Problem Solving & Creativity - Chapter 12 Flashcards

1
Q

Problem

A

When there is an obstacle between a present state and a goal and it is not immediately obvious how to get around the obstacle.

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2
Q

Restructuring

A

The process of changing the problem’s representation.

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3
Q

Insight

A

Any sudden comprehension, realization, problem solution that involves a reorganization of a person’s mental representation of a stimulus, situation, or event to yield an interpretation that was not initially obvious.

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4
Q

Analytically Based Problems

A

Solved by a process of systematic analysis; often using techniques based on past experience.

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5
Q

Fixation

A

The tendency to focus on a specific characteristic of the problem that keeps them from arriving at a solution.

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6
Q

Functional Fixedness

A

Focusing on familiar functions or uses of an object.

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7
Q

Candle Problem

A

Asked to use various objects to complete a task, match box with items either inside or outside. Supposed to use container as a support.

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8
Q

Two-String Problem

A

Task was to tie together two strings that were hanging from the ceiling. Chair, pliers; pliers as pendulum.

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9
Q

Mental Set

A

A preconceived notion about how to approach a problem, determined by a person’s experience of what has worked in the psat.

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10
Q

Water Jug Problem

A

Task is to figure out on paper how to obtain a required volume of water with three empty jars for measure.
Proves affect of mental sets.

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11
Q

Tower of Hanoi Problem

A

Moving discs from one peg to another in a specific order.

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12
Q

Initial State

A

Conditions at the beginning of a problem.

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13
Q

Goal State

A

Solution of the problem.

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14
Q

Operators

A

Actions that take the problem from one state to another.

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15
Q

Intermediate State

A

Between initial and goal states. Each action creates an intermediate state.

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16
Q

Problem Space

A

Initial state, goal state, intermediate state.

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17
Q

Means-End Analysis

A

To reduce the difference between the initial and goal states. Creating subgoals.

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18
Q

Subgoals

A

Intermediate states that are closer to the goal.

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19
Q

Mutilated Checkerboard Problem

A

If we eliminate two corners of the checkerboard, can we now cover the remaining squares with 31 dominos? Impossible.

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20
Q

Think-Aloud Protocol

A

Asked to say out loud what they are thinking while solving a problem. Verbalize new thoughts as they occur.

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21
Q

Analogy

A

Using the solution to a similar problem to guide solution of a new problem.

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22
Q

Analogical Problem Solving

A

Using an analogy to problem solve; using solution to a similar problem to guide solution of a new problem.

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23
Q

Analogical Transfer

A

The transfer of solution from one problem to another

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24
Q

Target Problem

A

Problem the participants are trying to solve

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25
Source Problem
Another problem that shares some similarities with the target problem and that illustrates a way to solve the target problem.
26
Radiation Problem
Tumor problem.
27
Processes of Analogical Problem Solving
Noticing, mapping, applying.
28
Analogical Encoding
Process by which two problems are compared and similarities between them are determined.
29
Trade-Off Strategy
Negotiating strategy in which one person says to another, "I'll give you A, if you'll give me B"
30
Contingency Strategy
Negotiating strategy in which a person gets what he or she wants if something else happens.
31
Analogical Paradox
People routinely use analogies in real-world settings.
32
In Vivo Problem-Solving Research
Observing people to determine how they solve problems in real-world situations.
33
Experts
People who, by devoting a large amount of time to learning about a field and practicing and applying that learning, have become acknowledged as being extremely knowledgeable or skilled in that particular field.
34
Divergent Thinking
Thinking that is open-ended, involving a large number of potential solutions.
35
Group Brainstorming
To encourage people to freely express ideas that might be useful in solving a particular problem. Say whatever ideas come into mind.
36
Creative Cognition
A technique developed by Finke to train people to think creatively.
37
Preinventive Forms
Ideas that precede the creation of a finished creative product.
38
Nine-Dot Problem
Draw four straight lines that pass through all nine dots without lifting pen or retracing.
39
Transcranial Direct Current Stimulation
Stimulating brain with two electrodes; one is positively charged one is negatively charged.
40
Compound Remote-Associate Problem
Three words are presented; determine one word that when combined with each of these words, forms a new word or phrase.
41
Incubation
Getting ideas after a "time-out" from working on a problem.
42
Alternate Uses Task (AUT)
Baseline task; 12 min incubation period; try baseline AUT again.
43
Executive Control Network (ECN)
Involved in directing attention as a person is carrying out tasks. Crucial role in creativity.
44
Daydreaming
Mind wandering.
45
Volitional Daydreaming
Act of choosing to disengage from external tasks in order to pursue an internal stream of thought that might have positive outcomes.
46
Mindfulness
Actively noticing things, paying attention to present moment.
47
Meditation
A number of different practices for controlling the mind.
48
Focused Attention (FA) Meditation
Focus on one thing, when mind wanders, bring attention back to one thing.
49
Open Monitoring (OM) Mediation
Paying attention to whatever comes to mind, follow thought until something else comes along.
50
Imagination Network
Default mode network (Kaufman & Gregoire).
51
Gestalt Psychologists
How people represent a problem in their minds; Restructuring of representation. Reorganization associated with insight.
52
Information-Processing Approach
Newell & Simon; searching of a problem space to find path between initial state and goal state.
53
Dunckers Radiation Problem Outcomes
Most people do not make connection between source problem or story and target problem.
54
Experts are:
Better than novices at solving problems, spend more time analyzing problem, organize on deeper structure.
55
What leads to generation of ideas?
Knowledge essential; too much can be bad-inhibit creative design.
56
Effects of Brainstorming:
Increases creativity; more effective individually and combining opposed to generating in groups.
57
Deactivating _ increases _
Deactivating left ATL increases creativity.
58
Convergent Thinking
Learning facts and concepts and using them to select one clearly correct answer.
59
Verbal Fluency Test
Asked to generate as many words as they can think of that start with a particular letter.
60
Design Fluency Test
Asked to generate as many non-representational doodles in a given period.