Chapter 4: Experimental: Thinking (4-6%) Flashcards

0
Q

Concepts

A

Are how one represents the relationship b/t two things. (Ex. a bird is an animal that has wings and flies)

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1
Q

Cognitive Psychology

A

The study of thinking, processing and reasoning.

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2
Q

Hypothese

A

Are ideas used to test relationships and then to form concepts (Ex. Animals w/ wings are the ones that fly)

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3
Q

Mental Set / Set

A

Is the preconceived notion of how to look at a problem. Ex. Bird cage is good housing for a bird)

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4
Q

Schema

A

Is an organized bunch of knowledge gathered from prior experiences that includes ideas about specific events or objects and attributes that accompany them. New events and objects are categorized based on how well they match the existing attributes. Ex. Birds might included feathers, wings, worms and flying, but, Penguins: swim and eat fish)

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5
Q

Scripts

A

Are ideas about they way events typically unfolds. (Ex. Going to the movies)

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6
Q

Protypes

A

Are the representative or “usual” type of an event or object. (Ex. Scientist is someone good at math and doesn’t write poetry)

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7
Q

Insight

A

Is having a new perspective on an old problem: the a-ha! experience

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8
Q

J.P. Guildford: Convergent Thinking

A

Is the type of thinking used to find the one solution to a problem (Ex. Math)

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9
Q

Divergent Thinking

A

Is used when more than one possibility exists in a situation (Ex. Playing chess/creative thinking)

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10
Q

Functional Fixedness

A

Is the idea that people develop closed mind about the functions of certain objects. They cannot think of creative uses or think divergently.
(Ex. A cage is the ONLY good housing for birds)

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11
Q

Problem Spece

A

Is the sum total of possible moves that one might make in order to solve a problem.

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12
Q

Algorithms

A

Are problem solving strategies that consider every possible solution and eventually hit on the correct solution. This may take a great deal of time.

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13
Q

Heuristic

A

are problem-solving strategies that use rules of thumb or short-cuts based on what has worked in the past.

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14
Q

Metacognition

A

Refers to the process of thinking about your own thinking knowing what solving strategies to apply and when or knowing how to adapt your thinking to new situations

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15
Q

Mediation

A

Is the intervening mental process that occurs b/t stimulus and response. It reminds us what to do or how to respond based on ideas or past learning

16
Q

Allen Newell & Herbert Simon: Computer Simulation Model

A

are designed to solve problems humans do. Newell & Simon introduced the first of these (called the logic theorist) and then revamped it (the general problem solver)

17
Q

Deductive Reasoning

A

leads to specific conclusion that must follow from the information given. (Ex. All coats are blue. She wears a coat. Her coat must be blue)

18
Q

Inductive Reasoning

A

leads to general rules that are inferred from specifics. (Ex. All P.h.D students studied work for their GRE)

19
Q

Atmosphere Effects

A

When a conclusion is influenced by the way information is phrased

20
Q

Semantic Effects

A

Believing in conclusion is b/c of what you know/think to be correct rather than what logically follow from the information given

21
Q

Confirmation Bias

A

Remembering and using information that confirms what you already know

22
Q

Decision Making

A

is working on solving a problem until an acceptable solution is found

23
Q

Intelligence

A

is the capacity to use knowledge to improve achievement in an environment.

24
Q

Reaction Time

A

Is most frequently used to measure cognitive processing (Latency) Response speed for all types of tasks declines significantly w/ age

25
Q

Elizabeth Loftus & Allan Collins

A

suggest that people have hierarchical semantic networks in their memory that group together related items

26
Q

Allan Collins & Ras Quillan

A

Assert that people make decisions about the relationship b/t items by searching their cognitive semantic hierarchies

27
Q

The Long-Term Semantic Memory Network

A

It takes longer to make associations b/t pictures thanb/t words, probably b/c pictures must mentally be put into words b/f associations can be made

28
Q

Semantic Priming

A

in a word-recognition task os the presentation of a related item (test) before the next item (GRE)

29
Q

Stroop Effect

A

explains the decreased speed of naming the color of ink used to print words when the color of ink and the work itself are of different colors

30
Q

Button-Up Processing

A

is recognizing an item or pattern from date or details (data driven)

31
Q

Top-Down Processing

A

suggest that people form their own perceptions starting w/ larger objects, concepts or ideas before working their way towards more detailed information (Ex. working from general to specifics or big picture to tiny details)

32
Q

Automatic Processing

A

When a task is effortlessly done b/c the task is subsumed under a higher organization process

33
Q

Eye Movement & Gaze Duration

A

are indicators of information processing while reading. Eye movement from one fixation point to another are called saccades.

34
Q

James Lange Theory of Emotion

A

claims that bodily reactions to situations cause emotions. First physiological responses are present in situations; than we fed the emotion that comes w/ these bodily reactions. (Ex. feeling scared b/c of trembling)

35
Q

Cannon Bard Theory of Emotion / Emergency Theory

A

assets that emotions and bodily reactions occur simultaneously. In emotional situation, our body is cued to react in the brain (emotion) and body (biological response). (Ex. trembling and feeling scared in response to danger)

36
Q

Stanley Schachter & Jerome Singer: Cognitive Theory of Emotion / Schachter - Singer Theory

A

asserts that emotions are the product of physiological reactions but, both claim that cognition are the missing link in the chain. The cognition we attach to a situation determines which emotion we feel in response to physiological arousal