Kap 5. Representing objects and Agents Flashcards

1
Q

Piaget´s Theory

A

The first comprehensive theory on cognitive development (early 1920’s)

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2
Q

Assimilation

A
  • Interpreting new information in terms of existing schemes

“Trying to call grandma using the TV remote”

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3
Q

Accommodation

A
  • Changing the existing schemes to incorporate new information
  • Adding to the knowledge about phones how they differ from remotes
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4
Q

Stages of cognitive development

A
  • sensorimotor stage (0-2)
  • Preoperational stage (2-7)
  • concrete operational stage (7-12)
  • Formal operatinal stage (12 +)
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5
Q

A- not B Error

A

also called place error. (4. Coordinating secondary circular reaction, 8-12 m)

Infants repeatedly reach for an object at location A (where it was previously hidden) even after seeing it hidden at a new location, B.

Obs. Much more correctly if the communicator is not communicating (s.pp)

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6
Q

Animate-inanimate distinction

A
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7
Q

Sensorimotor stage (0-2)

A

Infants learn about the world through sensory experiences and motor actions, developing object permanence and the understanding that objects continue to exist even when they cannot be seen.

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8
Q
  • Concrete operational stage (7-12)
A

Children develop logical thinking and can perform operations on concrete objects (e.g., addition, subtraction) but still struggle with abstract concepts.

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9
Q
  • Preoperational stage (2-7)
A

Children begin using symbols, language, and imagination, but their thinking is still egocentric, meaning they struggle to understand perspectives other than their own.

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10
Q
  • Formal operatinal stage (12 +)
A

Adolescents develop the ability to think abstractly, reason logically, and plan systematically, which allows for problem-solving beyond immediate, tangible experiences.

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11
Q

Stage 6 in sensorimotor stage

A

Symbolic thought / mental combinations. (18-24 m)

Internal depictions of objects and events

Solving invisible displacement, language, deferred imitation
Sens

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12
Q

Stage 1 in Sensorimotor stage

A

Use of reflexes 0-1 m.

Reflexes: the simplest, early forms of schemes

Modifying the sucking reflex through
accommodation

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13
Q

Stage 2 in sensorimotor stage

A
  1. Primary circular reactions. (1-4 m)
    Modifying reflexes into more effective
    behaviors

Sucking the thumb first by accident
and later intentionally

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14
Q

Stage 3 in sensorimotor stage

A

Secondary circular reactions (4-9 m.)

Applying new schemes to external objects

Shaking a rattle first by accident and
later intentionally, permanence of
partially covered objects

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15
Q

Stage 4 in sensorimotor stage

A

Coordinating secondary circular reactions (9-12 m. )

Integration of different schemes

Retrieving a fully covered object, but
committing the A-not-B error

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16
Q

Stage 5 in sensorimotor stage

A

Tertiary circular reactions (12-18 m)

Intentional use of schemes

Repeatedly dropping a toy from
various positions and observing the
results

17
Q

Understand the A-not- B error, but Failure to understand Invisible displacement

A

infants understand that an object can be moved and hidden out of sight, even when they don’t directly see the movement

(Stage 5, 12-18 month)

18
Q

Early Principles Guiding Object Understanding

A

◦ Continuity: Objects move on a connected path and don’t go in and out of existence

◦ Cohesion/solidity: Objects are solid

◦ Contact/no action at a distance: When objects make contact, they influence each other

◦ Gravity: Unsupported objects fall

◦ Inertia: Objects don’t rapidly change direction without encountering other forces

◦ Principle of persistence: Objects don’t change any of their properties or behavior without a cause

19
Q

Egocentric representation

A

notes where things are relative to one´s own body

20
Q

Allocentric representation

A

notes where things are relative to other landmarks in the world

21
Q

Levels of Categories

A
  1. Subordinate level
  2. Basic level
  3. Superordinate level
  4. Animate/Inanimate level (se eksempel på immitating person vs robot)
22
Q

How do infants know whether something is animate or inanimate?

A

◦ Featural cues, e.g., face vs. no face, legs vs. wheels, curvilinear vs. rectilinear contours, smooth vs.
angular joints, texture, odor, and sound

◦ Dynamic cues, e.g., self-generated motion, motion pattern (biological motion), goal-directed
movement, and contingency