Psych 1 Final Fair Game Sheet THINKING

THINKING

16 cards   |   Total Attempts: 182
  

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Cards In This Set

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Geons and “impossible figures”
  • Geons (like alphabet that makes sounds)- alphabet of shapes that we make things out of (form shapes from geons)
  • Impossible figure (MC Escher- images that it is impossible to do a geonic analysis (can’t break them down into geons)
Prototype theory of meaning
  • Prototype- familiar or typical example
  • Categories- ex- Soda= Coke
  • We decide whether an object belongs to a category by determining how well it resembles the prototypes of that category by forming concepts
Spreading activation
  • Process by which the activation of one concept also activates or primes other concepts that are linked to it (link a word or concept to related concepts)
  • Ex- hear Flower, primed to think Rose, Violet, Sunflower, etc; hear Red, combination of Flower and Red primes you to think Rose
  • Priming a concept gets it started and a small remainder of a concept makes it easier for someone to think of it
Stroop effect and automatization
  • Stroop effect- interference between automized and deliberate ways of thinking
  • The way you’re used to seeing something vs. the way you’re asked to see something
  • Stroop effect: the interference between autmatized and deliberate ways of thinking. Perception isn’t just taking stuff in, but we figure stuff out with all of our habits.
  • Ex- Tendency to read a word, instead of saying the color of ink as instructed, or the rows of numbers from lecture);
  • We are automatized to see certain things, regardless of what we are being asked to look for (perception)
Mental Rotation and Map Imagescanning
  • Viewing a mental image is at least partly like real vision (Mental imagery experiment)
  • Perceiving an object is the same, even if viewed from 2 different perspectives
  • Reasoning that if people visualize mental images, then the time it takes them to rotate a mental image should be similar to the time needed to rotate it
  • Means that it is possible for researchers to infer thought processes from someone’s delay in answering a question
Change blindness
  • large changes in visual seen but is undetected by viewer. Doesn’t coincide with a visual disruption.
  • the frequent failure to detect changes in parts of a scene
  • see sudden changes, yet not recognize anything that occurs slowly or whole blinking or moving your eyes (esp. if working memory is occupied)
Attentional blink
  • During a brief time after perceiving one stimulus, it is difficult to attend to something else (just seen number 4, hard to recognize next number)
    • Just as you don’t see something when you blink, you don’t attend to something
    • Attention does not shift easily because so absorbed
    • We don’t attend equally to all points in time, also we cannot focus on all points in time. It takes time to shift attention from one item to another. During a brief time after we perceive one stimulus, it is difficult to attend to something else.
Nature of expertise
  • expertise within a given field that enables them to solve problems quickly with a minimum of error
  • Learn to apply appropriate algorithms quickly
  • Recognize which heuristics work in a particular situation and which don’t
  • The people develop skills by practicing certain devices (ie- memory champion practiced mnemonic devices)
  • Requires approx. 10 years of intense practice; even someone born with talent needs years of work to develop expertise
  • Developing expertise expands the axons, dendrites, and probably cell bodies in the brain areas relevant to that skill
Algorithms and heuristics
  • Algorithm- a mechanical, repetitive procedure for solving a problem or testing every hypothesis
    • You can solve a problem more quickly if you recognize it is similar to one you had solved before
    • Ex- alphabetizing a list
  • Heuristics- strategies for simplifying a problem or for guiding an investigation
    • Mental shortcut for making decisions
    • Simplify and generate a satisfactory guess
    • Quick, unconscious, and not deliberated
    • Used when you have to make a decision with limited info; ex- which city has greater population and you chose city that you’ve heard of
    • Hueristics can lead us atray. hueistics: rule of thumb in thinking. The kinds of short cuts that we take. These shortcuts are not out of stupidity, they are worthwhile.
Representativeness heuristic
  • Use a few instances to represent an entire category
  • Assumption that an item that resembles members of some category is probably another member of that category
  • Ex- don’t buy a certain kind of car b/c friend’s blew up or if something looks, walks, and sounds like a duck we assume it’s a duck
Representativeness heuristic
  • Use a few instances to represent an entire category
  • Assumption that an item that resembles members of some category is probably another member of that category
  • Ex- don’t buy a certain kind of car b/c friend’s blew up or if something looks, walks, and sounds like a duck we assume it’s a duck
Base-rate information
  • How common two categories are
  • when deciding whether something belongs in one category or another (look at how closely it resembles two categories and then at base rate info aka how close those two categories are)
Availability heuristic
  • Availibilty hueristics: uncommon events can be easier to remember than common ones. Availibilty assumes that commonness is linked to how easily we can remember certain examples.
  • Basing a decision on the most easily recalled alternatives
  • Strategy of assuming that how easily one can remember examples of some kind of item indicates how common it is
    • Ex- media emphasizes bad events so we overestimate how common they are (like flying vs. driving accidents)

Overconfidence
  • Overestimation of the accuracy of one’s opinions or predictions
  • Most people are overconfident of how well they understand complex physical processes
Confirmation bias
  • Tendency to accept one hypothesis and then look for evidence to support it, instead of considering other possibilities
    • Functional fixedness- tendency to adhere to a single approach or a single way of using an item