AP Psychology Memory and Sleep

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206 Terms

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Consciousness - our awareness of ourselves and our environment

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  1. Circadian Rhythm - the biological clock; regular bodily rhythms

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  1. Jet Lag - a temporary physiological condition that occurs when a person's

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circadian rhythm, or "internal clock", is out of sync with the time zone they are in

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  1. EEG patterns - are periodic rhythms recorded in the brain's electrical activity:

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alpha waves, beta waves, theta waves, and delta waves

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  1. NREM 1- ½ awake / ½ asleep

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  1. Hypnagogic sensations - occurs as you enter NREM 1 and is a sensation of

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impending threat, feelings of suffocation, and sensations of floating, spinning, or

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falling

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  1. NREM 2 - light sleep - associated with sleep talking
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  1. NREM 3 - Deep Sleep
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  1. Hormones for growth in children, Immune system refreshes itself
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  1. REM Sleep - (paradoxical sleep)rapid eye movement sleep; a recurring sleep
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stage during which vivid dreams commonly occur and body is immobilized

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  1. Rem Rebound - a phenomenon that occurs when a person experiences more

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rapid eye movement (REM) sleep than normal after a period of sleep deprivation

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or stress

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  1. Consolidation Dream Theory - the idea that sleep helps convert short-term
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memories into long-term memories by strengthening neural connections

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  1. Activation Synthesis Dream Theory - During the night our brain stem releases
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random neural activity, dreams may be a way to make sense of that activity.

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  1. Insomnia - Inability to fall asleep or stay asleep. Treatment include reduction of

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caffeine, set sleep schedule, etc

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  1. Narcolepsy - A disease marked by sudden & irresistible onsets of sleep during

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normal waking periods. Treatments include medication, changing sleep patterns,

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and introduction of naps during the day

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  1. Sleep Apnea - a sleep disorder characterized by temporary cessations of

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breathing during sleep and repeated momentary awakenings. Treatments include

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respiration machine

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  1. REM sleep behavior disorder - is a sleep disorder in which you physically and

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vocally act out vivid, often unpleasant dreams during REM sleep.

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  1. Somnambulism (sleep walking -a behavior disorder that originates during deep

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sleep and results in walking or performing other complex behaviors while still

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mostly asleep

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. Concept - Mental grouping of similar objects, events, ideas, or people. There

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are a variety of chairs but their common features define the concept of chair.

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  1. Prototype - mental image or best example of a category.

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  1. Schema - a concept or framework that organizes and interprets information.
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  1. Assimilation - the process of absorbing new information into an existing
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schema.

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  1. Accommodation - the process of adjusting old schemas or developing new
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ones to incorporate new information.

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  1. Algorithm - methodical, logical rules or procedures that guarantee solving a

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particular problem because it explores every possibility

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  1. Heuristic - simple thinking strategy that often allows us to make judgements

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and solve problems efficiently (rule of thumb)

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  1. Representative heuristic - when we judge how something represents, or

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matches, certain prototypes we have

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  1. Availability heuristic - likelihood of event based on their availability in

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memory

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  1. Mental Set - a tendency to approach a problem in one particular way, often a

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way that has been successful in the past

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  1. Priming - is a technique whereby exposure to one stimulus influences a

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response to a subsequent stimulus, without conscious guidance or intention

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  1. Framing - the way an issue is posed; how an issue is framed can significantly
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affect decisions and judgments

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  1. Functional Fixedness - Inability to perceive a new use for an object
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associated with a different purpose

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  1. Gambler's Fallacy - cognitive bias that occurs when individuals believe that
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the outcome of a random event is influenced by previous outcomes, even

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though each event is independent and has no bearing on future results.

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  1. Sunk Cost Fallacy - is a cognitive bias that causes people to continue
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investing in something even when it's no longer beneficial

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  1. Creativity - Ability to produce novel and valuable ideas (expertise,
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imagination, venturesome personality, intrinsic motivation, and creative

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environment)

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  1. Convergent thinking - narrows the available problem solutions to determine
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the single best solution

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  1. Divergent thinking -Thought process or method used to generate creative
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ideas by exploring many possible solutions.

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Memory - is learning that has continued over time

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  1. Implicit Memory- retention independent of conscious recollection; memories
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located in basal ganglia and cerebellum - Example: muscle memory, riding a

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bike, Remembering the words to a popular song after hearing the first few

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notes

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  1. Procedural memory - is the memory of how to do repetitive everyday tasks.
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Examples of procedural memories include riding a bike, tying a shoe, and

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driving a car

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  1. Explicit Memory - memory of facts and experiences that one can consciously
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know and "declare"

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  1. Episodic memories - The stories of our lives and experiences that we can
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recall and tell someone

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  1. Semantic memories - Impersonal memories that are not drawn from personal
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experience but rather from everyday, common kinds of knowledge ( Names of

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colors, states, facts)

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  1. Prospective Memory: Remembering to perform actions in the future.
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  1. Long-term Potentiation - an increase in a cell's firing potential after brief,
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rapid stimulation. Believed to be a neural basis for learning and memory.

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  1. Working Memory - a newer understanding of a short-term memory that
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focuses on conscious, active processing of incoming auditory and visual-

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spatial information, and of information retrieved from long-term memory

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  1. Phonological Loop - component of Working Memory responsible for
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processing and storing verbal and auditory information

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  1. Visuospatial Sketchpad - refers to our ability temporarily to hold visual and
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spatial information

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  1. Multi-store model - suggests our memories are processed through three
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distinct storage systems - sensory memory, short-term/working memory, and

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long-term memory.

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  1. Sensory memory - processing everything we sense (everything)

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