Development
Changes and continuities that occur withtin the individual between conception and death
Processes of Development
Maturation: Biologically-timed unfolding of changes within the individual according to genetic plan
Learning: Relatively permanent changes in our thoughts, behaviours, and feelings as a result of our experiences
Interactionist Perspective
The view that holds that maturation and learning interact during development
Habituation Procedure
A method of measuring abilities in infants in developmental studies
Event-related Potentials (ERP)
A method of measuring abilities in infants in developmental studies
High-amplitude Sucking Method
A method of measuring abilities in infants in developmental studies
Preference Method
A method of measuring abilities in infants in developmental studies
CONS:
Competence-Performance Distinction
An individual may fail a task, not because they lack those cognitive abilities, but because they are unable to demonstrate those abilities
Longitudinal Design
Same individuals are studied repeatedly over some subset of their lifespan
CONS:
Cross-Sectional Design
Individuals from different age groups are studied at the same point in time
PROS:
CONS:
Monozygotic and Dizygotic Twins
4 Main Patterns of Genetic Expression
Canalization Principle
Range-of-Reaction Principle
Passive Genotype
The environment parents choose to raise children influenced by their own genes, so it will compliment the child’s genes
Evocative Genotype
The traits that we have inherited affect how others react to and behave towards us
Active Genotype
Genotypes influence the kinds of environment that we seek
Twin Studies
Critical Period
Window of opportunity within develop where particular environmental stimulation is necessary in order to see permanent changes in specific abilities
Implications:
The Kitten Experiment
Demonstrates critical period
Experience-Expectant Brain Growth
Experience-Dependent Brain Growth
Our brains develop according to our personal experiences
Sensitive Periods
Developmental periods during which a specific type of learning takes place most easily
Quasi-experiment
For example, you are unable to randomly assign age. These types of experiments may have EVs resulting in cohort effect.