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Divergent Thinking
A cognitive process used to generate creative, non-linear ideas by exploring multiple varied solutions rather than a single answer to a problem.
Convergent Thinking
A cognitive process that focuses on narrowing down multiple ideas or possibilities to find the single, best, most logical solution to a problem.
Creativity
The ability to produce ideas, solutions, or products that are both naval (original, unique) and valuable (useful, meaningful). Involves both divergent and convergent thinking.
Functional Fixedness
A cognitive bias that limits a person to only use an object in the way that it is traditionally used/made for.
Trial & Error
A adaptive problem solving strategy for learning which involves eliminating mistakes until a correct answer is discovered through experience.
Algorithm
A type of problem solving strategy which includes step-by-step procedures that provide the correct answer to a particular problem.
Insight
A type of problem solving strategy which occurs when a solution to a problem presents itself quickly and without warning; the sudden discovery of a solution based on trial and error (an “a ha” moment).
Intelligence
The ability to learn from experience, solve problems, & use knowledge to adapt
IQ
A number. Measured by your mental age/chronological age times 100
Insight (Crystallized Intelligence)
The ability to gain knowledge and skills from experience (increases with age).
Insight (Fluid Intelligence)
The ability to solve new problems, reason, and think in abstract ways (decreases with age).
The Flynn Effect
The increases in fluid and crystallized intelligence; observations detailing that IQ test scores have gradually increased about 3 points every 10 years, across generations.
Standardization
Establishes consistent procedures & norms for a test.
Achievement Tests
Assessments testing what you’ve already learned.
Aptitude
Assessments that measure potential to learn or perform in the future.
G-Factor
A factor that contributes to mental ability; your general ability/mental capacity to do something. (i.e. those who excel in tests often have an underlying, preexisting intelligence).
IQ Tests (Validity)
A test’s ability to measure what it needs to; the accuracy of it. (i.e. An IQ test measures intelligence).
IQ Tests (Reliability)
A tests consistency over time/across different observations. (i.e. A test that produces similar results across multiple administrations).
“80th Percentile” (Percentile Rank)
Having scored better than 80% of test takers.
Approach/Approach
When a person understands that there are two desirable outcomes/goals when conflicted.
Avoidance/Avoidance
When a person has to choose between two undesirable goals/outcomes.
Approach/Avoidance
When a goal has both a desirable AND undesirable outcome.
The Hypothalamus
The part of the brain that regulates hunger, thirst, body temperature, etc; maintains homeostasis.
Ghrelin
The hormone that sends signals of hunger to the brain.
Leptin
The hormone that sends signals of fullness to the brain.
The Pituitary Gland
A part in the Endocrine System that releases hormones to control other glands.
Bulimia
A eating disorder characterized by consuming large amounts of food with little control, binge eating. Followed by extreme measures to avoid weight gain; purging (i.e. throwing up, fasting, misuse of laxatives).
Anorexia
A psychiatric disorder characterized by an extreme fear of weight gain, leading to severely low body weight, extreme food restrictions, distorted body image.
What happens due to sleep deprivation?
Cortisol
A hormone released during stressful moments which increases Ghrelin. (Explanation for why stress leads to eating more).
Drive Reduction Theory
The theory that people are motivated to reduce discomfort and return to balance (homeostasis).
The Biggest Motivators in Life
Sexy Time, Hunger, Thirst, Sleep
Goldilocks Principle
The principle stating that people are motivated most when a task is the right level of difficulty.
Homeostasis
The body’s tendency to maintain a stable internal state (balance).
Traits
A pattern of behavior of feeling/acting in a certain way; a characterization of a person.
Personality Inventory
À type of assessment designed to measure personality traits/behaviors.
Big 5 Personality Factors
Openness, Conscientiousness, Extraversion, Agreeableness, Neuroticism
Openness (O.C.E.A.N.)
The personality trait describing abstract thinking, curiosity. Those who score higher tend to be more imaginative and spontaneous, instead of being inflexible and close-minded.
Conscientiousness (O.C.E.A.N.)
The personality trait describing competence, order, planning, discipline. Those who score higher tend to be more organized and careful, instead of impulsive and disorganized
Extraversion (O.C.E.A.N.)
The personality trait describing sociability, outgoingness, excitement-seeking. Those who score higher tend to be more sociable and outgoing, instead of being reserved and thoughtful.
Agreeableness (O.C.E.A.N.)
The personality trait describing empathy, trustworthiness of others. Those who score high tend to be more trusting and helpful, instead of being skeptical, suspicious, or uncooperative.
Neuroticism (O.C.E.A.N.)
The personality trait describing emotional stability, tendency to have negative emotions. Those who score higher tend to be more anxious and pessimistic, instead of being calm and confident.
Factor Analysis
A statistical method use to simplify data by grouping related variables (i.e. crying & sadness grouped into depression).
GAS (General Adaption Syndrome)
The three-stage response the body undergoes under chronic stress. Alarm (flight or flight), Resistance (adaption), Exhaustion (Depletion).
GAD (General Anxiety Disorder).
A chronic mental condition characterized by excessive, uncontrollable worry about everyday life events for at least 6 months.
Top Down Processing
When your brain interprets info using prior knowledge.
Bottom-Up Processing
When your brain builds understanding starting with raw inputs (i.e. 4 legged animal = dog).
Raw Materials
Basic pieces of sensory information your brain receives from the environment (Bottom-Up Processing).
Classical Conditioning
The conditioning where two things are like together causing a trigger to create a response (UCR & UCS, CR & CS); acquisition.
Classical Conditioning: Unconditional Stimulus
A stimulus that naturally triggers a reaction (i.e. food).
Classical Conditioning: Unconditional Response
The automatic reaction to a UCS; a reflex.
Neutral Stimulus
Something that does not cause a response AT FIRST.
Classical Conditioning: Acquisition
When learning has occurred; NS and UCS are paired over and over (i.e. bell+ food).
Classical Conditioning: Conditional Stimulus
The former neutral stimulus that now triggers a response (post acquisition, discovered by Ivan Pavlov).
Classical Conditioning: Conditional Response
The learned response to the CS
Classical Conditioning: Generalization
Responding to similar stimuli in the same way (i.e. CS=7 so you flinch to other numbers)
Classical Conditioning: Discrimination
Learning to respond only to one specific stimulus (i.e. dog only views bell=food, not any other noise).
Classical Conditioning: Spontaneous Recovery
The sudden return of a previously extinct response (occurs after extinction, usually weaker).
Classical Conditioning: Extinction
The CR fading away when the CS is no longer paired with the UCS.
Classical Conditioning: Taste Aversion
Learning to avoid a food after getting sick from it.
Classical Conditioning: One-Trial Conditioning
Learning something after just ONE experience.
Classical Conditioning: Higher Order/Second Order Conditioning
When other things get in the environment get associated (i.e. bell+food=salivating, room light+bell=salivating).
Operant Conditioning
A learning process where behavior is shaped by consequences (developed B.F. Skinner).
Operant Conditioning: Reinforcement
Increases behavior/makes it likely to reoccur.
Operant Conditioning: Punishment
Decreases behavior/makes it less likely to occur.
Operant Conditioning: Law of Effect
Any behavior that is reinforced is likely to reoccur.
Operant Conditioning: Primary Reinforcer
Things that are naturally rewarding without having to learn them.
Operant Conditioning: Secondary Reinforcer
Things that become rewarding after being linked to something else (i.e. good grades = money).
Operant Conditioning: Token Economies
Any system that uses secondary reinforcers to modify behavior (i.e. 10 stickers = a prize).
Operant Conditioning: Positive Reinforcement
When stimulus is presented; responses may increase or decrease.
Operant Conditioning: Negative Reinforcement
When the stimulus is removed in order to increase behavior.
Schedules of Reinforcement
Rules for when behavior gets reinforced, different schedules = different behavior patterns.
Schedules of Reinforcement: Ratio
Behavior based on a number of responses (i.e. do it 5 times = a reward).
Schedules of Reinforcement: Interval
Behavior based on time passed (i.e. do it = reward after 10 minutes).
Schedules of Reinforcement: Fixed
When it is predictable, always the same (i.e. every 3rd click).
Schedules of Reinforcement: Variable
When it is unpredictable, changes often (i.e. ABOUT every 2-3 times).
Schedules of Reinforcement: Fixed Ratio
Reward after a SET number of responses (i.e. sell 5 shirts = a $50 bonus).
Schedules of Reinforcement: Variable Ratio
A reward after an unpredictable number of responses (i.e. gambling = money).
Schedules of Reinforcement: Fixed Interval
A reward after a set amount of time (i.e. every Sunday = allowance).
Schedules of Reinforcement: Variable Interval
A reward after varying amount of time (i.e. checking emails for college acceptances).
Observational Learning
Learning by others and imitating their actions, even without direct rewards or punishments (Coined by Albert Bandura).
Observational Learning: Modeling
The act of demonstrating a behavior that can be imitated by others.
Observational Learning: Mirror Neurons
Brain cells that fire when you perform an action AND observe someone else doing it.
Observational Learning: Reflexively Copying Actions
Automatically mimicking what you see, often without thinking.
Observational Learning: Nervous System Reactions
Watching someone’s actions can trigger physiological responses in your body.
Criticisms of Operant Conditioning: Achievement Motivation
An individual’s internal drive to excel, master skills, and achieve specific, challenging goals (intrinsic and extrinsic motivation).
Criticisms of Operant Conditioning: Intrinsic Motivation
Desire to perform a behavior for its own sake and to be effective, not for a reward.
Criticisms of Operant Conditioning: Extrinsic Motivation
A desire to perform a behavior due to promises rewards or threats of punishment.
Criticisms of Operant Conditioning: Over Justification Effect
Desired behavior or once enjoyable behavior is no longer enjoyable; reward diminishes desire.
Cognitive Maps
A mental representation humans use to understand, navigate, and structure their environments (i.e. learning the layout of your school).
Latent Learning
The process of acquiring new information/skill without immediate reinforcement or conscious effort (hidden learning).
Biological Preparedness
The concept that organisms are evolutionarily predisposed to learn some associations more readily than others.
Instinctive Drift
The tendency to abandon learned/conditioned behaviors in favor of natural, instinctual behaviors.
Encoding
One of the steps of memory where you get info into your system/brain.
Storage
One of the steps to memory where you PUT info somewhere.
Retrieval
One of the steps of memory where you bring info out of storage into consciousness.
Sensory Input
Involves the 5 senses, when raw information is entering your brain following external events; encoding.
Sensory Memory
The first stage of memory that holds the sensory inputs/raw information from your environments. It’s duration (how long the info stays in that system) is short and is often gone if you aren’t paying atttention.
Sensory Memory: Iconic Memory
A type of sensory memory for sight; holds a brief image (VERY short duration).
Sensory Memory: Echoic Memory
A type of sensory memory for sound; holds what you just hear (short duration but longer than iconic).