Section 2 Flashcards

1
Q

Period of initial learning in classical conditioning in which a human or an animal begins to connect a neural stimulus and an unconditioned stimulus so that the neutral stimulus will begin to elicit the conditioned response

A

Acquisition

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2
Q

Form of learning that involved connecting certain stimuli or events that occur together in the environment (classical and operant conditioning)

A

Associative Learning

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3
Q

Learning in which the stimulus or experience occurs before the behavior and then gets paired or associated with the behavior

A

Classical Conditioning

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4
Q

Mental picture of the layout of the environment

A

Cognitive Map

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5
Q

response caused by the conditioned stimulus

A

Conditioned Response (CR)

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6
Q

Stimulus that elicits a response due to its being paired with an unconditioned stimulus

A

Conditioned Stimulus (CS)

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7
Q

Rewarding a behavior every time it occurs

A

Continuous Reinforcement

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8
Q

Decrease in the conditioned response when the unconditioned stimulus is no longer paired with the conditioned stimulus

A

Extinction

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9
Q

Behavior is rewarded after a set amount of time

A

Fixed Interval Reinforcement Schedule

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10
Q

Set number of responses must occur before a behavior is rewarded

A

Fixed Ratio Reinforcement Schedule

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11
Q

Using a conditioned stimulus to condition a neutral stimulus

A

Higher-Order Conditioning (Second Order Conditioning)

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12
Q

Unlearned knowledge, involving complex patterns of behavior, instincts are thought to be more prevalent in lower animals than in human

A

Instinct

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13
Q

Learning that occurs, but it may not be evident until there is a reason to demonstrate it

A

Latent Learning

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14
Q

Behavior that is follow by consequences satisfying to the organism will be repeated and behaviors that are followed by unpleasant consequences will be discouraged

A

Law of Effect

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15
Q

Change in behavior of knowledge that is the result of experience

A

Learning

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16
Q

Person who performs a behavior that serves as an example (in observational learning)

A

Model

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17
Q

Taking away a pleasant stimulus to decrease or stop a behavior

A

Negative Punishment

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18
Q

Taking away an undesirable stimulus to increase a behavior

A

Negative Reinforcement

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19
Q

Stimulus that does not initially elicit a response

A

Neutral Stimulus (NS)

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20
Q

Type of learning that occurs by watching others

A

Observational Learning

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21
Q

Form of learning in which the stimulus/experience happens after the behavior is demonstrated

A

Operant Conditioning

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22
Q

Rewarding behavior only some of the time

A

Partial Reinforcement

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23
Q

Adding an undesirable stimulus to stop or decrease behavior

A

Positive Punishment

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24
Q

Adding a desirable stimulus to increase a behavior

A

Positive Reinforcement

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25
Q

Has innate reinforcing qualities (ex: food, water, shelter, sex)

A

Primary Reinforcer

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26
Q

Implementation of a consequence in order to decrease a behavior

A

Punishment

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27
Q

Staunch form of behaviorism developed by B.F Skinner that suggested that even complex higher mental functions like human language are nothing more than stimulus-outcome associations

A

Radical Behaviorsim

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28
Q

Unlearned, automatic response by an organism to a stimulus in the environment

A

Reflex

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29
Q

Had no inherent value unto itself and only has reinforcing qualities when linked with something else (ex: money, gold stars, poker chips)

A

Secondary Reinforcer

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30
Q

Rewarding successive approximations toward a target behavior

A

Shaping

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31
Q

Return of a previously extinguished conditioned response

A

Spontaneous Recovery

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32
Q

Ability to respond differently to similar stimuli

A

Stimulus Discrimination

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33
Q

Demonstrating the conditioned response to stimuli that are similar to the conditioned stimulus

A

Stimulus Generalization

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34
Q

Natural (unlearned) behavior to a given stimulus

A

Unconditioned Response (UCR)

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35
Q

Stimulus that elicits a reflexive response

A

Unconditioned Stimulus (UCS)

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36
Q

Behavior is rewarded after unpredictable amount of time have passed

A

Variable Interval Reinforcement Schedule

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37
Q

Number of responses differ before a behavior is rewarded

A

Variable Ratio Reinforcement Schedule

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38
Q

Process where the observer sees the model punished, making the observer less likely to imitate the model’s behavior

A

Vicarious Punishment

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39
Q

Process where the observer sees the model rewarded, making the observer more likely to imitate the model’s behavior

A

Vicarious Reinforcement

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40
Q

problem-solving strategy characterized by a specific set of instructions

A

Algorithm

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41
Q

Aligned with academic problem solving and computations

A

Analytical Intelligence

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42
Q

Faulty heuristic in which you fixate on a single aspect of a problem to find a solution

A

Anchoring Bias

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43
Q

Concept that is defined by a very specific set of characteristics

A

Artificial Concept

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44
Q

Faulty heuristic in which you make a decision based on information readily available to you

A

Availability Heuristic

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45
Q

Thinking, including perception, learning, problem solving, judgement, and memory

A

Cognition

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46
Q

Field of psychology dedicated to studying every aspect of how people think

A

Cognitive Psychology

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47
Q

Set of behaviors that are performed the same way each time; also referred to as an event schema

A

Cognitive Script

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48
Q

Category or grouping of linguistic information, objects, ideas, or life experiences

A

Concept

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49
Q

Faulty heuristic in which you focus on information that confirms your beliefs

A

Confirmation Bias

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50
Q

Providing correct or established answers to problems

A

Convergent Thinking

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51
Q

Ability to produce new products, ideas, or inventing a new, novel solution to a problem

A

Creative Intelligence

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52
Q

Ability to generate, create, or discover, new ideas, solutions, and possibilities

A

Creativity

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53
Q

Characterized by acquired knowledge and the ability to retrieve it

A

Crystallized Intelligence

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54
Q

Ability with which people can understand and relate to those in another culture

A

Cultural Intelligence

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55
Q

Ability to think “outside the box” to arrive at novel solutions to a problem

A

Divergent Thinking

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56
Q

Learning disability that causes difficulty in learning or comprehending mathematics

A

Dyscalculia

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57
Q

Learning disability that causes extreme difficulty in writing legible

A

Dysgraphia

58
Q

Common learning disability in which letters are not processed properly by ht brain

A

Dyslexia

59
Q

Ability to understand emotions and motivations in yourself and others

A

Emotional Intelligence

60
Q

Set of behaviors that are performed the same way each time; also referred to as a cognitive script

A

Event Schema

61
Q

Ability to see complex relationships and solve problems

A

Fluid Intelligence

62
Q

Observation that each generation has a significantly higher IQ than the previous generation

A

Flynn Effect

63
Q

Inability to see an object as useful for any other use other than the one for which it was intended

A

Functional Fixedness

64
Q

Set of rules that are used to convey meaning through the use of lexicon

A

Grammar

65
Q

Mental shortcut that saves time when solving a problem

A

Heuristic

66
Q

Belief that the event just experienced was predictable, even though it really wasn’t

A

Hindsight Bias

67
Q

Score on a test designed to measure intelligence

A

Intelligence Quotient (IQ)

68
Q

Communication system that involves using words to transmit information from one individual to another

A

Language

69
Q

The words of a given language

A

Lexicon

70
Q

Continually using an old solution to a problem without results

A

Mental Set

71
Q

Smallest unit of language that conveys some type of meaning

A

Morpheme

72
Q

Gardner’s theory that each person possesses at least 8 types of intelligence

A

Multiple Intelligences Theory

73
Q

Mental groupings that are created “naturally” through your experiences

A

Natural Concept

74
Q

Administering a test to a large population so data can be collected to reference the normal scores for a population and its group

A

Norming

75
Q

Extension of a rule that exists in a given language to an exception to the rule

A

Overgeneralization

76
Q

Basic sound unit of a given language

A

Phoneme

77
Q

aka “street smarts”

A

Practical Intelligence

78
Q

Method for solving problems

A

Problem-Solving Strategy

79
Q

Best representation of a concept

A

Prototype

80
Q

Each person’s response to the environment is unique based on their genetic makeup

A

Range of Reaction

81
Q

Faulty heuristic in which you stereotype someone or something without a valid basis for your judgment

A

Representative Bias

82
Q

Subset of the population that accurately represents the general population

A

Representative Sample

83
Q

Set of expectations that define the behaviors of a person occupying a particular role

A

Representative Sample

84
Q

Mental construct consisting of a cluster or collection of related concepts

A

Schema

85
Q

Process by which we derive meaning from morphemes and words

A

Semantics

86
Q

Measure of variability that describes the difference between a set of scores and their mean

A

Standard Deviation

87
Q

Method of testing in which administration, scoring, and interpretation of results are consistent

A

Standardization

88
Q

Manner by which words are organized into sentences

A

Syntax

89
Q

Problem-solving strategy in which multiple solutions are attempted until the correct one is found

A

Trial and Error

90
Q

Three facets of intelligence: practical, creative, analytical

A

Triarchic Theory of Intelligence (Sternberg’s Theory of Intelligence)

91
Q

Heuristic in which you begin to solve a problem by focusing on the end result

A

Working Backwards

92
Q

Lapses in memory that are caused by breaks in attention or our focus being somewhere else

A

Absentmindedness

93
Q

Input of sounds, words, and music

A

Acoustic Encoding

94
Q

Loss of long-term memory that occurs as a result of disease, physical trauma, or psychological trauma

A

Amnesia

95
Q

Loss of memory for events that occur after the brain trauma

A

Anterograde Amnesia

96
Q

Strong emotions trigger the formation of strong memories and weaker emotional experiences form weaker memories

A

Arousal Theory

97
Q

Memory model that states we process information through three system: sensory memory, short-term memory, and long-term memory

A

Atkinson-Shiffrin Model

98
Q

Encoding of informational details like time, space, frequency, and the meaning go words

A

Automatic Processing

99
Q

How feelings and views of the world distort memory of past events

A

Bias

100
Q

Memory error in which you cannot access stored information

A

Blocking

101
Q

Organizing information into manageable bits or chunks

A

Chunking

102
Q

Formulation of new memories

A

Construction

103
Q

Type of long-term memory of facts and events we personally experience

A

Declarative Memory

104
Q

Encoding of information that takes effort and attention

A

Effortful Processing

105
Q

Thinking about the meaning of new information and its relation to knowledge already stored in your memory

A

Elaborative Rehearsal

106
Q

Input of information into the memory system

A

Encoding

107
Q

Physical trace of memory

A

Engram

108
Q

Type of declarative memory that contains information about events we have personally experienced

A

Episodic Memory (Autobiographical Memory)

109
Q

Some parts of the brain can take over for damaged parts in forming and storing memories

A

Equipotentiality Hypothesis

110
Q

Memories we consciously try to remember and recall

A

Explicit Memory

111
Q

Recall of false autobiographical memories

A

False Memory Syndrome

112
Q

Exceptionally clear recollection of an important event

A

Flashbulb Memory

113
Q

Loss of information from long-term memory

A

Forgetting

114
Q

Memories that are not part of our consciousness

A

Implicit Memories

115
Q

Information that is thought of more deeply becomes more meaningful and thus better committed to memory

A

Levels of Processing

116
Q

Continuous storage of information

A

Long-Term Memory (LTM)

117
Q

Set of processes used to encode, store, and retrieve information over different periods of time

A

Memory

118
Q

Technique to help make sure information goes from short-term to long-term memory

A

Memory-Enhancing Strategy

119
Q

Memory error in which you confused the source of your information

A

Misattribution

120
Q

After exposure to additional and possibly inaccurate information, a person may misremember the original event

A

Misinformation Effect Paradigm

121
Q

Memory aids that help organize information for encoding

A

Mnemonic Device

122
Q

Failure of the memory system that involves the involuntary recall of unwanted memories, particularly unpleasant ones

A

Persistance

123
Q

Old information hinders the recall of newly learned information

A

Proactive Interference

124
Q

Type of long-term memory for making skilled actions, such as how to brush your teeth, how to drive a car, and how to swim

A

Procedural Memory

125
Q

Accessing information without cues

A

Recall

126
Q

Identifying previously learned information after encountering it again, usually in response to a cue

A

Recognition

127
Q

Process of brining up old memories that might be distorted by new information

A

Reconstruction

128
Q

Repetition of information to be remembered

A

Rehearsal

129
Q

Learning information that was previously learning

A

Relearning

130
Q

Act of getting information out of long-term memory storage and back into conscious awareness

A

Retrieval

131
Q

Information learned more recently hinders the recall of older information

A

Retroactive Interference

132
Q

Loss of memory for events that occurred prior to brain trauma

A

Retrograde Amnesia

133
Q

Tendency for an individual to have better memory for information that relates to oneself in comparison to material that has less personal relevance

A

Self-Reference Effect

134
Q

Input of words and their meaning

A

Semantic Encoding

135
Q

Type of declarative memory about words, concepts, and language-based knowledge and facts

A

Semantic Memory

136
Q

Storage of brief sensory events, such as sights, sounds, and tastes

A

Sensory Memory

137
Q

Holds about 7 bits of information before it is forgotten or stored, as well as information that has been retrieved and is being used

A

Short-Term Memory (STM)

138
Q

Creation of a permanent record of information

A

Storage

139
Q

Effects of misinformation from external sources that leads to the creation of false memories

A

Suggestibility

140
Q

Memory error in which unused memories fade with the passage of time

A

Transience

141
Q

Input of images

A

Visual Encoding