Introductory Psychology: Memory, Learning and Conditioning, Motivation, and Cognition

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Vocabulary practice flashcards covering core concepts in Memory, Classical and Operant Conditioning, Motivation and Needs, and Cognitive Problem Solving.

Last updated 12:36 PM on 10/15/26
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68 Terms

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Memory

The capacity to encode (record), store, and retrieve information over time.

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Sensory Memory

A memory stage with a momentary duration where physical sensory information must be converted to another form or it is lost forever.

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Short-Term Memory

A memory store lasting 1515 to 2525 seconds with a storage capacity of about 55 to 99 meaningful units, where information decays or is bumped out unless rehearsed.

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Chunk

A meaningful grouping or unit of information that can be held and processed in short-term memory.

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Long-Term Memory

The relatively permanent storage system for information that has filtered through sensory and short-term memory.

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Procedural Memory

A category of long-term memory dedicated to how to perform motor acts and physical actions, such as walking, riding a bicycle, or buttoning a shirt.

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Declarative Memory

A major category of long-term memory for factual information, divided into semantic memory and episodic memory.

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Semantic Memory

A subdivision of declarative memory that stores general facts, concepts, and objective information, such as the current U.S. President or whose portrait is on the \\$50 bill.

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Episodic Memory

A subdivision of declarative memory for personal life events, biographical occurrences, and first-hand experiences, such as a first date, a recent birthday, or moving-in day.

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Levels of Processing Theory

A theoretical model proposing that the depth at which material is initially perceived and analyzed determines how effectively it will be recalled.

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Elaborative Rehearsal

A deep level of processing where incoming information is analyzed, integrated, and organized in terms of its underlying meaning rather than sensory features.

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Reconstructive Memory

The phenomenon whereby memory is encoded and recalled as dynamic mental representations rather than verbatim copies of original experiences.

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Schema

A theoretical memory structure composed of an organized cluster of knowledge and associations about a specific topic that guides encoding, interpretation, and retrieval.

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Serial Position Effect

A retrieval pattern where the recall of items in an ordered sequence depends on their list position, demonstrating superior memory for initial (primacy effect) and terminal (recency effect) items.

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Decay Theory

A hypothesis that forgetting occurs simply due to the passage of time leading to the erosion of physiological memory traces.

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Proactive Interference

A mechanism of forgetting wherein previously stored or older information impairs the ability to encode or retrieve newly acquired information.

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Retroactive Interference

A mechanism of forgetting wherein newly acquired information disrupts the retrieval of older, previously stored material.

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<p>Encoding Failure</p>

Encoding Failure

Forgetting that results from material never having been sufficiently attended to or converted into a stored long-term memory representation in the first place, such as failing to identify the correct lowercase 'g'.

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Learning

A relatively permanent change in behavior brought about by experience.

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Stimulus

A physical aspect of the external environment capable of exciting an organism's sensory organs, such as visual, auditory, or tactile input.

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Response

An overt behavioral act or physical movement produced by an organism.

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S-R Connectionism

The theoretical perspective that learning consists of forming connections between the perception of environmental stimuli (SS) and the execution of specific responses (RR).

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<p>Classical Conditioning</p>

Classical Conditioning

A learning paradigm formulated by Ivan Pavlov based on stimulus substitution, wherein an unconditioned stimulus is paired with a neutral stimulus until that stimulus elicits an involuntary response.

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Unconditioned Stimulus (UCS)

A stimulus (such as meat powder) that naturally and automatically triggers an unconditioned physiological response without prior learning.

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Unconditioned Response (UCR)

An automatic, unlearned, and involuntary physiological reaction (such as salivation) produced by an unconditioned stimulus.

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Conditioned Stimulus (CS)

A previously neutral stimulus (such as the sound of a bell) that comes to trigger an involuntary response after being repeatedly associated with an unconditioned stimulus.

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Conditioned Response (CR)

A learned physiological reaction (such as salivation) elicited by a conditioned stimulus alone following classical conditioning.

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Stimulus Generalization

The tendency for stimuli that resemble the original conditioned stimulus to evoke the conditioned response, as demonstrated in Watson & Rayner's 1920 Little Albert experiment.

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Stimulus Discrimination

The capacity to distinguish between the conditioned stimulus and other distinct stimuli that are not paired with the unconditioned stimulus.

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Extinction

The gradual diminution and elimination of a conditioned response when a conditioned stimulus is repeatedly presented in the absence of the unconditioned stimulus.

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Systematic Desensitization

A counter-conditioning behavioral technique introduced by Mary Cover Jones (1924) with Little Peter to eliminate conditioned phobic responses by pairing the feared item with positive, incompatible stimuli.

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Operant Conditioning

A form of learning associated with B. F. Skinner where organisms operate on their environment, emitting voluntary behaviors that are governed by their subsequent consequences.

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Skinner Box

An experimental chamber in which an animal emits a voluntary operant response (such as pressing a lever) to produce a reinforcing consequence, such as the delivery of a food pellet.

<p>An experimental chamber in which an animal emits a voluntary operant response (such as pressing a lever) to produce a reinforcing consequence, such as the delivery of a food pellet.</p>
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Reinforcer

Any environmental consequence or stimulus that increases the probability that the response immediately preceding it will be repeated.

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Positive Reinforcer

A desirable stimulus whose presentation following a target response increases the likelihood that the target behavior will occur again.

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Negative Reinforcer

An aversive or unpleasant stimulus whose removal or termination following a target response increases the likelihood that the target behavior will occur again.

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Punishment

An aversive environmental consequence that decreases the probability that the behavior preceding it will be repeated.

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Positive Punisher

An aversive stimulus whose presentation following an undesired behavior results in a decrease in the frequency of that behavior.

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Negative Punisher

The termination or removal of a desired stimulus following an undesired behavior, resulting in a decrease in the frequency of that behavior.

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Fixed-Ratio Schedule

An operant reinforcement schedule in which a reward is delivered only after a specific, invariable number of correct responses are emitted (such as a vending machine).

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Variable-Ratio Schedule

An operant reinforcement schedule in which a reward is delivered after an unpredictable, varying number of responses (such as a slot machine).

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Fixed-Interval Schedule

An operant reinforcement schedule where the first response is rewarded only after a constant, designated period of time has elapsed (such as a scheduled paycheck).

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Variable-Interval Schedule

An operant reinforcement schedule where a response is rewarded following unpredictable, changing durations of time (such as incoming text messages).

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Discriminative Stimulus (SDS^D)

An antecedent environmental cue that indicates whether a specific response contingency (SD→R→SS^D \rightarrow R \rightarrow S) is in effect, signaling whether a behavior will result in reinforcement or punishment.

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Latent Learning

A form of learning that occurs without obvious environmental reinforcement or overt behavioral changes until an incentive arises to demonstrate it.

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Cognitive Map

A mental spatial representation of one's environment acquired through latent exploration without direct reinforcement.

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Observational Learning

A cognitive-social process wherein an individual acquires behaviors and expectations by watching models rather than through direct trial-and-error experience.

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Vicarious Reinforcement

An increase in an observer's likelihood of emitting a response after witnessing a model receive reinforcement for that same behavior.

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Motivation

The internal and external factors that direct, energize, and sustain behavior, accounting for variations in actions across individuals and time.

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Primary Needs

Innate biological requirements essential for physical survival and well-being, such as food, water, air, and pain avoidance.

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Secondary Needs

Acquired psychological desires that derive from primary drives or stem from psychological experiences, such as needs for money, power, and achievement.

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Maslow's Hierarchy of Needs

Abraham Maslow's pyramid framework proposing that human needs must be satisfied in a fixed sequential order, starting from base physiological and safety needs up to belonging, esteem, and self-actualization.

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Motives

Cognitions with emotional overtones organized around preferred experiences and goals that are pushed by internal needs and pulled by environmental incentives.

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Need for Achievement

A stable, learned psychological need where personal gratification is derived from striving for and meeting a high standard of excellence.

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Need for Power

A learned psychological motivation centered on having an interest in controlling, dominating, or influencing other people.

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Need for Affiliation

A learned psychological motive defined by an ongoing interest in establishing, maintaining, and restoring warm personal relationships with others.

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Projective Test

A psychological assessment tool requiring subjects to describe ambiguous stimuli, thereby projecting their underlying personality traits, unconscious desires, and motives.

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<p>Thematic Apperception Test (TAT)</p>

Thematic Apperception Test (TAT)

A projective test in which an individual creates a narrative about an ambiguous picture (describing what led up to it, what characters feel, and the final outcome) to reveal personal motivations.

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Cognition

The collective higher mental processes by which humans perceive the world, process information, make judgments and decisions, and communicate knowledge.

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Deductive Reasoning

A top-down process of formal logic, such as syllogistic reasoning, wherein specific conclusions are drawn from a set of established general premises.

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Algorithm

A systematic, invariant problem-solving procedure or set of rules that is guaranteed to produce an accurate solution when properly executed.

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Heuristic

A rule of thumb or mental shortcut that economizes cognitive time and effort and increases the likelihood of finding a solution, though it does not ensure correctness.

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Representativeness Heuristic

A cognitive heuristic where people evaluate the likelihood of an entity belonging to a certain category by how closely it matches their prototype or known concept.

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Availability Heuristic

A judgment shortcut in which the estimated frequency or risk of an event is based on the cognitive ease with which relevant examples come to mind.

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Base-Rate Fallacy

A logical error wherein people neglect statistical base-rate frequencies in favor of dramatic, representative, or readily available information.

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Insight

A sudden awareness of key relationships among problem components that generates a correct solution without stepwise deduction.

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Functional Fixedness

A cognitive impediment to problem solving wherein an individual can only conceptualize an object in terms of its standard, customary function.

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Mental Set

The tendency to persist in utilizing an established problem-solving strategy simply because it has succeeded in the past, even when it is no longer optimal or effective.