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Developmental Psychology
The study of how people grow and change physically, mentally, and socially throughout life.
Nature vs Nurture
Nature is what you're born with (genes); nurture is what happens from experience and environment.
Continuity vs Stages
Continuity means gradual growth; stages are big leaps of change.
Stability and Change
Some traits stay constant while others evolve as we age.
Longitudinal Research
Studying the same individuals over many years.
Cross-Sectional Research
Studying people of different ages at one time.
Teratogens
Harmful substances that can damage a developing baby before birth.
Prenatal Development
Growth before birth: zygote → embryo → fetus.
Maturation
Natural growth that occurs when the body is ready.
Reflexes
Automatic newborn responses that help survival.
Rooting Reflex
Newborn turns head toward touch to find food.
Fine Motor Coordination
Small, precise movements using fingers and hands.
Gross Motor Coordination
Large body movements using big muscles.
Sensitive Period
Best time to learn something easily, though not the only time.
Visual Cliff
Experiment showing infants' depth perception.
Puberty
The stage when the body matures and becomes capable of reproduction.
Adolescent Growth Spurt
Rapid increase in height and weight during puberty.
Menopause
End of menstrual cycles and fertility in women.
Sex
Biological traits defining male, female, or intersex.
Gender
A person's identity and experience shaped by culture and personality, not biology.
Gender Roles
Society's expectations for how each gender "should" behave.
Gender Typing
Children adopting traits and behaviors matching gender roles.
Sexual Orientation
Who someone is romantically or physically attracted to.
Ecological Systems Theory
Explains development through nested environments: micro-, meso-, exo-, macro-, and chronosystem.
Authoritarian Parenting
Strict, controlling style valuing obedience over warmth.
Authoritative Parenting
Firm but understanding style combining warmth with rules.
Permissive Parenting
Loving but lenient style with few rules or boundaries.
Temperament
A person's natural emotional style or typical mood.
Imprinting
Forming a strong bond with the first thing seen after birth.
Contact Comfort
Need for touch and closeness to feel secure.
Separation Anxiety
Distress when a child is away from a caregiver.
Attachment Styles
Patterns of bonding based on early caregiver experiences.
Secure Attachment
Healthy bond built on trust and consistent care.
Avoidant Attachment
Distant style due to unresponsive caregivers.
Anxious Attachment
Clingy, worried style fearing abandonment.
Disorganized Attachment
Fearful mix of approach and avoidance from inconsistent care.
Adverse Childhood Experiences
Negative childhood events that harm long-term health.
Social Clock
Cultural "schedule" for life milestones.
Emerging Adulthood
Transition period (18-25) for exploring identity and independence.
Adolescent Egocentrism
Belief that one's thoughts and experiences are unique.
Imaginary Audience
Feeling that others are always watching and judging you.
Personal Fable
Thinking one's experiences are special or misunderstood.
Possible Selves
Images of who you could become in the future.
Social Identity
Part of identity based on belonging to groups.
Identity Diffusion
Lack of direction or commitment to goals.
Identity Foreclosure
Accepting others' beliefs without self-exploration.
Identity Moratorium
Exploring options but not yet deciding.
Identity Achievement
Choosing commitments after exploration.
Jean Piaget
Psychologist who studied children's stages of thinking.
Schemas
Mental frameworks for organizing information.
Assimilation
Adding new information to existing schemas.
Accommodation
Changing schemas to fit new information.
Sensorimotor Stage
Babies learn through senses and actions.
Object Permanence
Knowing things exist even when unseen.
Preoperational Stage
Children use symbols and imagination but lack logic.
Pretend Play
Imaginative acting out of roles or stories.
Parallel Play
Toddlers playing side-by-side without interacting.
Animism
Belief that objects have feelings or thoughts.
Egocentrism
Inability to see another's point of view.
Theory of Mind
Understanding that others have their own thoughts.
Concrete Operational Stage
Logical thinking about real objects and events.
Conservation
Understanding quantity stays the same despite appearance.
Reversibility
Knowing actions can be undone.
Formal Operational Stage
Ability for abstract, hypothetical thinking.
Lev Vygotsky
Theorist emphasizing social interaction in learning.
Scaffolding
Support that helps learning and gradually fades.
Zone of Proximal Development
Tasks a learner can do with help but not alone.
Crystallized Intelligence
Knowledge gained from experience; grows with age.
Fluid Intelligence
Quick, flexible problem-solving that declines with age.
Dementia
Decline in memory and thinking due to brain damage.
Language
System of communication using words and rules.
Critical Period
Time when language learning happens most easily.
Phonemes
Smallest sounds that change meaning.
Morphemes
Smallest meaningful units of language.
Semantics
Meaning of words and sentences.
Grammar
Rules for how words work together.
Syntax
Word order and sentence structure.
Cooing
Babies making vowel-like sounds.
Babbling Stage
Repeating consonant-vowel patterns like "ba-ba."
One-Word Stage
Using single words to express full ideas.
Two-Word Stage
Combining two words into simple phrases.
Overgeneralization
Applying grammar rules too widely.
Nonverbal Manual Gestures
Using movements or facial expressions to communicate.
Unconditioned stimuli
An event or thing that automatically and naturally triggers a response without any prior learning.
Unconditioned response
An involuntary, automatic, and un learned reaction to a stimulus
Conditioned response
An automatic response established by training to an ordinary neutral stimuls
Conditioned stimuli
An initially neutral stimulus that, after being repeatedly paired with an unconditioned stimulus, comes to encode a response of its own.
Fixed interval
You get a reward after a set amount of time passes.
Variable interval
You get a reward after random amount of time passes
Fixed ratio
You get a reward after a set of number of actions
Variable ratio
You get a reward after a number of actions