choose 16)
(If 16 has beer on other side, rule is false)

22
Q

Expected Utility Approach

A

assumes people are rational, and will pick the decision that results in most benefit

23
Q

Expected emotions

A

emotions people will feel basd on a particular outcome

24
Q

Risk aversion

A

make decisions that avoid risk

25
Incidental Emotions
not caused from making a decision, which could further decisions (e.g environment, emotion from earlier that day)
26
Risk-taking strategy
when choice are stated in terms of losses
27
framing effect
decisions are influenced in how choices are stated, or framed
28
Neuroeconomics
combining decision making that combines psychology, neuroscience, and economics
29
Ultimatum Game
two players, two proposers. Proposer offers money to player to decide how the money should be split; if the responder accepts the offer, they both get it. if the responder declines, they both get nothing. (only one trial goes)
30
Ultimatum game: utility theory
The responder should always accept the offer, since getting something is better then getting nothing.
31
Sanfey Computer Ultimatum Game
- In Sanfeys (played 20 games , with 10 human 10 computer partner.) - People less likely to get angry with a unfair computer then an unfair person, participants more likely to accept unfair offers from computer partner then human.
32
fMRI Activity during Ultimatum decisions
Showed PFC is involved with weighing choices to determine which decision is best. (rational choice to accept offer, emotional choice to reject to punish unfair offer)
33
Knoch et al 2006 findings on TMS ultimatum game
- When PFC is not functioning by TMS, participants were more likely to accept those unfair offers.
34
Insula
involved in decisions (e.g seeing something really expensive activates insula not to purchase)
35
Increased PFC activation purchasing?
More likely to purchase
36
Increased Insula activation on purchasing?
less likely to purchase
37
Dual system approach to thinking
The idea that there are two mental systems, one fast and the 2 slow that have different capabilities and serve different functions.
38
System 1 (Dual system)
fast, automatic, intuitive: also linked to many errors like validity of syllogisms conclusion (e.g Linda bankteller problem) (rountine activites like driving)
39
System 2 (Dual system)
slower, delibertative, thoughtful. ( close attention needed, hard issues)
40
Status Quo bias
tendency to do nothing when faced with making a decision
41
Why were acceptance rates higher for ultimatum game for human partner, and computer parents
differed between human partners and computer partners because participants felt more anger towards the human partner
42
Kermer et al (2006)
people greatly overestimate the expected negative effect of losing, compared to the actual effect of losing