PSY Unit 2

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103 Terms

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bottom up processing

learning information and then applying it into your schema

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top-down processing

Knowing what you are looking for and then finding it

the older you get the more complex your top-down processing is

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Schema

The way that we organize information and interpret the world

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Perceptual set

mental predisposition to see one thing and not another

influences top-down processing

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contexts

perception of objects depends on what surrounds it

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cultural beliefs/experiences

these have an impact on schemas but can lead to dangerous stereotypes

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gestalt principle of closure

when we look at things with gaps we fill in the gaps and assume things are there

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gestalt principle of figure ground

We can separate objects as the figure from its surroundings as the ground

Can be auditory as well by isolating one sound

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gestalt principle of proximity

| | | | | |

looks like three thick lines not six small lines because they are close

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gestalt principle of similarity

If there are a bunch of dots in neat rows and columns we see it as rows and columns because of this

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gestalt principle of continuity

We see two lines intersecting instead of random chunks of odd lines/shapes

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selective attention

we can only pay attention to one aspect of an object at a time

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inattentional blindness

by paying attention to one thing we lose focus on other things

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change blindness

failure to notice when things become different

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selective inattention

when focusing on one thing, the things you miss are proof of this

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retinal disparity

The right and left eye see slightly different things to help with depth perception

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convergence

The tension your eyeballs have when they focus on closer objects versus farther objects is used to help with depth perception

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examples of binocular cues

retinal disparity and convergence

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examples of monocular cues

relative clarity, relative size, texture gradient, linear perspective, interposition

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relative clarity

closer objects are less blurry than farther objects

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relative size

if two objects seem the same height, the closer one must be smaller

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texture gradient

closer objects are more detailed than farther objects

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linear perspective

if an object is farther from two converging lines then it is closer and if an object is closer to the convergence of two parallel lines it is farther

(converging lines mean they are two lines that meet at one point, like a road that goes off into the sunset)

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interposition

If one object is in front of another that means the front object is closer

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examples of visual constancies

size constancy, shape constancy

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size constancy

if we have an object we know it is technically the same size no matter how far away it is

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shape constancy

if we have an object we know the shape technically does not change regardless of the angle we view it from

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examples of apparent movement

phi phenomenon, femininomenon, stroboscopic movement

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phi phenomenon

when there is a sequence of light movements we think the lights are jumping from one light to another

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stroboscopic movement

still images that are shown rapidly provide the illusion of movement (stop motion animation)

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cognition

all forms of knowing and awareness (perceiving, judgement, reasoning, remembering, problem solving, imagining)

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concepts

cognitive rules we apply to stimuli from our environment

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prototypes

mental images that help us form concepts

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aspects of schema

assimilation and accomodation

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assimilation

new information is incorporated into existing schema

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accomodation

schemas can be altered as new information comes along

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algorithms

exhausting step-by-step problem solving systems

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heuristics

strategies of trial and error to solve problems

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examples of heuristics

representativeness heuristic, availability heuristic

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representativeness heuristic

judging something based on how well it fits existing prototypes

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availability heuristic

percieving some events to be more probable because they happened recently

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influences on decision making

mental set, priming, functional fixedness, framing, sunk cost fallacy, gambler’s fallacy, belief perseverance

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mental set

the mindset that one technique worked previously so it will work again

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priming

exposure to one stimulus can make you want another

often used in advertising

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functional fixedness

thinking of only familiar functions for objects

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framing

people choose different things based on the context it is given in

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sunk-cost fallacy

people don’t want to change their ways if they have invested lots into it already, even if they know they are wrong

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gambler’s fallacy

when people falsely believe that the odds of something happening increase or decrease even though the odds are the same every time

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belief perseverance

people are stubborn and don’t want to change their beliefs even if there is evidence against their claim

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insight

not finding a solution to a problem until bazinga you do

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creativity

finding new ways to solve problems

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examples of creativity

convergent thinking, divergent thinking

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convergent thinking

thinking pointed toward a specific solution

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divergent thinking

thinking that searches for many possible answers

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functional fixedness

limiting yourself to only using an object one way

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explicit/declarative memory

consciously recalled memory

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examples of explicit/declarative memory

episodic and semantic

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episodic memory

a memory of a particular event or episode

processed in the frontal lobe and hippocampus

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semantic memory

fact memories such as knowing what year it is or the definition of a vocab word

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flashbulb memory

a specific highly emotional memory

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implicit memory

memories you already know and do unawarely

processed in the cerebellum/limbic system

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prospective memory

remembering how in the past you wanted to do something in the future

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long term potentiation

the increased ability for neurons to fire

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working memory

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multi store model

the idea that there are three different areas of memory and they pass messages along linearly

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Areas of the multi-store model

Sensory, short term, long term

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Sensory memory

if you pay attention, memory gets stored here briefly enough to determine if it will move on to a different area of the multi store model

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iconic memory

brief visual memory in the sensory memory

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parts of iconic memory

eidetic and photographic memory

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echoic memory

brief auditory memory stored in the sensory memory section of the multi store model

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parts of sensory memory

iconic memory and echoic memory

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short term memory

brief memories, mainly auditory, that can be extended if rehearsed

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effortful processing

trying hard to process and remember information (you doing this knowt rn) which leads to long term potentiation

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encoding

ways to remember things

like tips and tricks and mind games we make for ourselves

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types of encoding

semantic and via imagery

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semantic encoding

associating something meaningful to the item you are attempting to remember

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encoding imagery

extremely positive images are easily remembered (like a flashbulb memory)

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Forms of information retrieval

recall, recognition, relearning

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recall retrieval

Having to remember information without stimulus

like a fill-in-the-blank question

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recognition

having to remember information with stimulus

like a multiple choice question

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relearning retrieval

using effort to go over material multiple times

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web of association

anchoring bits of information to other bits of information to help you remember all of it

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definition of a mnemonic device

using imagery to remember stuff

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examples of mnemonic devices

method of loci, link method

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method of loci

matching items to be memorized with a specific location

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link method

taking a list of items to memorize and connecting them together with a story

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chunking

organizing groups of items to be memorized into familiar sections

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spacing effect

leaving time in between rehearsals in order to fully remember whatever it is we are trying to remember

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serial position effects

primacy and recency

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primacy effect

in a group of 7 or more things to remember, we tend to remember the earlier ones more

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recency effect

in a group of 7 or more things to remember, we tend to remember the later ones more

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maintenance rehearsal

repeating information to yourself (boring) to remember things in short term memory

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elaborative rehearsal

remembering creatively and using encoding techniques to maintain items in your memory

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highly superior autobiographical memory (hyperthemesia)

when someone remembers things really detailedly and quickly

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General ability (g factor)

People who are relatively intelligent in several clusters of knowledge areas

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intelligence

the ability to learn from experiences and solve problems

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fluid intelligence

intelligence that decreases as you age

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crystallized intelligence

intelligence that stays with you while you age

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reification

taking abstract concepts and making them concrete

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mental age

how old your mind is functioning