psych 101 unit 2 pt 1

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Last updated 5:22 AM on 3/17/26
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69 Terms

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Cognition

The mental processes involved in acquiring, storing, transforming, and using knowledge.

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Thinking

The mental manipulation of representations to understand the world, solve problems, and make decisions.

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Mental representation

An internal way the mind stores or depicts information about objects, ideas, events, or relationships.

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Analogical representation

A mental representation that physically resembles the object it represents in some way.

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Symbolic representation

An abstract mental representation, such as a word or concept, that does not physically resemble what it represents.

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Concept

A mental category or class that groups related items, events, ideas, or people.

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Category

A group of objects or ideas that share common properties.

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Categorization

The process of grouping things based on shared features or characteristics.

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Prototype model

A model of concepts in which people compare items to the best or most typical example of a category.

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Prototype

The most typical or best example of a category.

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Exemplar model

A model of concepts in which people classify objects by comparing them with many stored examples from experience.

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Exemplar

A specific remembered instance of a category.

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Well-defined concept

A concept with clear, fixed boundaries and defining features.

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Fuzzy concept

A concept with unclear or flexible boundaries that may vary by context.

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Schema

A mental framework that organizes useful knowledge about objects, situations, roles, or events.

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Script

A type of schema that describes the typical sequence of actions in a familiar situation.

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Stereotype

An oversimplified schema or generalized belief about a group of people.

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Gender roles

Culturally prescribed behaviors, attitudes, and expectations associated with males and females.

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Mental model

A mental representation of a system or process that helps people describe, explain, and predict how it works.

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Decision making

The process of selecting among alternatives.

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Problem solving

The process of overcoming obstacles to move from a current state to a desired goal state.

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Algorithm

A step-by-step method that guarantees a solution if followed correctly.

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Heuristic

A mental shortcut or rule of thumb that is efficient and quick but not guaranteed to be correct.

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Insight

A sudden realization of a problem’s solution, often experienced as an "aha" moment.

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Selective encoding

The process of identifying relevant information and ignoring irrelevant information in a problem.

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Selective combination

The process of putting together relevant pieces of information in a useful way to solve a problem.

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Selective comparison

The process of relating new information to previously known information, often by analogy.

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Fixation

The inability to see a problem from a fresh perspective.

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Functional fixedness

A type of fixation in which an object is seen only in terms of its usual function.

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Confirmation bias

The tendency to search for, notice, and remember information that supports existing beliefs while ignoring contradictory evidence.

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Hindsight bias

The tendency to believe after an event occurs that one "knew it all along."

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Overconfidence effect

The tendency to overestimate the accuracy of one’s judgments or beliefs.

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Anchor

A reference point used as a starting value in judgment or decision making.

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Anchoring

The tendency to rely too heavily on the first piece of information encountered when making judgments.

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Framing

The way a choice or piece of information is presented, which can influence decision making.

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Loss aversion

The tendency for losses to have a greater psychological impact than equivalent gains.

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Availability heuristic

The tendency to judge the likelihood or frequency of something based on how easily examples come to mind.

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Representativeness heuristic

The tendency to judge how likely something is to belong to a category based on how much it resembles the prototype of that category.

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Base rate

The actual frequency of an event or category in the overall population.

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Base rate fallacy

The tendency to ignore base rate information and focus instead on specific but less relevant details.

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Gambler's fallacy

The mistaken belief that past random events make opposite outcomes more likely in future random events.

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Order effects

The influence that the sequence of presented information has on judgments or decisions.

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Integral emotions

Emotions that are directly caused by and relevant to the decision being made.

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Incidental emotions

Emotions that are unrelated to the current decision but still influence it.

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Affective forecasting

The process of predicting how one will feel in the future after an event or decision.

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Endowment effect

The tendency to value something more highly simply because one owns it.

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Opt-in system

A system in which people must actively choose to participate.

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Opt-out system

A system in which people are automatically included unless they choose not to participate.

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Reasoning

The process of drawing conclusions or making judgments based on information.

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Heuristic thinking

Fast, efficient thinking that uses mental shortcuts rather than thorough analysis.

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Rational decision model

The idea that people make decisions by carefully comparing alternatives and choosing the best one.

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Risk analysis

The evaluation of possible losses, gains, and probabilities when making a decision.

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Recency effect

A tendency to remember or be influenced more by the most recently presented information.

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Conceptual thinking

The process of organizing and using abstract categories and concepts to understand the world.

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Typicality

The degree to which a member of a category matches the prototype of that category.

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Semantic memory

A long-term store of general knowledge, facts, meanings, and concepts.

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Analogy

A comparison between two things based on a similar relationship or structure.

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Problem space

The set of possible steps, strategies, and outcomes available when solving a problem.

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Current state

The situation a person is in at the beginning of problem solving.

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Goal state

The desired outcome or end point in problem solving.

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Means-end analysis

A problem-solving strategy that focuses on reducing the difference between the current state and the goal state.

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Trial and error

A problem-solving method that involves trying different solutions until one works.

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Mental set

A tendency to approach a problem in a way that has worked before, even when a new approach is needed.

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Default option

The choice that takes effect automatically if a person does not actively choose otherwise.

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Bias

A systematic tendency to think, judge, or decide in a way that departs from logic or objectivity.

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Courtroom script

A learned sequence of expected behaviors and events in a courtroom setting.

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Prototype fruit effect

The idea that some category members, like oranges for fruit, seem more representative than others.

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Mood-congruent judgment

The tendency for current mood to influence judgments in a way that matches that mood.

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Adaptation

The process by which emotional reactions lessen over time as people adjust to new circumstances.

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