Psychology: Sensation, Perception, Learning, Cognition, and Intelligence

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Comprehensive vocabulary flashcards covering classical and operant conditioning, sensation and perception, visual processing, problem-solving heuristics, language development, and theories of intelligence.

69 Terms

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Learning

A long-lasting change in behaviour or mental state that comes from experience.

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Associative Learning

Connecting the dots or linking things when they happen together.

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Behaviourism (Historical View)

The view that psychology must study only observable actions and measures, rather than unobserved mental processes, grounded in the premise that universal processes and experience shape behaviour.

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Conditioned Aversions

Dislikes or fears that develop because a stimulus previously made you sick.

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Neutral Stimulus

A stimulus that initially does not trigger the targeted response.

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Unconditioned Stimulus (UCS)

A stimulus that naturally and automatically triggers a response without any prior learning.

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Conditioned Stimulus (CS)

A former neutral stimulus that has learned to trigger a response after conditioning.

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Unconditioned Response (UCR)

A natural, automatic reaction that does not require learning (for example, food triggering salivation).

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Conditioned Response (CR)

A learned reaction that develops after conditioning has occurred (for example, a bell triggering salivation).

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Acquisition

The phase in classical conditioning where the association between stimuli is learned.

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Extinction

The phase in conditioning during which the learned response weakens.

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Spontaneous Recovery

The phase in conditioning where an extinguished learned response returns.

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Generalization

Responding similarly to stimuli that are related or similar to the conditioned stimulus.

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Discrimination

Distinguishing between different stimuli so that the response is triggered only by the specific target stimulus.

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Habituation

A decrease in response that occurs because a stimulus is repeatedly presented with no consequences.

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Thorndike's Law of Effect

Principle stating that behaviours followed by positive consequences (++\text{ outcomes}) are repeated, while behaviours followed by negative consequences (−-\text{ outcomes}) stop.

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Operant Conditioning

A learning method developed by B. F. Skinner where behaviour is learned through consequences.

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Positive Reinforcement

Adding desirable stimuli to increase the frequency of a behaviour.

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Negative Reinforcement

Removing unpleasant or bad stimuli to increase the frequency of a behaviour.

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Positive Punishment

Adding unpleasant or bad stimuli to decrease the frequency of a behaviour.

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Negative Punishment

Removing desirable or good stimuli to decrease the frequency of a behaviour.

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Continuous Reinforcement

A reinforcement schedule where every instance of the desired behaviour is reinforced.

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Intermittent (Partial) Reinforcement

Reinforcing the desired behaviour periodically rather than every time, creating a casino effect where the timing of rewards is unpredictable.

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Fixed Ratio Schedule

A schedule of reinforcement where a reward is delivered after a set number of actions.

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Variable Ratio Schedule

A schedule of reinforcement where a reward is delivered after a random or unpredictable number of actions.

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Fixed Interval Schedule

A schedule of reinforcement where a reward is delivered after a set amount of time passes.

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Variable Interval Schedule

A schedule of reinforcement where a reward is delivered after a random amount of time passes.

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Observable Learning

Watching someone try or do something to see if they get rewarded or punished and acting accordingly; requires attention, retention, reproduction, and motivation.

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Sensation

The detection of raw signals and physical energy emitted by physical objects.

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Sense Receptors

Specialized cells that convert physical energy into electrical energy (nerve impulses) transmitted to the brain.

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Transduction

The conversion of physical energy into electrical nerve impulses sent to the brain by sense receptors.

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Absolute Threshold

The minimum stimulus energy needed for detecting the presence of a stimulus.

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Just Noticeable Difference (JND)

The minimal change in a stimulus required for detecting a change in that stimulus.

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Weber Fraction

The variation in JND fraction that measures sensitivity to relative changes in a stimulus; a smaller fraction indicates higher precision, while a larger fraction indicates lower precision.

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Perception

The brain's input process of organizing and interpreting sensory information.

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Bottom-up Processing

Processing driven by raw sensory data that builds an interpretation piece by piece when the end result is unknown.

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Top-down Processing

Processing driven by perceptual set, expectation, or previous knowledge that starts in the brain and shapes incoming sensory information.

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Dual Process Theory (Vision)

A two-stage visual model where Stage One uses the trichromatic principle in retinal cones (blue, green, red) to capture incoming wavelengths, and Stage Two uses the opponent-process principle through paired channels (blue/yellow, green/red, white/black) in neural pathways before reaching the brain.

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Interposition

A monocular depth cue where an overlapping object positioned on top is perceived as closer.

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Linear Perspective

A monocular depth cue where objects appearing smaller are perceived as being further away.

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Relative Size

A monocular depth cue involving parallel lines that grow closer as distance increases.

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Texture Gradient

A monocular depth cue where visual details appear distinct and sharp up close but blurry far away.

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Motion Parallax

A monocular depth cue where moving distance causes closer objects to appear to move more rapidly.

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Binocular Disparity

A binocular depth cue where perceived movement and depth occur because the two eyes receive slightly different images.

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Convergence

A binocular cue involving two eyes working together, providing depth feedback from ocular muscle movement.

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Synesthesia

A sensory crossover condition where stimulation of one sense evokes another (for example, the sound of a musical note smelling like oranges).

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Perceptual Set

A habitual way of perceiving based on previous experience, exposure, needs, beliefs, or emotions.

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Cognition

The mental processes involved in acquiring, storing, and retrieving information.

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Prototype

The ideal or most typical example representing a concept (for example, a hammer as a tool).

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Exemplars

Specific, individual examples of a concept stored directly in memory (for example, a neighbour's dog).

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Availability Heuristic

A mental shortcut where decisions are made based on information that comes to mind easily.

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Representative Heuristic

A mental shortcut where judgment is based on how closely an item matches an existing prototype.

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Framing

The influence on decision-making caused by the specific wording, presentation, or context of information.

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Anchoring

A cognitive phenomenon where the first piece of information encountered becomes an anchor or reference point for subsequent judgment.

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Algorithm

A problem-solving method utilizing step-by-step rules that guarantee the correct answer.

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Functional Fixedness

A brain trap characterized by seeing objects only in terms of their usual or customary function.

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Mental Set

A brain trap involving persisting with familiar problem-solving strategies even when better alternatives exist.

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Divergent Thinking

A key component of creativity characterized by producing many possible ideas, answers, or solutions.

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Morpheme

The smallest unit of meaning in language, including free morphemes (stand-alone words) and bound morphemes (prefixes and suffixes).

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Overregulation

Applying grammatical rules too broadly to words that are irregular exceptions (such as saying 'goed' for 'went' or 'mouses' for 'mice').

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Holophrases

Single words uttered between 10 to 13 months that express an entire sentence (for example, saying 'milk').

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Telegraphic Speech

A two-word language stage containing only essential words without extra grammar (for example, 'mommy go' or 'want cookie').

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Intelligence Quotient (IQ)

A score derived from standardized testing quantified by the formula: IQ=mental agechronological age×100\text{IQ} = \frac{\text{mental age}}{\text{chronological age}} \times 100.

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Test Reliability

The characteristic of an intelligence test that produces consistent and constant scores over time.

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Test Validity

The characteristic of an intelligence test indicating that it genuinely measures what it claims to measure.

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Spearman's General Intelligence (g)

The theory that a single underlying general intelligence factor (gg) influences performance across many different tasks.

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Sternberg's Triarchic Theory

A model defining intelligence across three components: Analytical (problem solving), Creative (using experience to generate insight), and Practical (handling real-life situations).

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Savant Syndrome

An exceptional form of intelligence where an individual displays extraordinary skills in a specific area despite having limitations in others.

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Chitling Test

An intelligence assessment designed to demonstrate cultural bias in standardized intelligence testing.