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The process where the brain organizes and interprets sensory input to form meaningful experiences.
Perception
Processing that starts with sensory receptors and works up to the brain's interpretation without prior knowledge.
Bottom-Up Processing
Processing guided by prior knowledge, expectations, and context to interpret sensory input.
Top-Down Processing
Selective Attention
Focusing on one thing while ignoring other distractions.
The ability to attend to one voice among many while also detecting personally relevant information such as your name.
Cocktail Party Effect
Failing to see visible objects when attention is directed elsewhere.
Inattentional Blindness
When people don’t notice big changes in their visual environment because their attention is elsewhere.
Change Blindness
Mental frameworks that organize information and guide expectations based on prior knowledge.
Schema
A tendency to perceive stimuli in a certain way based on expectations or context.
Perceptual Set
The psychological approach that emphasizes that we perceive whole patterns rather than separate parts.
Gestalt Psychology
The ability to focus on one object (the figure) while ignoring the background (the ground).
Figure-Ground
Depth cues that require the use of both eyes to perceive distance.
Binocular Depth Cues
The difference in images received by each eye, which the brain uses to judge depth.
Retinal Disparity
The inward turning of the eyes when focusing on a close object.
Convergence
Depth cues available to either eye alone.
Monocular Depth Cues
Objects that are sharper and clearer are perceived as closer, while hazy objects appear farther away.
Relative Clarity
When two objects are the same size, the one that appears smaller is perceived as farther away.
Relative Size
Objects with more detailed textures are perceived as closer, while smoother textures appear farther away.
Texture Gradient
Parallel lines appear to converge in the distance, indicating depth.
Linear Perspective
When one object overlaps another, the one in front is perceived as closer.
Interposition
The tendency to perceive objects as unchanging in size, shape, and color despite changes in perspective or lighting.
Perceptual Constancies
The perception that an object's shape remains the same even when viewed from different angles.
Shape Constancy
The perception that an object's size remains the same even when its distance from the viewer changes.
Size Constancy
The perception that an object's color remains the same under different lighting conditions.
Color Constancy
Perceiving motion when there is none due to visual cues or alternating images.
Apparent Movement
Thinking about one's own thinking processes to improve learning and problem-solving.
Metacognition
Mental skills involved in planning, focusing attention, remembering instructions, and managing multiple tasks.
Executive Functions
The most typical or best example of a category in one's mind.
Prototypes
Interpreting new information in terms of existing schemas.
Assimilation
Changing existing schemas or creating new ones in response to new information that doesn't fit.
Accommodation
Thinking that focuses on finding a single best solution to a problem.
Convergent Thinking
Thinking that generates multiple possible solutions or creative ideas for a problem.
Divergent Thinking
The tendency to view an object only in terms of its typical use, limiting problem-solving.
Functional Fixedness
Step-by-step procedures that guarantee a correct solution to a problem.
Algorithms
Simple thinking strategies or mental shortcuts used to make quick decisions, which do not guarantee accuracy.
Heuristics
Judging the likelihood of an event based on how much it matches a typical example or prototype.
Representativeness Heuristic
Estimating the likelihood of an event based on how easily examples come to mind.
Availability Heuristic
The tendency to use the same strategies for solving problems even when better strategies are available.
Mental Set
The unconscious activation of certain associations that influence perception or behavior.
Priming
The way information is presented, which can affect decisions and judgments.
Framing
The mistaken belief that past random events affect the likelihood of future random events.
Gambler's Fallacy
The tendency to continue an endeavor once an investment in money, effort, or time has been made, even if it no longer benefits you.
Sunk-Cost Fallacy
The phenomenon where retrieving information during practice leads to better long-term memory than simply rereading material.
Testing Effect
The ability to learn from experience, solve problems, and adapt to new situations.
Intelligence
A general mental ability that underlies performance in a variety of cognitive tasks.
g (General Intelligence)
The theory that people possess different types of intelligence, such as musical, interpersonal, or logical-mathematical.
Multiple Intelligences
A numerical score that compares a person's intelligence to the average score of others their age.
Intelligence Quotient (IQ)
It’s a measure of how a person thinks and learns compared to the average for their age
Mental Age
The actual age of a person measured in years.
Chronological Age
The process of administering and scoring a test in a consistent, uniform way to establish meaningful scores.
Standardization
How consistent and dependable a test or measurement is.
Reliability
The consistency of test scores when the same test is administered to the same people at different times.
Test-Retest Reliability
The consistency of scores on two halves of a test that are designed to measure the same thing.
Split-Half Reliability
The extent to which a test measures what it is intended to measure.
Validity
The degree to which a test accurately measures a theoretical concept it claims to assess.
Construct Validity
The extent to which a test successfully forecasts future performance or behavior.
Predictive Validity
Tests designed to measure what a person has already learned.
Achievement Tests
Tests designed to measure a person's potential to learn or perform in the future.
Aptitude Tests
The gradual rise in average IQ scores over time across generations.
Flynn Effect
The belief that intelligence and abilities are static and cannot change.
Fixed Mindset
The belief that intelligence and abilities can improve through effort and practice.
Growth Mindset
When awareness of a negative stereotype leads to anxiety and decreased performance.
Stereotype Threat
When awareness of a positive stereotype leads to improved performance.
Stereotype Lift
Developmental Psychology
The study of how people grow and change physically, mentally, and socially across life
Stability and Change
Some traits stay the same while others change over time
Nature and Nurture
Genes vs. environment influences on development
Continuous Development
Gradual, smooth changes over time
Discontinuous Development
People grow in clear stages or steps, rather than slowly and smoothly.
Cross-sectional Research
Comparing different age groups at the same time
Longitudinal Research
Studying the same group over time
Teratogens
Harmful substances that damage a fetus
Milestones
Key skills achieved at certain ages
Prenatal Development
Development before birth (zygote, embryo, fetus)
Maturation
Biological growth process
Reflexes
Inborn automatic responses
Rooting Reflex
Baby turns head to find food when cheek is touched
Critical Period
Time when development must occur
Sensitive Period
Optimal time to learn something
Imprinting
Early bonding with first seen caregiver
Visual Cliff
Test for depth perception in babies
Fine Motor Coordination
Small movements using hands/fingers
Gross Motor Coordination
Large movements using body muscles
Growth Spurt
Rapid increase in height/weight
Puberty
Body becomes capable of reproduction
Primary Sex Characteristics
Reproductive organs
Secondary Sex Characteristics
Non-reproductive traits (voice, hair)
Menarche
First menstrual period
Spermarche
First sperm production
Menopause
The natural time in a woman’s life when her periods stop permanently and she can no longer get pregnant.
Jean Piaget
Psychologist who studied thinking development
Schemas
Mental frameworks to organize info
Assimilation
Adding info to existing schema
Accommodation
Changing schema to fit new info
Sensorimotor Stage
Learning through senses (0-2)
Object Permanence
Things exist even when unseen
Preoperational Stage
Imagination but no logic (2-7)
Mental Symbols
Using words/images to represent things
Pretend Play
Imaginative role-playing
Conservation
Quantity stays the same despite appearance
Reversibility
Understanding actions can be undone