Chapter 2 Topics 3 and 4 Flashcards

1
Q

associative learning

A

learning that certain events occur together. The events may be two stimuli (as in classical conditioning) or a response and its consequences (as in operant conditioning).

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2
Q

analogical representations

A
  • mental representations that have some of the physical characteristics of what they represent
    ex. map, clock, drawing of rose
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3
Q

symbolic representation

A
  • abstract mental representations that do not correspond to the physical features of objects or ideas
    ex. words, numbers, ideas
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4
Q

propositional thought

A
  • reasoning that uses abstract logic in the absence of concrete examples
  • expresses a statement, such as “I’m hungry” or “its almost time for dinner”
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5
Q

motoric thought

A

mental representations of motor movements, such as throwing an object

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6
Q

imaginal thought

A

consists of images that we can see, hear, or feel in our mind

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7
Q

The three types of thought

A

-propositional
-imaginal
-motoric

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8
Q

aphantasia

A

inability to imagine sensory experiences, such as visualizing a scene, hearing music in the mind, or imagining a specific smell

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9
Q

concept

A
  • symbolic representations (mental representation that doesn’t correspond to idea/object)
  • a mental grouping of similar objects, events, ideas, or people
  • a category or class of related things that consist of mental presentations of those things
    SYMBOLIC REPRESENTATIONS
    ex. groups of animals, fruits, etc
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10
Q

categorization

A
  • grouping things together
  • ex. lily and rose
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11
Q

category vs concept

A

Category: A category is a collection of instances which are treated as if they were the same.

Concept: A concept refers to all the knowledge that one has about a category.

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12
Q

concepts
prototype

A

the most typical, familiar member of category
- categories are based around prototypes
- the best example
- only note similarities
- children’s early concepts are based on prototypes (Ex. not all animals = dogs)
- experienced the most, therefore best example

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13
Q

concept
exemplar

A
  • no best example
  • prototype = best example while exemplar = all examples
  • compare new example with all examples
  • ex. if you saw a chihuahua, you wouldn’t compare it to your prototype of, say, a golden retriever. You’d compare to all types of dogs you know
  • experience matters (compare chihuahua with all the dogs you’ve encountered)
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14
Q

schema

A
  • mental blueprint
  • ways we organize knowledge into a mental concept
  • guide to our behaviour
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15
Q

scrips

A
  • schema that directions behaviour over time within a situation
  • like a script for going to the movies (we know we have to buy ticket, stand in line, get popcorn, etc)
  • can lead to stereotypes (ex. children associating science with males instead of females as well)
  • Scripts are really just packages of expectations about what people will do in given situations, so one is constantly surprised since other people don’t always do what one expects.
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16
Q

problem solving steps

A
  1. framing: interpret and understand problem
  2. generating solutions: generate hypotheses or possible solutions
  3. test the solutions, hypotheses, seeking to disconfirm one or more of them
  4. evaluate results and, if necessary, revise steps 1, 2, 3
17
Q
  1. test the solutions
    mental set
A
  • tendency to stick to solutions that have worked in the past
  • fixated with an approach if it has been successful in the past
18
Q

functional fixedness

A

the tendency to think of things only in terms of their usual functions; an impediment to problem solving

19
Q

Two types of strategies

A

-algorithms
-heuristics

20
Q

strategies
algorithms

A
  • automatically generate correct solutions
21
Q

heuristic

A
  • a simple thinking strategy that often allows us to make judgments and solve problems efficiently; usually speedier but also more error-prone than algorithms
  • ex. you ran out of butter for cookies so you use oil instead: cookies don’t taste/look as good

ie.
General problem-solving strategies.

22
Q

heuristics
means-ends analysis

A
  • identify differences between present situation and desired state
  • try to reduce difference
23
Q

heuristics
subgoal analysis

A

a problem-solving heuristic in which people attack a large problem by formulating subgoals, or intermediate steps toward a solution

24
Q

availability heuristic

A
  • Judgments & decisions are based on
    availability of information in memory
25
Q

confirmation bias

A
  • look for evidence that will confirm what we believe
  • not look for evidence that could disconfirm beliefs
26
Q

hindsight bias

A

there are many ways of explaining past events and there is usually no way to know which of these ways is correct

27
Q

overconfidence

A

the tendency to be more confident than correct—to overestimate the accuracy of our beliefs and judgments.

  • applies to others, situations, and ourselves