Chapter 7 - Textbook Flashcards
Cognitive psychologists study higher-order mental processes like
attention, thinking, language, and memory
In North America, the cognitive revolution emerged in the 1940s and 50s as a response to
the behaviourist school of thought, considered too simplistic for explaining behaviour due to its exclusive reliance on observable behaviour
Today, cognitive psychology is an interdisciplinary discipline, taking inspiration from
epistemology, neuroscience, anthropology, psycholinguistics, and computer science
describe Dr. Jerome Bruner’s contributions to cognitive psychology (1915-2016)
Many credit Bruner for putting cognitive psychology at centre stage due to his work on concept development and constructivism theory
- Bruner proposed a three-tiered system of how the brain organizes information as children develop.
Describe the concept behind Bruner’s 3 tiered system
- When faced with new information, our brain processes and makes sense of the information using different learning modes that are organized in a hierarchy
- The learning modes progress in complexity of information processing from simple processing (enactive) to more complex, intellectual processing (symbolic)
- The type of processing occurring at any given time is in sync with the brain’s developmental stage.
Bruner’s modes of learning were _ (name 3). Each correspond to _
enactive, iconic and symbolic modes of learning
- different stages of cognitive development (and are in sequential order)
what capacity type goes along with each type of representational system?
enactive - motor (action based)
iconic - sensory (image based)
symbolic - intellectual (symbolic based)
The cognitive approach to learning is an important component of educational psychology because of its focus on
how the brain processes, stores, and retrieves information
Bruner’s constructivist model has been popular in designing
online educational games
- because of its simple-to-follow developmental stages, neatly organized in a sequential pattern: first enactive, then iconic, then symbolic.
Consider an educational game that teaches math concepts. Here, each player must solve math problems to earn points. How does this applies to stage I?
During stage I of Bruner’s representational system, learning must require direct physical action
- The player must physically interact with the game in some way
- This could involve moving objects on the screen or manipulating tokens. The aim is to allow the player hands-on experience
- For instance, the player might drag and drop items to visually to add or subtract in an action-based learning method.
how would the iconic stage relate to an educational game
Upon completion of stage I (the enactive level), the player enters the iconic stage, focusing on visual representation
- Here, the game might present the player with images to increase complexity
- The game might use pictures of apples or other familiar objects to represent numbers, requiring the student to solve problems without manipulating objects physically
how would players in the symbolic stage interact with educational games?
- Finally, in the symbolic stage, the learner uses mathematical operators (+, -, ×, ÷)
- At this point, the student can solve problems by interpreting symbols and using abstract reasoning.
What does the ‘enactive’ stage in Bruner’s conceptual model refer to?
The stage requiring direct physical action for learning
As the developmental process continues, our brains have a tendency to become more skilled at_
organizing information into categories
A category can be thought of as _
a rule for classifying items as being similar: specifying the attributes objects must possess relative to each other
Coding systems start to form with information arranged into
hierarchical and related categories, such that the topmost category in the system is more general than are all the categories below it
- This allows for the making of quick and appropriate decisions when presented with the same type of item in the future
At the same time, there are instances when the information presented to us is not clear enough to place in a category. Here, we use the rules of
abstraction
give an example of abstraction rules in action in if you are learning about triangles in math class
- One may think of a general triangle using a standard prototype, such as a shape with three equal sides, such as an equilateral triangle
- However, given that there are many different types of triangles, your math teacher might begin explaining geometry with the prototypical example but then also provide you with examples of specific triangles, such as those that are at a 90-degree angle or with two equal sides, such as an isosceles
- These are exemplars or specific triangle types rather than a generalized triangle type