thinking, problem solving, judgements, and decision making

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27 Terms

1
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concepts

ideas that represent a class or category of objects, events, or activities

2
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formal concepts

concept defined by specific rules or features

ex. a square has four sides and four right angles

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natural concepts

concepts that people form as the result of experiences with concepts

ex. vehicles: cars, buses, bobsleds

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prototype

a concept that closely matches the defining characteristics of a concept

people with different experiences have different prototypes

ex. a fruit: apple

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schemas

mental generalizations about objects, places, events, and people

ex. movies, popcorn, candy

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scripts

schema that involves a familiar sequence of activities

7
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assimilation

individuals incorporate new ideas into existing schemas

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accommodation

individuals adjust their existing schemas or create new ones to incorporate new information

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mechanical solution

trial and error

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algorithm

specific, step by step procedures for solving certain types of problems

ex. math equations

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heuristic

“rule of thumb”, guess based on prior experiences

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representativeness heuristic

assumes that any object or person that shares characteristics with other things in a category, then it is part of that group

stereotyping

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availability heuristic

estimation of frequency based on how easy it is to remember

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working backward heuristic

starting at the endpoint and working towards the beginning

this helps create subgoals that are more manageable problems to solve

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insight

solution suddenly comes to mind, based on reorganization of information

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mental set

the tendency for people to persist in using problem-solving patterns that have worked for them in the past

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priming

exposure to one stimulus influences a response to a subsequent stimulus, without conscious guidance or attention

ex. when you say salt, people thing pepper

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framing

the way questions or problems are presented changes the person’s view or reaction

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gambler’s fallacy

mistaken belief that the outcome of a random event is influenced by past events

people think if something hasn’t happened to them recently, its more likely to happen now

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sunk cost fallacy

when someone continues to invent time, money, and effort into something, even if it is no longer beneficial because they have already invested significantly in it

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executive functions

high level mental skills that enable goal oriented behavior

problem solving, decision making

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problem solving

using our thoughts to reach a goal

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decision making

identifying, evaluating, and choosing among several alternatives

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creativity

solving problems by combining behavior or ideas in a new way

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divergent thinking

starting from one point and coming up with as many possibilities or ideas as possible

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convergent thinking

assumes that one single answer exists for the problem

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functional fixedness

thinking about objects only in terms of their typical uses