Unit 2.2 Flashcards

1
Q

Concepts

A

a mental grouping of similar objects, events, ideas, or people

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2
Q

Prototypes

A

a mental image or the best example of a category

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3
Q

Assimilation

A

the cognitive process where new information is interpreted and integrated into existing mental frameworks or schemas

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4
Q

Accommodation

A

the cognitive process where an individual adjusts their existing mental frameworks or schemas to incorporate new information that doesn’t fit within their current understanding

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5
Q

Algorithms

A

a step-by-step procedure or formula used to solve a problem

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6
Q

Heuristics

A

mental shortcuts or “rules of thumb” that people use to make quick decisions and judgments by relying on simple strategies, often based on past experiences, rather than carefully considering all available information, which can sometimes lead to errors in judgment

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7
Q

Representativeness heuristic

A

a mental shortcut where people make judgments about the likelihood of an event based on how closely it resembles a prototype or stereotype they already have in mind
A mental shortcut in which one thinks of the best example or a prototype of a given category.

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8
Q

Availability heuristic

A

a mental shortcut where people estimate the likelihood of an event based on how easily they can recall similar examples from their memory
Judging how likely a certain event is to happen based on how easily information regarding this topic is available

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9
Q

Mental set

A

a tendency to approach a problem using the same strategy that has worked in the past, even if it might not be the best solution for the current situation

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10
Q

Priming

A

the phenomenon where exposure to one stimulus (the “prime”) unconsciously influences how a person responds to a subsequent stimulus, without conscious awareness of the connection between the two

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11
Q

Framing

A

the way information is presented or “framed” to someone, which can significantly impact their perception and reaction to that information, even if the underlying facts remain the same

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12
Q

Gambler’s fallacy

A

mistaken belief that past random events can influence the probability of future independent events
the belief that the chances of something happening with a fixed probability become higher or lower as the process is repeated.

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13
Q

Sunk cost fallacy

A

the cognitive bias where someone continues to invest time, money, or effort into something that is no longer beneficial simply because they have already invested significantly in it
our tendency to follow through with something that we’ve already invested heavily in (be it time, money, effort, or emotional energy), even when giving up is clearly a better idea.

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14
Q

Executive functions

A

a set of higher-level cognitive processes that enable goal-directed behavior, including planning, decision-making, problem-solving, working memory, inhibitory control (resisting impulses), and cognitive flexibility (shifting between tasks or ideas)
the set of neurocognitive skills involved in goal-directed problem solving, including working memory, inhibitory control, and set shifting/flexibility.

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15
Q

Creativity

A

the ability to generate novel and valuable ideas or solutions, often involving combining existing concepts in innovative ways
the ability to produce or develop original work, theories, techniques, or thoughts

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16
Q

Divergent thinking

A

a cognitive process where a person generates many creative solutions to a problem by exploring various possibilities in a free-flowing, non-linear manner
utilizing the mind in inventive, free-flowing ways to solve a given problem and find multiple creative solutions

17
Q

Convergent thinking

A

a cognitive process where a person analyzes information to find a single, best solution to a problem, relying heavily on logic and reasoning to arrive at the most accurate answer
the process of finding a single best solution to a problem that you are trying to solve

18
Q

Functional fixedness

A

the cognitive bias where someone is unable to think of a new use for an object beyond its typical or traditional function
the inability to use an object for something other than its usual use and is caused by someone’s mental set, or specific way of looking at a problem. Functional fixation is a type of cognitive bias, which is faulty thinking that leads to a limitation or error.