cognitive Flashcards
Cross-sectional design
Comparing two or more groups on a particular variable at a specific time. The opposite is a longitudinal design where the researcher measures a change in an individual over time.
Longitudinal study
research over a period of time using observations, interviews, or psychometric testing. (Similar to a repeated measures design in an experiment).
Prospective research
A study that attempts to find a correlation between two variables by collecting data early in the life of participants and then continuing to test them over a period of time to measure change and development.
Retrospective research
A study of an individual after an important change or development. For example, the study of a person after a stroke. This requires the research to “reconstruct” the life of the individual prior to the event.
Verbal protocols
A type of interview where the researcher has the participant “think aloud” while solving a problem.
Declarative memory
“knowing what“
is the memory of facts and events and refers to those memories that can be consciously recalled. There are two subsets of declarative memory
Episodic memory
the memory of specific events that have occurred at a given time and in a given place.
memoriesof events
Procedural memory
“knowing how”
is the unconscious memory of skills and how to do things.
how to perform tasks
Semantic memory
general knowledge of facts and people, for example, concepts and schemas and it is not linked to time and place.
facts
Transactive memory
a mechanism through which groups collectively encode, store, and retrieve knowledge
Anchoring bias
an individual relies too heavily on an initial piece of information offered (known as the “anchor”) when making decisions.
Availability heuristic
a mental shortcut that relies on immediate examples that come to a given person’s mind when making a decision, rather than considering all information.
Heuristics - the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that are used to quickly form judgments, make decisions, and find solutions to complex problems.
Central Executive
The part of Baddeley & Hitch’s Working Memory Model responsible for the control and regulation of cognitive processes. It binds information from a number of sources into a coherent “episode”, coordinates the sub-systems, shifts between tasks, and handles selective attention and inhibition.
control center - manages and manipulates information
Cognitive bias
a systematic error in thinking that impacts one’s choices and judgments.
A systematic error, often subconsious, automatic, makes quick decesions
Cognitive biases are systematic cognitive dispositions or inclinations in human thinking and reasoning that often do not comply with the tenets of logic, probability reasoning, and plausibility. These intuitive and subconscious tendencies are at the basis of human judgment, decision making, and the resulting behavior.
Cognitive load
The amount of information that working memory can hold at one time
Cognitive misers
the tendency of people to think and solve problems in simpler and less effortful ways rather than in more sophisticated and more effortful ways, regardless of intelligence.
Confabulation
a memory error that produces fabricated, distorted, or misinterpreted memories about oneself or the world.
Displacement
In the MSMM this is what happens to information in STM if it is not rehearsed. It is displaced - or “knocked out” of the STM store by other incoming stimuli.
Encoding
the initial learning of information by placing information into memory storage.
Episodic buffer
The component of Baddeley & Hitch’s Working Memory Model dedicated to linking information across domains to form integrated units of visual, spatial, and verbal information with time sequencing (or chronological ordering), such as the memory of a story or a movie scene.
combines information to make it into a coherent episode
Framing effect
When people react to a particular choice in different ways depending on how it is presented.
Heuristic
a mental shortcut that allows people to solve problems and make judgments quickly and efficiently.
Misinformation effect
when misleading information is incorporated into one’s memory after an event.
Peak-end Rule
people judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience.