Module 2.2 Flashcards
Thinking, Problem-solving, judgments, and decision making
Prototypes
the ideal example for any given concept
Schemas
framework for thinking
Assimilation
taking in new information but not changing the schema in light of it
Accommodation
taking in new information and changing the schema to incorporate the new information
Algorithms
addresses problems by attempting all possible solutions until the correct one is found
Heuristics
addresses problems by using mental shortcuts to make judgments; this can lead to errors in judgment when decisions are made according to prior expectations/stereotypes OR
Representativeness heuristic
making decisions according to prior expectations or stereotypes
Availability heuristic
making decisions by recalling the first or most vivid example that comes to mind
Mental set
decision making that is influenced by prior experiences that were successful
Priming
in cognitive psychology, the effect in which recent experience of a stimulus facilitates or inhibits later processing of the same or a similar stimulus.
framing
the process of defining the context or issues surrounding a question, problem, or event in a way that serves to influence how the context or issues are perceived and evaluated
Gambler’s fallacy
a failure to recognize the independence of chance events, leading to the mistaken belief that one can predict the outcome of a chance event on the basis of the outcomes of past chance events.
Sunk-cost fallacy
a cognitive bias that makes you feel as if you should continue pouring money, time, or effort into a situation since you’ve already “sunk” so much into it already
Executive functions
cognitive processes that allow individuals to generate, organize, plan, and carry out goal-directed behaviors and experience critical thinking
Creativity
is a way of thinking that includes generating novel ideas and engaging in divergent thinking