AP Psychology: Thinking, Language, and Learning

studied byStudied by 1 person
0.0(0)
learn
LearnA personalized and smart learning plan
exam
Practice TestTake a test on your terms and definitions
spaced repetition
Spaced RepetitionScientifically backed study method
heart puzzle
Matching GameHow quick can you match all your cards?
flashcards
FlashcardsStudy terms and definitions

1 / 60

flashcard set

Earn XP

Description and Tags

Unit 4

61 Terms

1

Prototypes

Mental representations of typical examples of a concept, used to categorize and identify new instances. Ex: Football for sports

New cards
2

Schemas

Cognitive frameworks that help organize and interpret information, guiding the processing of new experiences.

New cards
3

Assimilation

The process of integrating new information into existing schemas without changing the schema itself.

New cards
4

Accommodation

The process of modifying existing schemas or creating new ones in response to new information.

New cards
5

Algorithms

Step-by-step procedures or formulas for solving problems or making decisions.

New cards
6

Heuristics

Mental shortcuts or rules of thumb that simplify decision-making and problem-solving.

New cards
7

Representativeness heuristic

A mental shortcut used to judge the probability of an event by comparing it to an existing prototype in our minds, often leading to biases.

New cards
8

Availability heuristic

A mental shortcut that relies on immediate examples that come to mind when evaluating a specific topic, concept, method, or decision, often influenced by recent experiences or information.

New cards
9

Mental set

A tendency to approach problems in a particular way, often based on past experiences, which can hinder problem-solving by limiting the consideration of new solutions.

New cards
10

Priming

The process by which exposure to a stimulus influences response to a subsequent stimulus, often without conscious guidance or intention.

New cards
11

Framing

The way information is presented or "framed" can significantly affect decision-making and judgments, often leading individuals to react differently to the same information depending on its context.

New cards
12

Gambler’s fallacy

The belief that past independent events can influence the probability of future outcomes, particularly in games of chance, leading individuals to expect that a losing streak will be followed by a win.

New cards
13

Sunk-cost fallacy

The tendency to continue an endeavor once an investment in money, effort, or time has been made, often leading to irrational decision-making.

New cards
14

Divergent thinking

A cognitive process used to generate creative ideas by exploring many possible solutions. It contrasts with convergent thinking, which focuses on finding a single correct answer. /\

New cards
15

Convergent thinking

A cognitive process that narrows down multiple ideas into a single, best solution, emphasizing accuracy and efficiency in problem-solving. \/

New cards
16

Functional fixedness

The cognitive bias that limits a person to using an object only in the way it is traditionally used, hindering creative problem-solving.

New cards
17

Behavioral perspective (classical conditioning)

A psychological approach that emphasizes the role of environmental factors in shaping behavior through conditioning and reinforcement.

New cards
18

classical conditioning

A learning process that occurs through associations between an environmental stimulus and a naturally occurring stimulus, leading to a conditioned response.

New cards
19

Association (classical conditioning)

The process of linking a neutral stimulus with an unconditioned stimulus to elicit a conditioned response.

New cards
20

Acquisition (classical conditioning)

The initial stage in classical conditioning where the neutral stimulus begins to elicit the conditioned response through repeated pairings with the unconditioned stimulus.

New cards
21

Associative learning (classical conditioning)

A learning process where a connection is made between two stimuli, leading to a change in behavior.

New cards
22

Unconditioned stimulus (classical conditioning)

A stimulus that naturally and automatically triggers a response without prior learning. Ex. food in Pavlov's experiment.

New cards
23

Unconditioned response (classical conditioning)

The natural reaction to an unconditioned stimulus without prior conditioning. Ex. salivation in response to food.

New cards
24

Conditioned response (classical conditioning)

A learned reaction to a conditioned stimulus that occurs after conditioning. Ex. salivation in response to a bell.

New cards
25

Conditioned stimulus (classical conditioning)

A previously neutral stimulus that, after being paired with an unconditioned stimulus, comes to trigger a conditioned response. Ex. a bell that signals food.

New cards
26

Extinction (classical conditioning)

The process in which a conditioned response diminishes or disappears when the conditioned stimulus is presented without the unconditioned stimulus over time. Ex. ringing a bell without presenting food.

New cards
27

Spontaneous recovery (classical conditioning)

The reappearance of a previously extinguished conditioned response after a rest period without exposure to the conditioned stimulus. Ex. salivation returning after a break.

New cards
28

Stimulus discrimination (classical conditioning)

The ability to differentiate between similar stimuli and respond only to the conditioned stimulus. Ex. responding to a specific bell tone but not others.

New cards
29

Stimulus generalization (classical conditioning)

The tendency to respond to stimuli that are similar to the conditioned stimulus, leading to similar conditioned responses. Ex. salivating to a different bell tone.

New cards
30

Counterconditioning (classical conditioning)

A behavioral therapy technique used to replace an undesirable response to a stimulus with a more desirable one by associating the stimulus with a positive or neutral experience. Ex. associating a feared object with pleasant stimuli.

New cards
31

Taste aversion (classical conditioning)

A learned avoidance of a particular food or taste after a single negative experience, often involving nausea or illness, leading to the rejection of that food in the future.

New cards
32

One-trial learning (classical conditioning)

A form of learning where a single exposure to a stimulus leads to a long-lasting change in behavior, often seen in cases like taste aversion.

New cards
33

Operant conditioning

A learning process where behavior is modified by its consequences, such as rewards or punishments, leading to an increase or decrease in the likelihood of that behavior being repeated.

New cards
34

Reinforcement (Operant conditioning)

anything that increases the likelihood that a particular behavior will be repeated

New cards
35

Punishment (Operant conditioning)

any consequence that decreased the likelihood that a particular behavior will be repeated

New cards
36

Law of Effect (Operant conditioning)

when a stimulus receives a positive response the behavior is more likely to be repeated, and when a stimulus receives a negative response the behavior is more likely to happen less frequently. (Edward Thorndike)

New cards
37

Positive reinforcement (Operant conditioning)

increases a particular behavior by presenting something desirable after the behavior has occurred.

New cards
38

Negative reinforcement (Operant conditioning)

removing something to increase the likelihood of a target behavior. Ex. Applying sunscreen to avoid sunburn

New cards
39

Primary reinforcers (Operant conditioning)

motivate behavior because they satiate an individual's basic survival needs.

New cards
40

secondary reinforcers (Operant conditioning)

a stimulus that becomes reinforcing after being paired with a primary reinforcer.

New cards
41

Reinforcement discrimination (Operant conditioning)

an organism's ability to differentiate between a specific stimulus and similar ones but not identical stimuli.

New cards
42

Reinforcement generalization (Operant conditioning)

when the learner applies a previously reinforced behavior to new, similar situations

New cards
43

Shaping (Operant conditioning)

gradually teaching new behaviors through reinforcement until the target behavior is achieved.

New cards
44

Reinforcement Schedules (Operant conditioning)

rules that control the delivery of reinforcement. They can be based on time intervals or ratios of responses.

New cards
45

Continuous reinforcement (Operant conditioning)

a type of reinforcement schedule where a behavior is reinforced every single time it occurs.

New cards
46

Partial reinforcement (Operant conditioning)

The phenomenon where behaviors that are reinforced intermittently are more resistant to extinction than those reinforced continuously.

New cards
47

Fixed interval (Operant conditioning)

A type of interval schedule where reinforcements are presented at fixed time periods, provided that the correct response is made.

New cards
48

Variable interval (Operant conditioning)

a schedule of reinforcement where a response is rewarded after an unpredictable amount of time has passed.

New cards
49

Fixed ratio (Operant conditioning)

a system of reinforcement in operant conditioning where a response is reinforced only after a specified number of responses.

New cards
50

Variable ratio (Operant conditioning)

a type of operant conditioning schedule where a behavior is reinforced after an unpredictable number of responses.

New cards
51

Social learning theory

proposed by Albert Bandura, suggests that people learn through observation, imitation, and modeling.

New cards
52

Modeling

type of learning where individuals ascertain how to act or perform by observing another individual.

New cards
53

Insight learning

a form of cognitive learning where animals or humans solve a problem using a sudden understanding or realization, rather than trial and error

New cards
54

Latent learning

a type of learning that occurs without any obvious reinforcement and isn't demonstrated until there's an incentive to do so

New cards
55

Cognitive maps

suggests that individuals create mental representations or maps of their physical environment.

New cards
56

Describe how behavior genetics explain our individual differences

through the interactions of genes and enviroments

New cards
57

Eplain how twin and adoption studies help us understand the effects and interactions of nature and nurture.

studies on twins separated at birth and raised in different environments often reveal remarkable similarities in intelligence and personality, suggesting a powerful genetic influence.

New cards
58

Explain the difference between dizygotic twins and monozygotic twins. Why are both kinds of twins important in studies?

Monozygotic (identical) twins share all of their genes, while dizygotic (fraternal) twins share only about 50 percent of them

New cards
59

Explain the impact of environment vs genetics on personality

Enviroment influences the expression of genes

New cards
60

Explain how heredity and environment work together

Heredity provides the blueprint for an individual's traits through genes, while the environment shapes how these traits develop and manifest.

New cards
61

Epigenetics

how your behaviors and environment can cause changes that affect the way your genes work. Unlike genetic changes (mutations), epigenetic changes are reversible and do not change the sequence of DNA bases, but they can change how your body reads a DNA sequence.

New cards
robot