2.2 Flashcards

(21 cards)

1
Q

Metacognition

A

thinking about your own thinking

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2
Q

Concepts

A

mental groupings of similar objects, events, ideas, or people to make sense of an environment and experiences.

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3
Q

Prototype

A

a mental image of the best example of a category to later on classify new information. (influenced by background, culture, language)

(a prototype for the category “bird” might be a robin)

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4
Q

Critical Thinking

A

the ability to analyze, evaluate, and interpret information objectively and rationally as well as develop opinions and beliefs. All using concepts and prototypes.

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5
Q

Assimilation

A

cog. process of integrating new information into existing schemas without changing them, so it fits with what is already known.

ex: A child who has a schema for “dog” might see a horse and call it “dog,” since it is a four-legged animal that fits their existing schema.

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6
Q

Accommodation

A

taking in new information and changing the scheme to incorporate the new information (understanding a Ocean Vs. a Lake)

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7
Q

executive functions

A

set of cognitive processes that help us manage / coordinate our thoughts and actions to adapt to new situations, plan, organize, and regulate emotions to achieve goals. Carried out by the prefrontal cortex. (planning a study Schedule)

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8
Q

Trial-and-error

A

trying different solutions (doing a puzzle)

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9
Q

Algorithms

A

Specific step-by-step instructions for a performance, problem, or task (recipe)

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10
Q

Heuristics

A

“rules of thumb” → fast, but can be incorrect. They are logical assumptions.

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11
Q

Representative heuristics

A

a cognitive shortcut where people make judgments about an event or person based on how well it matches a mental prototype or stereotype, often ignoring relevant statistical information (bias –> assumption)

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12
Q

Mental Set

A

approaching decision making in a particular way based on past experiences.

-can both facilitate and inhibit creativity.

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13
Q

Priming

A

exposure to a specific stimulus (e.g., a word, image, or event) unconsciously influences how individuals perceive, interpret, or respond to subsequent stimuli (watching a horror movie makes sounds more scary)

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14
Q

Availability heuristics

A

a cognitive bias where individuals estimate the probability or frequency of an event based on how easily they can recall examples of that event from their memory

(ex:A person who recently witnessed a car accident may believe that car accidents are more common than they actually are, due to the vividness of their memory)

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15
Q

Framing

A

cognitive bias in which the way information is worded influences how people perceive it and the decisions they make. (framing info/issues)

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16
Q

Gambler’s Fallacy

A

cognitive bias in which people believe that the outcomes of random events are influenced by previous outcomes when they’re actually independent. (ex coin landing heads 5 times and someone thinking it must land tails the next)

16
Q

Sunk Cost Fallary

A

cognitive bias in which people continue investing time, money, or effort into a project because they have already invested significantly even when continuing isn’t rational (lots of businesses)

17
Q

Creativity

A

ability to produce novel and valuable ideas. A benefit of cognitive biases

18
Q

Convergent Thinking

A

limits creativity w/ only one answer. Influences creativity.

19
Q

Divergent Thinking

A

enhances creativity w/several - many possible responses. Influences creativity.

20
Q

Functional fixedness

A

cognitive bias limiting a person’s ability to see alternative uses for similar objects or thinking in novel ways. Shows a lack of creativity.