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
Q

Source Problem

A

Another problem that shares some similarities with the target problem and that illustrates a way to solve the target problem.

26
Q

Radiation Problem

A

Tumor problem.

27
Q

Processes of Analogical Problem Solving

A

Noticing, mapping, applying.

28
Q

Analogical Encoding

A

Process by which two problems are compared and similarities between them are determined.

29
Q

Trade-Off Strategy

A

Negotiating strategy in which one person says to another, “I’ll give you A, if you’ll give me B”

30
Q

Contingency Strategy

A

Negotiating strategy in which a person gets what he or she wants if something else happens.

31
Q

Analogical Paradox

A

People routinely use analogies in real-world settings.

32
Q

In Vivo Problem-Solving Research

A

Observing people to determine how they solve problems in real-world situations.

33
Q

Experts

A

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
Q

Divergent Thinking

A

Thinking that is open-ended, involving a large number of potential solutions.

35
Q

Group Brainstorming

A

To encourage people to freely express ideas that might be useful in solving a particular problem. Say whatever ideas come into mind.

36
Q

Creative Cognition

A

A technique developed by Finke to train people to think creatively.

37
Q

Preinventive Forms

A

Ideas that precede the creation of a finished creative product.

38
Q

Nine-Dot Problem

A

Draw four straight lines that pass through all nine dots without lifting pen or retracing.

39
Q

Transcranial Direct Current Stimulation

A

Stimulating brain with two electrodes; one is positively charged one is negatively charged.

40
Q

Compound Remote-Associate Problem

A

Three words are presented; determine one word that when combined with each of these words, forms a new word or phrase.

41
Q

Incubation

A

Getting ideas after a “time-out” from working on a problem.

42
Q

Alternate Uses Task (AUT)

A

Baseline task; 12 min incubation period; try baseline AUT again.

43
Q

Executive Control Network (ECN)

A

Involved in directing attention as a person is carrying out tasks. Crucial role in creativity.

44
Q

Daydreaming

A

Mind wandering.

45
Q

Volitional Daydreaming

A

Act of choosing to disengage from external tasks in order to pursue an internal stream of thought that might have positive outcomes.

46
Q

Mindfulness

A

Actively noticing things, paying attention to present moment.

47
Q

Meditation

A

A number of different practices for controlling the mind.

48
Q

Focused Attention (FA) Meditation

A

Focus on one thing, when mind wanders, bring attention back to one thing.

49
Q

Open Monitoring (OM) Mediation

A

Paying attention to whatever comes to mind, follow thought until something else comes along.

50
Q

Imagination Network

A

Default mode network (Kaufman & Gregoire).

51
Q

Gestalt Psychologists

A

How people represent a problem in their minds; Restructuring of representation. Reorganization associated with insight.

52
Q

Information-Processing Approach

A

Newell & Simon; searching of a problem space to find path between initial state and goal state.

53
Q

Dunckers Radiation Problem Outcomes

A

Most people do not make connection between source problem or story and target problem.

54
Q

Experts are:

A

Better than novices at solving problems, spend more time analyzing problem, organize on deeper structure.

55
Q

What leads to generation of ideas?

A

Knowledge essential; too much can be bad-inhibit creative design.

56
Q

Effects of Brainstorming:

A

Increases creativity; more effective individually and combining opposed to generating in groups.

57
Q

Deactivating _ increases _

A

Deactivating left ATL increases creativity.

58
Q

Convergent Thinking

A

Learning facts and concepts and using them to select one clearly correct answer.

59
Q

Verbal Fluency Test

A

Asked to generate as many words as they can think of that start with a particular letter.

60
Q

Design Fluency Test

A

Asked to generate as many non-representational doodles in a given period.