Cognitive Psych - Exam 3

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54 Terms

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Power Law of Learning

How practice relates to performance. Initial gains in skill are larger; however it takes longer to get from an intermediate level to an expert level.

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Cognitive stage

  • one of the stages of skill

  • Declarative knowledge 

  • Commit facts to memory 

  • Rehearse as you try to perform 

  • Requires attention - can’t do second task 

  • May be independent of skill: the best teacher may not be the most skillful, but rather someone who knows how to describe this stage well

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Associative Stage

  • one of the stages of skill

  • Strengthen connections that lead to desired result 

    • Feedback is important: see which actions lead to desired result

  • Get rid of actions that lead to errors 

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Automaticity

  • one of the stages of skill

  • Fast

  • Executed with less attention/consciousness 

  • Less verbalization

    • Less dependent on verbalization

    • Declarative knowledge less available (harder to describe what you are doing at this stage. Golf example in class)

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Proceduralization

Take declarative knowledge and turn it into productions

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Composition

take several productions and join them into one

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Serial Reaction Time Task

  • Four boxes on a screen 

    • Each one matches up to one of your fingers 

      • As soon as one of the boxes lights up you are supposed to press that button 

  • You could have them light up randomly or have them light up in a sequence 

    • Ecplicit training - “look for the sequence”

    • Implicit training - “it’s all random” 

  • Even if its just random you get better from repeating the task 

    • However, there will be an added benefit if it is a sequence 

  • When tested implicitly you dont know that you have learned the sequence

    • Your performance is better whether you know that you learned a sequence or not

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Multiple Learning strategies that operate in parallel

  • Fast system(s)

    • Large amount of learning per trail that saturates quickly 

    • Requires extra time, cognitive resources for processing

    • Accessible to awareness and conscious intention

    • Flexible 

  • Slow system (s)

    • Small, incremental amount of learning per trail 

    • Learns automatically without effort

    • Impenetrable to awareness, operates independent of conscious strategies 

    • Inflexible (habits) 

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Response Chaining

  • Feedback from one movement triggers the next one

    • Feedback from the first response is the stimulus that tells you to respond to the next one

  • Originally a behaviorist notion

  • typing speed provides evidence against this idea

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Motor Program

  • Representation of the plan for movement and movement sequences 

  • Fast doesn’t require feedback 

  • Abstract 

  • Hierarchical 

    • Abstract high level 

    • Specific low level 

  • Composed of subprograms 

    • Less abstract representation of movement subparts 

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Signature looks similar for small and large versions

Provides evidence for Abstract motor representations and hierarchical representation

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Cerebellum

  • Known to:

  • Coordinate motor movements (e.g. aiming towards a target)

  • Control the muscle tone, the base level of tension in a muscle

  • Prime the motor system just prior to the onset of a movement 

  • Contribute to motor leaning (e.g. classical conditioning)

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Basal Ganglia

  • Set of nuclei located in the cortex

  • Involved in directing the movement of limbs and in coordinating programs for automatic action

  • Impairment of the basal ganglia -> parkinson’s disease

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Speed-accuracy tradeoff

  • Movement time increases more as one increases the distance from one to two inches than when the distance is increased from 10 to 11 inches 

  • As precision is increased, movement time increases

  • Movement time increases as distance between trafets increased and their width decreased 

  • Subsequent research (Keele, 1989) confirmed the generality of expression for a wide range of movements and targets 

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Fitt’s Law

  • The greater the distance to the target, the greater the number of component movements and adjustments necessary 

  • Collectively, the submovements are assumed to optimize motor performance, much as problem-solving activities are optimized given one’s limits in memory and info-processing capacity 

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Properties of Language

Communicative

  • the purpose of language is to communicate

Language is Symbolic 

  • Language creates symbols that make reference to things, ideas, processes, relationships, and descriptions, etc. 

Language is (mostly) arbitrary 

  • Why is it “dog” vs “perro”?

  • Why does “dog” mean what it does and sound the way it does 

  • It is not the physical combination of sounds/symbols that are giving it meaning 

  • It is just a common set of conventions that speakers of a language adopt 

  • Mostly… (kiki and Bouba)

Productive (generative)

  • Within the limits of a linguistic structure, language users can produce an infinite number of novel utterances 

  • The possibilities for creating new utterances are virtually limitless 

  • Say something entirely novel right now!

    • We dont learn to imitate, we learn to generate 

Dynamic (constantly evolving)

  • Selfie 

  • What slang terms do I not know? 

    • Body is tea 

    • Rizz

Structured at multiple levels (hierarchical)

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Infant directed speech (motherese)

  • High spitch, slow rate, exaggerated intonations 

  • Falling pitch and pausing signals phrase boundaries 

    • Aids parsing 

  • Infants prefer to listen to this

    • Head turning 

  • Might help kids acquire word boundaries 

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Holophrastic Stage

  • One word utterances

  • No syntax, need context (gestures, affect) to disambiguate

  • Undergeneralization and overgeneralization for first ~ 75 words 

    • Ex: Dog = other small mammals

  • Do understand some phrases 

    • Can only produce one word

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Telegraphic Stage

  • Two word utterances 

  • Correct use of word order:

    • Subject-action 

    • Action-object 

  • Can convey a lot of information succinctly (like a telegraph)

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Problem

  • Some initial state where you start out and some goal state that you are trying to get to

    • And some methods that help you get to the goal state

  • consists of some initial state in which a person begins and a goal state that is to be obtained, and a non-obvious way of getting from the first to the second 

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Two types of problems

  • Well-structured (well-defined)

    • Completely specified starting conditions, goal state, and methods for achieving the goal 

      • EX: geometry proof 

  • Ill-structured (ill-defined)

    • Finding a mate 

    • Choosing a career

    • Writing the best novel 

  • Most of the problems we encounter in our lives 

    • Difficult to study 

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Problem Space

Whole range of possible states and operators, only some of which will lead to goal state 

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Operators

Actions that move between states

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Analogies

  • Retrieve a representation of a problem from memory that is similar to the problem you currently face

  • People tend to miss deep similarities between problems, because they tend to focus on surface similarities

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Functional Fixedness

  • see an object as having only a fixed, familiar function

  • EX: Dunkers’ candle problem and Maier’s Rope Problem

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Getting “Stuck in Set”

  • People will continue to use the same way to solve the problem, even if there is an easier solution (if they have done it enough times in a row) 

    • If there is a situation where only the easier one works and the other one does not, you will struggle 

  • Top-down hindrances  

    • If you think a problem should be solved in a particular way it could hinder your ability to find/use easier solutions

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Algorithm

  • Completely specified sequence of steps that is guaranteed to produce an answer

    • Usually guaranteed to produce the correct answer 

    • But may be slow or laborious 

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Heuristics

  • Short cut/”Rule of thumb”

    • Never guaranteed to produce correct answer

    • But usually quick and easy 

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Difference Reduction (hill climbing)

  • At any point, select the operator that moves you closer to the goal state: is new state more similar to goal? (never choose an operator that moves you away)

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Means-end Analysis

  • Identify the largest difference between current state and goal state

  • Set as a subgoal reducing that difference

  • Find and apply an operator to reduce the difference 

    • If operator can’t be applied, new subgoal=remove obstacle that prevents applying the operator

  • can involve working backwards

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Expert Problem Solving

  • Rich, organized schemas 

    • Lots of well-organized declarative and procedural knowledge

    • More sophisticated representations

  • Spend more time on representation

    • Experts take longer to start a solution, but less time to complete it 

  • Recognize subcomponents 

  • Less means-end analysis (using fewer heuristics)

    • Pre-stored solutions in long-term memory 

    • Fewer demands on working memory 

  • Move forward, not backward 

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Deterministic/deductive

  • General to specific 

  • Detecutive: theory -> hypothesis -> observation -> confirmation

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Probabilistic/inductive

  • Specific to general 

  • Inductive: Observation -> pattern -> hypothesis -> theory 

    • What we use most in day to day life 

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Normative theories of reasoning

  • How one ought to reason

    • E.g.; rules of logic (Bayes' theorem)

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Descriptive theories of reasoning

  •  How people actually reason 

    • E.g.; biases, heuristics 

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Base Rates

  • When this is 50/50 people tend to pay too much attention to it and get anchored there

  • people tend to ignore this when it is NOT 50/50

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Availability

  • People estimate frequency or probability by the ease with which instances or associations can be brought to mind 

    • May be biased because highly publicized illness may be easily “available” because of the media attention it receives 

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Representativeness

  • This heuristic says that the probability of an event is estimated by the degree to which it fits an existing cognitive stereotype 

  • leads doctors to ignore base rates, make pseudo diagnostic judgements, to misinterpret random events and to misunderstand statistical regression

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Gamblers Fallacy

  •  the unwarranted expectation that every sample must represent the population mean

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Hindsight Bias

  •  occurs when our present knowledge is allowed to influence our estimates of the likelihood of previous events 

    • Suggests that doctors may be reasoning backwards (start with diagnosis and adjust the predictive value of the signs accordingly)

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Anchoring and Adjustment

  • Recommends that probabilities be estimated by first beginning with an “anchored” probability value and the adjusting of this value according to the features of the specific case 

  • The initial placement of the “anchor” can have an unduly large influence on final judgements 

  • Closely related to availability and representativeness 

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Conjunction Fallacy

  • Occurs when people mistakenly believe that a conjunction of events (hot and sunny) is more probable than a single even (hot). 

    • The ing and n example is an example of this (avaliability heuristic)

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How a problem is framed

  • One is framed as a gain, the other is framed as a loss

  • Gain frame -> risk-averse (avoiding risk)

  • Loss Frame -> Risk-seeking 

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Sunk Cost Fallacy

  • Tendency to continue an endeavor if we have already invested time, effort, or money into it, even if the costs outweigh the benefits 

    • You might as well continue to make the jet if it is already 90% completed, even if you won’t be able to sell it 

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Quantifier (categorical syllogism)

  •  (how much of some particular group is in a particular category) 

    • Some businessmen are wealthy 

    • All wealthy people are powerful 

    • Therefore, some businessmen are powerful 

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Comparative (Linear)

  • Mighty Joe Young is more powerful than Godzilla

  • King Kong is more powerful than Mighty Joe Young

  • Therefore, king kong is more powerful than Godzilla

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Conditional

  • If you write a good research proposal, then you will get funded 

  • You write a good research proposal

  • You will be funded 

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Quantifier types

  • All doctors are rich (Universal Positive) (positive = they have some property)

  • Some lawyers are dishonest (Particular positive) 

  • No politician is trustworthy (universal negative) (negative = they do not have a property)

  • Some actors are not handsome (particularly negative)

  • In this situation, positive does not equal good 

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Validity Affect

  • More than likely to accept valid than invalid syllogisms

    • Implies that we are sensitive to validity in some way 

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Atmosphere Effect

(Universal vs Particular)

  • SOME A’s are B’s

  • SOME B’s and C’s

    • Therefore, ALL A’s are C’s

  • Invalid 

  • Usually rejected because the atmosphere of the premise does not match the atmosphere of the conclusion

  • ALL A’s are B’s

  • SOME B’s are C’s

    • Therefore, SOME A’s and C’s

  • Invalid 

  • Accepted 

  • If the atmosphere matches, they are more likely to say valid and if atmosphere does not match then they are less likely to say valid 

(positive vs negative)

  • Some A’s are B’s 

  • Some B’s are C’s 

    • Therefore, NO A’s are C’s

  • Invalid 

  • Rejected 

  • NO A’s are B’s 

  • ALL B’s are C’s 

    • Therefore, NO A’s are C’s

  • Invalid 

  • Accepted 


  • Note: the premises make up the “atmosphere”

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Continuos Reinforcement

  • Every time the animal does something that you like then you give it some form of reinforcement. Best for teaching an animal a new thing that it has never done before

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Ration Reinforcement

  • Reward given after action is performed more than one time (some fixed number of times)(Ex: every 3rd time). 

  • Fixed ratio (every 3rd time)

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Variable Ratio

  •  (somewhat random where you give the reward) - will make the animal do the behavior most frequently. Will continue to do the behavior because it does not know when it will get the food. 

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Near Miss Effect

  • Areas of the brain that encode for actual wins still light up when you have a near miss 

    • The pattern for brain activity is the same when you get a near miss to when you get an actual win 

  • Near miss similar to full miss