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Last updated 7:40 PM on 5/28/23
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114 Terms

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4 types of non-data driven bases of information
experience, common sense, authority, intuition (logic)
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intuition
unquestioning acceptance of own judgement (gut feeling)
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pros of intuition
easy to access knowledge and quickly

allows us to understand values that are important to us
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cons of intuition
humans are not rational beings. we rely on emotions and connections to fuel our decision-making which may be biased. opaque, easy to see through, no one knows where the information came from, they don't know how you're wrong or right, subject to prejudices and misconceptions

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difficult to analyze and critique

subject to prejudices and misconceptions
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authority
knowledge based on a credible other i.e. outsourced learning from a credible person e.g. Jennifer Aniston drinks smart water, therefore it must make you awesome like her. she knows more about water than you do
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pros of authority
minimises the need to acquire knowledge on your own

many people have legitimate credentials to be considered authority

someone has more experience than you and may actually make more informed decisions in their field. probably a good source of information but not DATA-DRIVEN
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cons of authority
may be wrong

authorities can base their info on things like intuition or fold wisdom

authority figure may be caused by perceived sense of credibility (attractiveness, well spoken, popularity)
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common sense
appeals to what everyone should know e.g. popular cultural sayings
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pros of common sense
there is an explanation for every situation

short, mutually understood ways of communicating a more complex idea.
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cons of common sense
often contradictory, rendering them meaningless

cannot be refuted or falsified
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logic
pros: internally consistent reasoning, easy to analyze and critique

cons: based on incorrect premises, logically consistent differs from what occurs in the world
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determinisim
the assumption that the universe is orderly, things are not completely random because if they are, theres no point in research, events occur due to some meaningful and systematic cause (determined by), foundation of research
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four canons of science
determinism, empiricism, parsimony, testability
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empiricism
we dont just make assumptions and draw conclusions based on those assumptions,

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we make structured systematic observations and account for other explanations
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parismony
when two theories are equally able to explain the same set of findings, we opt for the idea that is simpler, occams razor, make the least amount of assumptions possible
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logic
obtaining knowledge based on a series of steps or thinking processes, non-data driven, but part of scientific method
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social science brief
Brown vs. board of education, supreme court case that banned segregation in schools. cited a study in which both black and white children chose to play with white dolls, both children viewed white dolls as superior
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illusory correlation
occurs when we focus on two events that stand out and occur together-->biased to conclude two events are related, especially when highly motivated to believe both are related
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falsifiable
can be supported or refuted with empirical data i.e. Freud's ideas fell away b/c they are not falsifiable
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pseudoscience
using scientific terms to substantiate claims without using scientific data, but no evidence to back up their claims i.e. proactiv- cures 100% of acne ALL the time!
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3 ways to determine cause of a behavior
covariation of cause and effect-cause is present, then effect occurs AND when cause is not present, effect does NOT occur, temporal precedence-cause occurs BEFORE the effect, alternative explanation elimination (no other plausible explanation for the relationship)
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basic research
attempts to answer fundamental questions about the nature of behavior (Skinner operant conditioning)
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applied research
conducted to address practical problems and potential solutions
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testability
ability for the theory to undergo a scientific test and be falsifiable

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researchers should be able to put a theory to empirical tests
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induction
observe something in the environment, create a hypothesis and if it is supported, it can be a theory
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deduction
realize overarching framework that organizes and explains data and phenomena, generate hypothesis and create and prediction about the study
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induction arrows
observation-->hypothesis-->theory I often hide timely
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deduction arrows
theory-->hypothesis-->prediction
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abduction
specific observation > trying to determine best explanation for single observation; no involvement of theory

absence of a theory, used to be called guessing. observation, try to figure out what happened to cause this. only see the result, trying to find causation i.e. doctors diagnosing patients knowing only their symptoms. observation-->causation act old, cole
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Loftus study
asking about a car accident, participants answered differently based on how they were questioned. "did you see 'the' broken tail light?" vs. 'a' broken tail light. proved memories are easily reconstructed and configured by oral manipulation.
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facilitated communication
tested by Montee et al. facilitator was actually helping the autistic kid answer the questions correctly
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essentialism
unchanging, underlying essence of an entity that can be defined, sense of fixedness, focus is on the meaning of words i.e. aggression caused by video games
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Eagly and Wood study
sex differences arise from historic male-female division of labour

\-men support financially

\-women care for children
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Young et al. study
females on calorie consumption-ate less when eating with males and females as opposed to just females.
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operationism
observable indicator of each variable, used for the purposes of the particular study. enable reliable measurements or manipulation of each variable in your hypothesis. i.e. conceptual variable: aggression --> operational definition: whether they punish their partner by blasting in ears after end of the game
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operational definition for violent video games
frequency of playing games X rating of a game's violence
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operational definition for aggression
self-report hostility scale
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Douglas Gentille study
studied the effects of video games on behavior in children
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bi-directionality problem
cause could spur the effect or the cause could exist because of the effect. lacks temporal precedence--> the way in which the causation relationship progresses
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issues with correlational studies
low internal validity, cannot infer causal relationships
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most common measure
self-report
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3 things required to create internal validity (to identify CAUSE of behavior)
covariation between variables, both variables are related. children who watch violent video games are violent, children who do not, are not. temporal precedence-watching the video games occurred first, aggression followed. eliminate alternative causal explanations, experimental control, and random assignment
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demand characteristics
something in the study that gives away the hypothesis or staging of the study. threaten to internal validity. participants might try to help or hinder the study
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Hawthorne effect
participants act differently because they know they're being observed
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evaluation apprehension
i.e. stereotype threat: concerned about confirming their own stereotype-->could end up confirming it by trying to avoid it. test anxiety
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manipulation check
additional set of dependent variables that have to do with what are people's perception of the manipulation? does it match with the researchers intent? i.e. people didn't think that the violent video game was actually violent
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quantitative data
all statistical and based on analysis of numbers. self-report measures
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behavioral data
recording or coding someones behavior. how aggressive does the person look or body language to code their behavior into numbers. how quickly is the person running?
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types of measures
self-report

behavioral

physiological
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biological data
heart rate, BP, respiration rate, blood sample, changes in hormones in response to stimuli
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semantic differential scale
sad-happy complete opposites
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Likert scale
numbered, how much pain are you in? scale of 1 to 10
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forced choice
i.e. how many times have you lied? eliminate the option of zero
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outcome variables
self report, behavior responses, physiological responses
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Hawthorne effect
participants act differently because they know they're being studied
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how to avoid demand characteristics
blind studies, filler/distractor items, vague wording, deception
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biosocial effect
perceived biological nature of experimenter effects participant behavior i.e. black experimenter might make researcher uncomfortable
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psychological efect
behavior of experimenter effects participant behavior i.e experimenter smiles a lot
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immersive effect
very violent and graphic video game to make you feel more like its real. study that completely immerses participant in the situation in order to illicit a particular response
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semantic differential scale
opposite anchors at each end of the scale. how do you feel? bored...excited
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how to counteract yea or nay saying?
have two counteractive questions with different answers for the same response. do you think everyone should be free to own a gun? AND we need to have strict gun control?
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between subject design
large sample size, only exposed to one condition
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within subject design
participants are exposed to all conditions
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types of between subject designs
pretest and posttest or just posttest
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within subject measures
concurrent measures design and repeated measures design
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how do we ask questions
open ended (asking question in a way that allows participant to elaborate on whatever they want)

close ended (participants are limited to what the researchers want)
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likert scales
anchors (labels) like not at all to extremely

numbers from 1-5
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likert-type scales
anchors and numbers but can be different in labels or number range
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semantic differential scale
two options
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non-verbal scale
using a scale without words
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forced choice questions
could be open-ended but response are limited to a set of pre-set responses to choose from

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easy for data collection and analysis
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yay-saying
agreeing with everything in response to questions
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nay-saying
disagreeing with everything in response to questions
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fence-sitting
being neutral always in response to questions
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repeated measures design
participants exposed to all conditions and dv measured after each exposure
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concurrent measures design
dv measured at end
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concurrent measures issues
restricted in what research questions we can ask

strong demand characteristics

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problems with repeated-measures design
demand characteristics

carryover effects
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types of order effects
fatigue

practice

contrast
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order effects
participant’s response in one condition is affected by having been in another condition
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another term for order effects
carryover effects
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how to deal with order effects
switching up the order of conditions
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latin squares
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pros of concurrent design
quick to administer and run
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pros of repeated measure
serve as own control

requires fewer participants
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observed score is made up of
true ability + error
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error
sources of variability in measurement caught by things other than measurement of iv
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two components of errors
random, systematic
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ways of knowing (unscientific)
experience

folk wisdom/common sense

authority

intuition
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ways of knowing (scientific)
logic
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experience
relying on personal experience to make decisions
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experience pros
may be representative of collection of all possible experiences

vivid examples that are easy to remember

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experience cons
may not be representative of collection of all possible experiences

cannot account for alternative explanations
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determinism
the assumption that the universe is orderly

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idea that things don't completely happen at random, there are predictable, meaningful

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systematic causes that lead to certain behaviors

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foundation
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theory
overarching framework that encapsulates phenomenon and data collected

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generates hypothesis that test boundaries of the theory
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hypothesis
a tentative statement that may not be about a relationship that may or may not be true
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prediction
specific statement regarding the expected outcome of a study
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bushman and gibson
video game study where participants play video games with a partner and have the option to punish partner for losing with a white noise blasted in headphone
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internal validity
ability to infer that one variable causes change in another variable
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3 criteria for establishing causality
temporal precedence (establishing cause before effect)

covariation between two variables (2 variables changing w each other)

eliminating plausible alt explanations

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