PSYC317 VocabD Flashcards

1
Q

data-driven process

A

a process that is influenced by the stimulus material

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2
Q

decay theory

A

proposal that information is spontaneously lost over time, even when there is no interference from other material

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3
Q

decision aid

A

a tool for helping people make better decisions

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4
Q

decision event

A

making a single decision, rather than a sequence of decisions, in a changing situation

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5
Q

decision frame

A

decision maker’s conception of the decision-making situation

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6
Q

declarative knowledge

A

knowledge about faucal information

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7
Q

deep structure

A

the underlying meaning of a sentence

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8
Q

default knowledge

A

knowledge about the most likely caules for the attributes of a schema

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9
Q

defining feature

A

a feature that is necessary to be a member of that category

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10
Q

descriptive model

A

a model that derives what people actually do

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11
Q

detection paradigm

A

a procedure in which observers have to specify which of two possible target patterns is present in a display

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12
Q

direct memory test

A

a test that asks people to recall or recognize past events

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13
Q

detection paradigm

A

a procedure in which observers have to specify which of two possible target patterns is present in a display

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14
Q

direct memory test

A

a test that ask people to recall or recognize past events

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15
Q

disjunctive rule

A

a rule that uses the logical relation or to relate stimulus attributes, such as small or square/

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16
Q

distinctive feature

A

a feature present in one pattern but absent in another, aiding one’s discrimination of the two patterns

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17
Q

distinctive item

A

an item different in appearance or meaning from other items.

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18
Q

domain-specific knowledge

A

knowledge about a specific subject, such as chess or physics.

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19
Q

dual-coding theory

A

a theory that memory is improved when items can be represented by both verbal and visual memory codes.

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20
Q

duplex gamble

A

a gamble in which the probability of winning is assigned independently of the probability of losing

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21
Q

elimination by aspects

A

a strategy that evaluates one attribute at a time and rejects those alternatives whose attribute values fail to satisfy a minimum criterion

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22
Q

embodied cognition

A

a theoretical framework in which perception and action have a central role in cognition

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23
Q

encode

A

to create a visual or verbal code for a test item so it can be compared with the memory codes of items stored in short-term memory

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24
Q

encoding specificity principle

A

a theory that states that the effectiveness of a retrieval cue depends on how well it relates to the initial encoding of an item

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25
Q

enduring disposition

A

an automatic influence where people direct their attention

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26
Q

episodic memory

A

memory of specific events, including when and where they occurred

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27
Q

error recovery heuristic

A

a strategy for correcting comprehension errors

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28
Q

event-related potential (ERP)

A

a diagnostic technique that uses electrodes placed on the scalp to measure the duration of brain waves during mental tasks.

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29
Q

exchange error

A

an error in which two linguistic units are substituted for each other during sentence production

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30
Q

excitatory connection

A

a positive association between concepts that belong together, as when a vertical line provides support for the possibility that a letter is K

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31
Q

exemplar model

A

proposes that patterns are categorized by comparing their similarity to category examples.

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32
Q

exhaustive search

A

a search that continues until the test item is compared with all items in the memory set

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33
Q

expected value

A

the average value, as determined by combining the value of events with their probability of occurrence

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34
Q

explicit memory

A

memory evaluated by direct memory test

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35
Q

exploration strategy

A

a strategy for determining how to use a preventative form.

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36
Q

fact-oriented acquisition

A

encoding material in a manner that emphasizes factual knowledge without emphasizing its application

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37
Q

family resemblance

A

a measure of how frequently the attributes of a category member are shared by other members of the category

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38
Q

feature comparison model

A

a model proposing that items are categorized by matching the item’s features to category features.

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39
Q

feature theory

A

a theory of pattern recognition that describes patterns in terms of their parts, or features

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40
Q

filter model

A

the proposition that bottleneck occurs at the pattern recognition stage and that attention determines what information reaches the pattern recognition stage.

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41
Q

flashbulb memory

A

a memory of an important even that caused an emotional reaction

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42
Q

four-card selection problem

A

a reasoning task that requires deciding which of four cards should be turned over to evaluate a conditional rule.

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43
Q

functional fixedness

A

the tendency to use an object in a typical way

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44
Q

functional magnetic resource imaging (MRI)

A

a diagnostic technique that uses magnetic fields and computerized images to locate mental operations in the brain.

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45
Q

general strategy

A

a strategy for producing preventative forms

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46
Q

generative

A

the capability to produce many different messages by combining symbols in different ways

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47
Q

geons

A

different three dimensional shapes that combine to form three dimensional patterns

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48
Q

global coherence

A

integration of major ideals that occur throughout a text

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49
Q

goal-derived category

A

a category whose members are selected to satisfy a specified goal

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50
Q

grammar

A

a set of rules for producing correct sentences in language.

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51
Q

hallucination

A

an imagined event or image believed to be real

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52
Q

heuristic

A

a strategy that is often, but not always, helpful in solving problems

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53
Q

hierarchical network model

A

a model proposing that items are categorized by using the hierarchical relations specified in a semantic network.

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54
Q

hierarchically organized

A

an organizing strategy in which larger categories are partitioned into smaller categories

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55
Q

high-constraint sentence

A

a sentence that produces a high expectation for a particular word

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56
Q

human information processing

A

the psychological approach that attempts to identify what occurs during the various stages (attention, perception, short-term memory) of processing information.

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57
Q

ideal

A

an attribute value that relates to the goal of a goal derived category

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58
Q

imagery potential

A

ease with which a concept can be imaged

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59
Q

imaging

A

creating visual images to make material easier to remember.

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60
Q

implicit memory

A

memory evaluated by indirect memory tests

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61
Q

imprecise elaboration

A

provision or generation of additional material unrelated to remembered material

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62
Q

inadvertent plagiarism

A

unintentionally copying someone else’s ideas

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63
Q

incidental learning

A

learning that occurs when we do not make a conscious effort to learn

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64
Q

indirect memory test

A

a test that does not explicitly ask about past events but is influenced by memory of past events

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65
Q

inducing-structure problem

A

a problem that requires finding a pattern among a fixed set of relations

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66
Q

inference

A

the use of reasoning to establish relations in a text when the relations are not directly stated

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67
Q

inhibitory connection

A

a negative association between concepts that do not belong together, as when the presence of a vertical line provides negative evidence that a letter is a C

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68
Q

insight

A

the sudden discovery of a solution following unsuccessful attempts to solve a problem

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69
Q

interactive activation model

A

a theory that proposes that both feature knowledge and word knowledge combine to provide information about the identity of letters in a word

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70
Q

interstimulus interval

A

the amount of time between the end of a stimulus and the beginning of another stimulus.

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71
Q

keyword

A

a concrete word that sounds like an abstract word so that it can be substituted for the abstract word in an interactive image

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72
Q

keyword method

A

a mnemonic strategy using keywords to improve paired associates learning

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73
Q

knowledge acquisition

A

storage of information in long-term memory

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74
Q

language

A

a collection of symbols and rules for combining symbols, which can express an infinite variety of messages

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75
Q

late-selection model

A

proposal that the bottleneck occurs when information is selected for memory

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76
Q

levels of processing

A

a theory that proposes that “deeper” (semantic) levels of processing enhance memory

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77
Q

lexical alteration

A

substituting a word with similar meaning for one of the words in a sentence

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78
Q

lexical decision task

A

a task that requires people to decide whether a string of letters is a word.

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79
Q

limited-capacity perceptual channel

A

the pattern recognition stage of Broadbent’s model, which protected by the filter (attention) from becoming overloaded with too much perceptual information.

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80
Q

links

A

the format for representing relations in semantic network

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81
Q

local coherence

A

integration of ideas within an immediate context in a text

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82
Q

logical rule

A

a rule based on logical relations, such as conjunctive, disjunctive, conditional, and bi-conditional rules.

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83
Q

long-term memory (LTM)

A

memory that has no capacity limits and lasts from minutes to an entire lifetime.

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84
Q

loss aversion

A

reaction to losses is more intense than reactions to corresponding gains.

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85
Q

low-constraint sentence

A

a sentence that produces and expectation for a broader range of words

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86
Q

maintenance rehearsal

A

rehearsal that keeps information active in shirt-term memory

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87
Q

means-end analysis

A

a strategy that can be used to solve transformation problems by eliminating differences between the initial and goal states

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88
Q

measure of sufficiency

A

a demonstration that the instructions in a computer program are capable of solving a problem

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89
Q

memory code

A

the format (physical, phonemic, semantic) of information encoded into memory

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90
Q

memory set

A

a set of items in short-term memory that can be compared against a test item to determine if the test item is stored there

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91
Q

memory span

A

the number of correct items that people can immediately recall from a sequence of items

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92
Q

memory-retrieval explanation

A

the proposal that people solve reasoning problems about familiar situations by retrieving specific examples from their memory

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93
Q

mental effort

A

the amount of mental capacity required to perform a task

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94
Q

metacognition

A

the selection of strategies for processing information

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95
Q

mnemonic technique

A

a strategy that improves memory

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96
Q

modal

A

knowledge is represented as sensory experiences

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97
Q

momentary intention

A

a conscious decision to allocate attention to certain task or aspects of the environment

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98
Q

mood-dependent memory

A

memory that is improved when people are tested under conditions that re-create their mood when they learned the material

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99
Q

morpheme

A

the smallest unit of meaning in a language

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100
Q

morpheme exchange

A

an error in which two morphemes are substituted for each other during sentence production

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101
Q

multimodal code

A

an integration of memory codes such as combining visual and verbal codes

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102
Q

multimode theory

A

a theory that proposes that people’s intentions and the demands of the task determine the information-processing stage at which information is selected

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103
Q

naturalistic study

A

a study of the tip-of the-tongue state in which people record these event as they occur outside the laboratory

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104
Q

nearest-neighbor

A

a classification strategy that selects the category containing an item most similar to the classified item

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105
Q

neural network model

A

a theory in which concepts (nodes) are linked to other concepts through excitatory and inhibitory connections

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106
Q

noncompensatory model

A

a strategy that rejects alternatives that have negative attributes without considering their positive attributes

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107
Q

noncued recall

A

Recall that occurs without hints or cues provided by the experimenter

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108
Q

normative model

A

a model that describes what people should do

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109
Q

obligation schema

A

knowledge that taking an action (such as paying a pension) is required if a prerequisite (such as retirement) is fulfilled.

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110
Q

obstacle

A

an event that delays or prevents the attainment of a goal

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111
Q

operator

A

an action that is selected to solve problems

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112
Q

orthographic distinctiveness

A

lowercase words that have an unusual shape

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113
Q

parallel distributed processing (PDP)

A

when information is simultaneously collected from different sources and combined to reach a decision

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114
Q

parallel processing

A

carrying out more than one operation at time, such as looking at an art exhibit and making conversation

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115
Q

parallel representation

A

representation of knowledge in which more than one item at a time can be processed

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116
Q

paraphrase

A

using different words to express the same ideas in a sentence

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117
Q

partial-report procedure

A

a task in which observers are cued to report only certain items in a display of items

118
Q

pattern recognition

A

the stage of perception during which a stimulus is identified

119
Q

perceptual confusion

A

a measure of the frequency with which two patterns are mistakenly identified as each other

120
Q

permission schema

A

knowledge that taking an action (such as entering a country ) requires fulfilling a prerequisite ( such as being inoculated)

121
Q

phoneme

A

any of the basic sounds of a language that are combined to form speech.

122
Q

phoneme exchange

A

an error in which two phonemes are substituted for each other during sentence production

123
Q

phonemic coding

A

a memory code that emphasizes the pronunciation of the stimulus

124
Q

phonological loop

A

a component of Bradley’s working memory model that maintains and manipulates acoustic information

125
Q

phrase-structure grammar

A

a set of rules for partitioning a sentence into its grammatical units

126
Q

plan

A

a temporally ordered sequence of operations for carrying out some task

127
Q

plot

A

the sequence of events related to achieving goals in a narrative

128
Q

positron-emission tomography (PET)

A

a diagnostic technique that uses radioactive tracers to study brain activity by measuring the amount of blood flow in different parts of the brain

129
Q

pragmatic reasoning schemata

A

organized knowledge structures used to evaluate practical situations such as seeking permission or fulfilling an obligation

130
Q

precise elaboration

A

provision or generation of additional material closely related to remembered material

131
Q

preventative form

A

creating an object before determining its use

132
Q

primacy effect

A

the better recall of words at the beginning of a list

133
Q

primary associates

A

words that are strongly associated with each other, as typically measured by asking people to provide associations to words.

134
Q

primary distinctiveness

A

an item distinct from other items in the immediate context

135
Q

priming

A

facilitation in the detection or recognition of a stimulus by using prior information

136
Q

prior probability

A

the probability that an event will occur before obtaining additional evidence regarding its occurrence

137
Q

proactive interference

A

forgetting that occurs because of interference from material encountered before learning

138
Q

problem isomorphs

A

problems that have different story contents but identical solutions

139
Q

problem space

A

the set of choices evaluated at each step in solving a problem as determined by the problem solver

140
Q

problem-oriented acquisition

A

encoding material in a manner that is helpful for its later use in solving problems

141
Q

procedural knowledge

A

knowledge that relates actions to goals

142
Q

procedural memory

A

memory for actions, skills, and operations

143
Q

processing distinctiveness

A

creation of a memory code that makes that memory distinct from other memories

144
Q

production rule

A

a conditional rule that specifies the prerequisite condition for carrying out an action

145
Q

proposition

A

a meaningful idea that typically consists of several words

146
Q

propositional theory

A

a theory that all knowledge, including spatial knowledge, can be expressed in semantic-based propositions

147
Q

prototype

A

an item that typifies the members in a category and is used to represent the category

148
Q

prototype rule

A

a classification strategy that selects the category whose prototype is the most similar to the classified item.

149
Q

readability formula

A

a formula that uses variable such as word frequency and sentence length to predict the readability of text

150
Q

readability

A

the number of recalled propositions divided by reading time

151
Q

reality monitoring

A

discriminating between actual and imagined events

152
Q

recency effect

A

the better recall of words at the end of a list

153
Q

recognition memory

A

deciding whether an item had preciously occurred in a specified context

154
Q

recognition=primed decision (RPD)

A

a decision that is quickly made following recognition of a situation

155
Q

rehearsal

A

repeating verbal information to keep it active in short-term memory or to transfer it into long-term memory

156
Q

reinstatement search

A

the search of long term memory to place words in short-term memory where they can be used to integrate a text

157
Q

relational information

A

information specifying how concepts are related

158
Q

release from proactive interference

A

reducing proactive interference by having information be dissimilar from earlier material

159
Q

representational transfer

A

use of the same format (such as a matrix) in solving two problems

160
Q

representative

A

the extent to which an event is typical of a larger class of events

161
Q

resolution

A

the outcome of events in the plot

162
Q

retrieval fluency

A

the ease with witch an item can be recalled

163
Q

retrieval strategy

A

a strategy for recalling information from long-term memory

164
Q

risk dimension

A

a component of a gamble such as the probability of winning or the amount of a loss

165
Q

rote learning

A

learning by repetition rather than through understanding

166
Q

rule learning

A

a concept identification task in which people are told the relevant attributes (such as small, square) but have to discover the logical rule

167
Q

satisficing search

A

a strategy that follows the conjunctive model and therefore selects the first alternative that satisfies the minimum criterion for each attribute

168
Q

scan component

A

the attention component of Sperling’s model that determines what is recognized in the visual information store

169
Q

scan

A

to sequentially compare a test item with items in short-term memory to determine if there’s a match

170
Q

schema

A

a general knowledge structure that provides a framework for organizing clusters of knowledge

171
Q

script

A

knowledge about what occurs during routine activities

172
Q

search space

A

the set of choices at each step in solving the problem as determined by the problem

173
Q

secondary distinctiveness

A

an item distinct from items sorted in long-term memory

174
Q

selection stage

A

the stage that follows pattern recognition and determines which information a person will try to remember.

175
Q

selectivity

A

the selective aspects of attention we pay attention to some aspects of our environment and ignore other aspects

176
Q

self-generation

A

generation of items by participants in an experiment, rather than the provision of these items by the experimenter

177
Q

self-terminating search

A

a search that stops as soon as the test item is successfully matched to an item in the memory set

178
Q

semantic alteration

A

changing the order of words in a sentence to change the meaning of the sentence

179
Q

semantic code

A

a memory code based on the meaning of the stimulus

180
Q

semantic dementia

A

progressive deterioration of knowledge about words and objects

181
Q

semantic memory

A

memory of general knowledge not associated with a particular context

182
Q

sensory store

A

the part of memory that hold unanalyzed sensory information for a fraction of a second, providing an opportunity for additional analysis following the physical termination of stimulus

183
Q

sequential representation

A

representation of knowledge in which only one item at a time can be processed

184
Q

serial position effect

A

the ability to recall words at the beginning and end of a list better than words in the middle of the list

185
Q

serial processing

A

carrying out one operation at a time, such as pronouncing one word at a time

186
Q

series extrapolation

A

a problem that requires finding a pattern among a sequence of items to continue the sequence in the same pattern

187
Q

setting

A

the time and place in which narrative events occur

188
Q

shadowing

A

an experimental method that requires people to repeat the attended message out loud

189
Q

short-term memory (STM)

A

Memory that has limited capacity and that lasts only approximately 20 to 30 seconds in the absence of attending to its content

190
Q

simulation program

A

a computer program that attempts to reproduce the operations used by people to carry out various tasks

191
Q

situation model

A

integration of prior knowledge and text information to construct an understanding of the situation described in a text

192
Q

slip of the tongue

A

a speech error

193
Q

slope

A

a measure of how much response time changes for each unit of change along the x-axis (memory-set size)

194
Q

spatial knowledge

A

knowledge of spatial relations that may be stored as images

195
Q

spontaneous retrieval

A

a retrieval that occurs without making a conscious effort to recall information

196
Q

spreading activation

A

a theoretical construct proposing that activation spread from a concept in a sematic network to activate related concepts

197
Q

stereotype

A

an attribute value believed to be represented of social categories

198
Q

stimulus-response (S-R)

A

the approach that emphasizes the association between a stimulus and a response, without identifying the mental operations that produced the response.

199
Q

stroop effect

A

the finding that it takes longer to name the color of think a work is printed in when the word is the name of a competing color (for example, the word red printed in blue ink)

200
Q

structural coding

A

a memory code that emphasized the physical structure of the stimulus

201
Q

structural theory

A

a theory that specifies how the features of a pattern are joined to other features of the pattern

202
Q

structured

A

the organization imposed on a language by its grammatical rules

203
Q

subgoal

A

a goal that solves part of the problem

204
Q

subjective expected utility

A

a variation of expected value that uses utilities and subjective probabilities instead of values and probabilities

205
Q

subjective probability

A

an estimated probability as determined by the decision maker

206
Q

subordinate category

A

a smaller category at the bottom of a hierarchy, such a lamp table, jigsaw, and pickup truck

207
Q

subvocalizing

A

silently speaking to oneself

208
Q

superordinate category

A

a large category at the top of a hierarchy, such as furniture, tools, and vehicles.

209
Q

suppress

A

eliminating inappropriate meaning in a sentence

210
Q

surface structure

A

the structure of a spoken sentence

211
Q

table of connections

A

a table that links differences between problem states with operators for eliminating those differences

212
Q

tachistoscope

A

a box that presents visual stimuli at a specified duration and level of illumination

213
Q

template

A

an unanalyzed pattern that is matched against alternative patterns by using the degrees of overlap as a measure of similarity

214
Q

theme

A

the main goals of characters in narrative

215
Q

threshold

A

the minimal amount of activation required to become consciously aw3are of a stimulus

216
Q

tip of the tongue (TOT)

A

a retrieval state in which a person feels he or she knows the information but cannot immediately retrieve it to approximate the behavior of neural networks in the brain

217
Q

top-down processing

A

the flow of information from LTM toward the sensory store

218
Q

transformational grammar

A

a set of rules for transforming a sentence into a closely related sentence

219
Q

typicality

A

a measure of how well a category member represents that category

220
Q

typicality effect

A

the finding that the more typical members of a category are classified more quickly than the less typical category members

221
Q

uncertainty

A

lacking knowledge about which events will occur

222
Q

utility

A

subjective value as determined by the decision maker

223
Q

Venn Diagram

A

a diagram that shows the set relations (such as overlap) among categories

224
Q

verbal knowledge

A

knowledge expressed in language

225
Q

verbal protocol

A

a record of verbalized thought processes

226
Q

visual buffer

A

a component of Kosslyn’s model in which a generated visual image is maintained in short-term memory

227
Q

visual information store (VIS)

A

a sensory store that maintains visual information for approximately one-quarter of a second

228
Q

visual scanning

A

a shift of attention across a visual display or image

229
Q

visuospatial sketchpad

A

a component of Baddely’s working memory model that maintains and manipulates visual/spatial information

230
Q

Wernicke’s aphasia

A

a language disorder attributed to damage in the temporal lobe of the brain

231
Q

whole-report procedure

A

a task that requires observers to report everything they see in a display of items.

232
Q

word exchange

A

an error in which two words are substituted for each other during sentence production

233
Q

word superiority effect

A

the finding that accuracy in recognizing a letter is higher when the letter is in a word than when it appears alone or is in a no word

234
Q

work forward

A

selecting relevant information to solve problem in the order that it should be used in the solution

235
Q

working memory capacity

A

the amount of information that can be kept active in working memory

236
Q

working memory

A

the use of short-term memory as a temporary store of information needed to accomplish a particular task.

237
Q

absolute judgment task

A

identifying stimuli that vary along a single, sensory continuum.

238
Q

acoustic code

A

a memory code based on the sound of the stimulus

239
Q

acoustic confusion

A

an error that sounds like the correct answer

240
Q

activation rule

A

a rule that determines how inhibitory and excitatory connections combine to determine the total activation of a concept

241
Q

additive-difference model

A

a strategy that compares two alternatives by adding the difference in their values for each attribute

242
Q

algorithm

A

a set of rules that will solve a problem if correctly followed.

243
Q

allocation of capacity

A

when limited amount of capacity is distributed to various task.

244
Q

amodal

A

knowledge that is abstracted from sensory experiences

245
Q

anagram

A

a problem that requires rearranging a string of letters to form a word.

246
Q

analogical transfer

A

use of the same solution in solving two problems.

247
Q

analogy problem

A

a four term problem that requires finding the answer that completes the relation: A is to B as C is to D.

248
Q

Analogy

A

solving a problem by using a solution to a related problem.

249
Q

arousal

A

a physiological state that influences the distribution of mentally capacity to various tasks.

250
Q

arrangement problem

A

a problem that requires rearranging its parts to satisfy a specified criterion

251
Q

artificial intelligence

A

the study of how to produce computer programs that can perform intellectually demanding tasks.

252
Q

association value

A

the number of verbal associations generated for a concept

253
Q

attention window

A

the attended part of the visual buffer in kosslyn’s model

254
Q

attenuation

A

a decrease in the perceived loudness of an unattended message.

255
Q

attribute learning

A

a concept identification task in which people are told the logical rule (such as conjunctive) but have to discover the relevant attributes.

256
Q

auditory information store

A

In Sperling’s model this store maintains verbal information in short-term memory through rehearsal.

257
Q

auditory-memory

A

memory about our personal experiences

258
Q

automatic processing

A

performing mental operations that require very little mental effort.

259
Q

availability heuristic

A

estimating probability by the ease with which examples can be recalled.

260
Q

average distance rule

A

a classification strategy that selects the category containing items having the greatest average similarity to the classified item.

261
Q

basic-level category

A

an intermediate category in the middle of hierarchy, such as table, saw, truck.

262
Q

Baye’s theorem

A

a normative procedure for revising a probability by combing a prior probability with evidence.

263
Q

bizarre image

A

a fantastic or unusual image

264
Q

bottleneck theory

A

a theory that attempts to explain how people select information when some information processing stage become overloaded with too much information.

265
Q

Broca’s aphasia

A

a language disorder attributed to damage in the frontal lobe of the brain.

266
Q

capacity theory

A

a theory that proposes that we have a limited amount of mental effort to distribute across tasks, so there are limitations on the number of tasks we can perform at the same time.

267
Q

caricature

A

an exaggeration of distinctive features to make a pattern more distinctive

268
Q

category-size

A

the finding that members of smaller categories are classified more quickly than members of larger categories

269
Q

causal relation

A

an event that results in the occurrence of another event.

270
Q

central executive

A

a component of Baddeley’s working memory model that manages the use of working memory.

271
Q

cerebral blood flow

A

measurement of blood flow to localized where cognitive operations occur in the brain.

272
Q

characteristic feature

A

a feature that is usually present in members of that category, but is not necessary.

273
Q

chunks

A

a cluster of items that has been stored as a unit

274
Q

clustering

A

percentage of occasions in which a word is followed by its primary associate during the free recall of words.

275
Q

coding

A

semantic elaboration of information to make it easier to remember

276
Q

cognitive interview

A

the use of cognitively based retrieval techniques to improve recall

277
Q

cognitive neuroscience

A

the study of the relation between cognitive processes and brain activities

278
Q

cognitive psychology

A

the study of the mental operations that support people’s acquisition and use of knowledge

279
Q

cognitive science

A

the interdisciplinary attempt to study cognition through such fields as psychology, philosophy, arti8ficial intelligence, neuroscience, linguistics, and anthropology.

280
Q

compensatory model,

A

a strategy that allows positive attributes to compensate for negative ones.

281
Q

concentration

A

investing mental effort in one or more task.

282
Q

concept identification

A

a task that requires deciding whether an item is an example of a concept, where concepts are typically defined by logical rules.

283
Q

conceptually driven process

A

a process that is influenced by a person’s strategies

284
Q

concrete-abstract dimension

A

extent to which a concept can be represented by a picture.

285
Q

conjunctive model

A

a strategy that evaluates one alternative at a time and rejects it if the value of one of its attributes fails to satisfy a minimum criterion.

286
Q

conjunctive rule

A

a rule that uses the logical relation and to relate stimulus attributes, such as small and square.

287
Q

contextual effect

A

the influence of the surrounding context on the recognition of patterns.

288
Q

continuous dimension

A

an attribute that can take on any value along a dimension

289
Q

control process

A

a strategy that determines how information is processed

290
Q

creativity

A

creating a novel and useful product or solution

291
Q

cued recall

A

recall that occurs with hints or cures, such as providing t5he questions asked during the judgment phase of a task.