Topic 2.2 Thinking, Problem-Solving, Judgements, & Decision-Making

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18 Terms

1
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Cognition

All forms of awareness — percieving, remembering, imagining, judging, problem-solving

2
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Difference between a concept and a prototype

Concepts are mental categories to organize the world (ex: ball)

Prototypes are basic examples of a concept (ex: basketball) to illustrate the concept

3
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Schema

More complete frameworks to organize & interpret

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Difference between assimilation and accommodation

Assimilation is fitting new info into existing schemas

Accommodation is changing a schema to add new info

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Executive Functions

Cognitive processes that help carry out directed behavior & critical thinking (frontal lobe & prefrontal cortex)

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Algorithms

When someone tackles a problem step by step in a systematic way (Ex: searching one room at a time or to find a phone)

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Heuristics

A specific mental shortcut based on past experiences which can cause u to miss something

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Representative Heuristics

Involves making judgements based on how much something represents a stereotype

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Availability Heuristics

Involves making judgments based on how easily examples come to mind

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Mental Set

A cognitive framework relying on past experiences and successful strategies to solve new problems (different from schemas that organize info)

11
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Priming

Phenomenon where exposure to one stimulus influences how we respond to later stimulus (Ex: seeing food related items fills in blank for so_p)

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Repetition Priming

When exposed to specific stimulus repeatedly, it makes it easier to recognize the same or similar stimulus later

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Semantic Priming

Influence of one word on the interpretation of another, related word (Ex: doctor → nurse or hospital)

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Framing

How info is presented shaping our interpretation of it (Ex: food labels framed to look healthier)

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Difference between divergent thinking and convergent thinking

Divergent is many solutions to a problem which expands the option range

Convergent is narrowing down options for the best solutions

16
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Robert Sternberg’s five components to creativity

  1. Expertise → applying knowledge to innovation

  2. Imagination → thinking outside the box

  3. Intrinsic motive → drive for personal goals

  4. Creative environment → fosters creativity

  5. Functional fixedness → limiting creativity and only seeing traditional uses

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Gambler’s Fallacy

Assuming past events affect future probabilities (Ex: thinking that there is a higher chance to win after constantly losing)

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Sunk-cost Fallacy

Pursuing an action b/c there has been so much investment into it already even if it’s failing but don’t want it to feel like a waste