THE BEST AP PSYCHOLOGY CRAM SHEET

History and Approaches (2-4%)

  • Psychology is derived from physiology (biology) and philosophy

  • EARLY APPROACHES

    • Structuralism – used INTROSPECTION (act of looking inward to examine mental experience) to determine the underlying STRUCTURES of the mind

    • Functionalism – need to analyze the PURPOSE of behavior

  • APPROACHES KEY WORDS

    • Evolutionary – Genes

    • Humanistic – free will, choice, ideal, actualization

    • Biological – Brain, NTs

    • Cognitive – Perceptions, thoughts

    • Behavioral – learned, reinforced

    • Psychoanalytic/dynamic – unconscious, childhood

    • Sociocultural – society

    • Biopsychosocial – combo of above

  • PEOPLE:

    • Mary Calkins: First Fem. Pres. of APA

    • Charles Darwin: Natural selection & evolution

    • Dorothea Dix: Reformed mental institutions in U.S.

    • Stanley Hall: 1st pres. of APA 1st journal

    • William James: Father of American Psychology – functionalist

    • Wilhem Wundt: Father of Modern Psychology – structuralist

    • Margaret Floy Washburn – 1st fem. PhD

    • Christine Ladd Franklin – 1st fem.

Research Methods (8-10%)

  • EXPERIMENT:

    • Adv: researcher controls variables to establish cause and effect

    • Disadv: difficult to generalize

    • Independent Variable: manipulated by the researcher

      • Experimental Group: received the treatment (part of the IV)

      • Control Group: placebo, baseline (part of the IV)

      • Placebo Effect: show behaviors associated with the exp. group when having received placebo

      • Double-Blind: Exp. where neither the participant or the experimenter are aware of which condition people are assigned to

    • Dependent Variable: measured variable (is DEPENDENT on the independent variable)

  • Operational Definition: clear, precise, typically quantifiable definition of your variables – allows replication

  • Confound: error/ flaw in study

  • Random Assignment: assigns participants to either control or experimental group at random – minimizes bias, increase chance of equal representation

  • Random Sample: method for choosing participants – minimizes bias

  • Validity: accurate results

  • Reliability: same results every time

  • NATURALISTIC OBSERVATION:

    • Adv: real world validity (observe people in their own setting)

    • Disadv: No cause and effect

  • CORRELATION:

    • Adv: identify relationship between two variables

    • Disadv: No cause and effect (CORRELATION DOES NOT EQUAL CAUSATION)

      • Positive Correlation – Variables vary in the same direction

      • Negative Correlation – variables vary in opposite directions

      • The stronger the # the stronger the relationship REGARDLESS of the pos/neg sign

  • CASE STUDY:

    • Adv. Studies ONE person (usually) in great detail – lots of info

    • Disadv: No cause and effect

  • DESCRIPTIVE STATS: shape of the data

    • Measures of Central Tendency:

      • Mean: Average (use in normal distribution)

      • Median: Middle # (use in skewed distribution)

      • Mode: occurs most often

  • INFERENTIAL STATISTICS: establishes significance (meaningfulness)

    • Significant results = NOT due to chance

  • ETHICAL GUIDELINES (APA)

    • Confidentiality

    • Informed Consent

    • Debriefing

    • Deception must be warranted

Biological Basis (8-10%)

  • Sensory neurons – receive signals

  • A ferent neurons – Accept signals

  • Motor neurons – send signals

  • Efferent neurons – signal Exits

  • NEURON: Basic cell of the NS

    • Dendrites: Receive incoming signal

    • Soma: Cell body (includes nucleus)

    • Axon: AP travels down this

    • Myelin Sheath: speeds up signal down axon

    • Terminals: release NTs – send signal onto next neuron

    • Synapse: gap b/w neurons

  • Action Potential: movement of sodium and potassium ions across a membrane sends an electrical charge down the axon

    • All or none law: stimulus must trigger the AP past its threshold, but does not increase the intensity of the response (flush the toilet)

    • Refractory period: neuron must rest and reset before it can send another AP (toilet resets)

  • CENTRAL NS: Brain and spinal cord

  • PERIPHERAL NS: Rest of the NS

    • Somatic NS: Voluntary movement

    • Autonomic NS: Involuntary (heart, lungs, etc)

      • Sympathetic NS: Arouses the body for fight/flight (generally activates)

      • Parasympathetic NS: established homeostasis after a sympathetic response (generally inhibits)

  • NEUROTRANSMITTERS (NTS): Chemicals released in synaptic gap, received by neurons

    • GABA: Major inhibitory NT

    • Glutamate: Major Excitatory NT

    • Dopamine: Reward & movement

    • Serotonin: Moods and emotion

    • Acetylcholine (ACh): Memory

    • Epinephrine & Norepinephrine: sympathetic NS arousal

    • Endorphins: pain control, happiness

    • Oxytocin: love and bonding

  • Agonist: drug that mimics a NT

  • Antagonist: drug that blocks a NT

  • Reuptake: Unused NTs are taken back up into the sending neuron. SSRIs (selective serotonin reuptake inhibitors) block reuptake – treatment for depression

  • AREAS OF THE BRAIN:

    • Hindbrain: oldest part of the brain

      • Cerebellum – movement (what does it take to ring a bell)

      • Medulla – vital organs (HR, BP)

      • Pons – sleep/arousal (Ponzzzzzz)

    • Midbrain

      • Reticular formation: attention (if you can’t pay attention, You R F’d)

    • Forebrain: higher thought processes

      • Limbic System

        • Amygdala: emotions, fear (Amy, da! You’re so emotional!)

        • Hippocampus: memory (if you saw a hippo on campus you’d remember it!)

      • Thalamus: relay center

      • Hypothalamus: Reward/pleasure center, eating behaviors

      • Broca’s Area: Inability to produce speech (Broca – Broken speech)

      • Wernicke’s Area: Inability to comprehend speech (Wernicke’s what?)

      • Cerebral Cortex: outer portion of the brain – higher order thought processes

        • Occipital Lobe: located in the back of the head - vision

        • Frontal Lobe: decision making, planning, judgment, movement, personality

        • Parietal Lobe: located on the top of the head - sensations

        • Temporal Lobe: located on the sides of the head (temples) – hearing and face recognition

        • Somatosensory Cortex: map of our sensory receptors –in parietal lobe

        • Motor Cortex: map of our motor receptors – located in frontal lobe

      • Corpus Callosum: bundle of nerves that connects the 2 hemispheres – sometimes severed in patients with severe seizures – leads to “split-brain patients”

        • Lateralization: the brain has some specialized features – language is processed in the L Hemisphere

        • Split-brain experiments: done by Sperry & Gazzanaga.

        • Images shown to the right hemisphere will be processed in the left (& vice versa), patient can verbally identify what they saw

  • BRAIN PLASTICITY: Brain can “heal” itself

  • NATURE VS. NURTURE: ANSWER IS BOTH

    • Twin Studies:

      • Identical twins – Monozygotic (MZ)

      • Fraternal twins – Dizygotics (DZ)

    • Genetics: MZ twins will have a higher percentage of also developing a disease

    • Environment: MZ twins raised in different environments show differences

  • ENDOCRINE SYSTEM: sends hormones throughout the body

    • Pituitary Gland: Controlled by hypothalamus. release growth hormones

    • Adrenal Glands: related to sympathetic NS: releases adrenaline

Sensation & Perception (6 – 8%)

  • ABSOLUTE THRESHOLD: detection of signal 50% of time (is it there)

  • DIFFERENCE THRESHOLD (also called a just noticeable difference (JND) and follows WEBER’S LAW: two stimuli must differ by a constant minimum proportion. (Can you tell a change?)

  • SIGNAL DETECTION THEORY

  • Sensory Adaptation: diminished sensitivity as a result of constant stimulation (can you feel your underwear?)

  • Perceptual Set: tendency to see something as part of a group – speeds up signal processing

  • Inattentional Blindness: failure to notice something b/c you’re so focused on another task (gorilla video)

  • Cocktail party effect: notice your name across the room when its spoken, when you weren’t previously paying attention

  • VISUAL SYSTEM:

    • Pathway of vision: light → cornea →pupil/iris → lens → retina → rods/cones → bipolar cells → ganglion cells → optic nerve → optic chiasm → occipital lobe

    • Cornea – protects the eye

    • Pupil/iris – controls amount of light entering eye

    • Lens – focuses light on retina

    • Fovea – area of best vision (cones here)

    • Rods – black/white, dim light

    • Cones – color, bright light

    • Bipolar cells – connect rods/cones and ganglion cells

    • Ganglion cells – opponent-processing occurs here

    • Blind spot – occurs where the optic nerve leaves the eye

    • Feature detectors – specialized cells that see motion, shapes, lines, etc. (experiments by Hubel & Weisel)

  • THEORIES OF COLOR VISION:

    • Trichromatic – three cones for receiving color (blue, red, green)

      • Explains color blindness - they are missing a cone type

    • Opponent Process – complementary colors are processed in ganglion cells – explains why we see an after image

  • Visual Capture: Visual system overwhelms all others (nauseous in an IMAX theater – vision trumps vestibular)

  • Constancies: recognize that objects do not physically change despite changes in sensory input (size, shape, brightness)

  • Phi Phenomenon: adjacent lights blink on/off in succession – looks like movement (traffic signs with arrows)

  • Stroboscopic movement: motion produced by a rapid succession of slightly varying images (animations)

  • MONOCULAR CUES (how we form a 3D image from a 2D image)

    • Interposition: overlapping images appear closer

    • Relative Size: 2 objects that are usually similar in size, the smaller one is further away

    • Relative Clarity: hazy objects appear further away

    • Texture Gradient: coarser objects are closer

    • Relative Height: things higher in our field of vision look further away

    • Linear Perspective: parallel lines converge with distance (think railroad tracks)

  • BINOCULAR CUES: (how both eyes make up a 3D image)

    • Retinal Disparity: Image is cast slightly different on each retinal, location of image helps us determine depth

    • Convergence: Eyes strain more (looking inward) as objects draw nearer

  • TOP-DOWN PROCESSING: Whole → smaller parts

  • BOTTOM-UP PROCESSING: Smaller Parts → Whole

  • AUDITORY SYSTEM:

    • Pathway of sound: sound → pinna → auditory canal → ear drum (tympanic membrane) → hammer, anvil, stirrup (HAS) → oval window → cochlea → auditory nerve → temporal lobes

    • Outer Ear: pinna (ear), auditory canal

    • Middle Ear: ear drum, HAS (bones vibrate to send signal)

    • Inner Ear: cochlea – like COCHELLA (sounds 1st processed here)

  • THEORIES OF HEARING: both occur in the cochlea

    • Place theory – location where hair cells bends determines sound (high pitches)

    • Frequency theory – rate at which action potentials are sent determines sound (low pitches)

  • OTHER SENSES:

    • Touch: Mechanoreceptors → spinal cord → thalamus → somatosensory cortex

    • Pain: Gate-control theory: we have a “gate” to control how much pain ix experienced

    • Kinesthetic: Sense of body position

    • Vestibular: Sense of balance (semicircular canals in the inner ear effect this)

    • Taste (gustation): 5 taste receptors: bitter, salty, sweet, sour, umami (savory)

    • Smell (olfaction): Only sense that does NOT route through the thalamus 1st. Goes to temporal lobe and amygdala

  • GESTALT PSYCHOLOGY: Whole is greater than the sum of its parts

    • Gestalt Principles:

      • Figure/ground: organize information into figures objects (figures) that stand apart from surrounds (back ground)

      • Closure: tendency to mentally fill in gaps

      • Proximity: tendency to group things together that appear near each other

      • Similarity: tendency to group things together based off of looks

      • Continuity: tendency to mentally form a continuous line

States of Consciousness (2 – 4%)

  • STATES of CONSCIOUSNESS:

    • Higher-Level: controlled processes – totally aware

    • Lower-Level: automatic processing (daydreaming, phone numbers)

    • Altered States: produced through drugs, fatigue, hypnosis

    • Subconscious: Sleeping and dreaming

    • No awareness: Knocked out

  • METACOGNITION: Thinking about thinking

  • SLEEP:

    • Beta Waves: awake

    • Alpha Waves: high amp., drowsy

    • Stage 1: light sleep

    • Stage 2: bursts of sleep spindles

    • Stage 3 (delta waves: Deep sleep

    • Stage 4: extremely deep sleep

    • Rapid Eye Movement (REM): dreaming

    • Entire cycle takes 90 minutes, REM occurs inb/w each cycle. REM lasts longer throughout the night

  • CIRCADIAN RHYTHM: 24 hour biological clock

    • Body temp and awareness change due to this

    • Controlled by the Suprachiasmatic nucleus (SCN) in the brain

    • Explains jet lag

  • SLEEP DISORDERS

    • Insomnia: Inability to fall asleep (due to stress/anxiety)

    • Sleep walking: (due to fatigue, drugs, alcohol)

    • Night terrors: extreme nightmares – NOT in REM sleep – typical in children

    • Narcolepsy: fall asleep out of nowhere (due to deficiency in orexin)

    • Sleep Apnea: stop breathing suddenly while asleep (due to obesity usually)

  • DREAM THEORIES:

    • Freud’s Unconscious Wish Fulfillment: Dreaming is gratification of unconscious desires and needs

      • Latent Content: hidden meaning of dreams

      • Manifest Content: obvious storyline of dream

    • Activation Synthesis: Brain produces random bursts of energy – stimulating lodged memories. Dreams start random then develop meaning

  • HYPNOSIS

    • It Can: Reduce pain, help you relax

    • It CANNOT: give you superhuman strength, make you regress, make you do things against your will

  • PSYCHOACTIVE DRUGS:

    • Triggers dopamine release in the brain

    • Depressants: Alcohol, barbiturates, tranquilizers, opiates (narcotics)

      • Decrease sympathetic NS activation, highly addictive

    • Stimulants: Amphetamines, Cocaine, MDMA (ecstasy), Caffeine, Nicotine

      • Increase sympathetic NS activation, highly addictive

    • Hallucinogens: LSD, Marijuana

      • Causes hallucinations, not very addictive

    • Tolerance: Needing more of a drug to achieve the same effects

    • Dependence: Become addicted to the drug – must have it to avoid withdrawal symptoms

    • Withdrawal: Psychological and physiological symptoms associated with sudden stoppage. Unpleasant – can kill you.

Learning (7-9 %)

  • CLASSICAL CONDITIONING: PAVLOV!

    • Unconditioned Stimulus (US): brings about response w/o needing to be learned (food)

    • Unconditioned Response (UR): response that naturally occurs w/o training (salivate)

    • Neutral Response (NS): stimulus that normally doesn’t evoke a response (bell)

    • Conditioned Stimulus (CS): once neutral stimulus that now brings about a response (bell)

    • Conditioned Response (CR): response that, after conditioning, follows a CS (salivate)

    • Contiguity: Timing of the pairing, NS/CS must be presented immediately BEFORE the US

    • Acquisition: process of learning the response pairing

    • Extinction: previously conditioned response dies out over time

    • Spontaneous Recovery: After a period of time the CR comes back out of nowhere

    • Generalization: CR to like stimuli (similar sounding bell)

    • Discrimination: CR to ONLY the CS

  • CONTINGENCY MODEL: Rescorla & Wagner – classical conditioning involves cognitive processes

  • CONDITIONED TASTE AVERSION (ONE-TRIAL LEARNING): John Garcia – Innate predispositions can allow classical conditioning to occur in one trial (food poisoning)

  • COUNTERCONDITIONING: Little Albert and John Watson (father of behaviorism) – conditioned a fear in a baby (only to countercondition – remove it- later on)

  • OPERANT CONDITIONING: SKINNER!

    • LAW OF EFFECT (Thorndike): Behaviors followed by pos. outcomes are strengthened, neg. outcomes weaken a behavior (cat in the puzzle box)

  • PRINCIPLES OF OPERANT COND:

    • Pos. Reinforcement: Add something nice to increase a behavior (gold star for turning in HW)

    • Neg. Reinforcement: Take away something bad/annoying to increase a behavior (put on seatbelt to take away annoying car signal)

    • Pos. Punishment: Add something bad to decrease a behavior (spanking)

    • Neg. Punishment: Take away something good to decrease a behavior (take away car keys)

    • Primary Reinforcers: innately satisfying (food and water)

    • Secondary Reinforcers: everything else (stickers, high-fives)

      • Token Reinforcer: type of secondary- can be exchanged for other stuff (game tokens or money)

    • Generalization: respond to similar stimulus for reward

    • Discrimination: stimulus signals when behavior will or will not be reinforced (light on means response are accepted)

    • Extinction / Spontaneous Recovery: same as classical conditioning

    • Premack Principle: high probability activities reinforce low probability activities (get extra min at recess if you everyone turns in their HW)

    • Overjustification Effect: reinforcing behaviors that are intrinsically motivating causes you to stop doing them (give a child 5$ for reading when they already like to read – they stop reading)

    • Shaping: use successive approximations to train behavior (reward desired behaviors to teach a response – rat basketball)

    • Chaining: tie together several behaviors

    • Continuous Reinforcement schedule: Receive reward for every response

    • Fixed Ratio schedule: Reward every X number of response (every 10 envelopes stuffed get )</p></li><li><p>FixedIntervalschedule:RewardeveryXamountoftimepassed(every2weeksgetapaycheck)</p></li><li><p>VariableRatioschedule:Rewardedafterarandomnumberofresponses(slotmachine)</p></li><li><p>VariableIntervalschedule:Rewardedafterarandomamountoftimehaspassed(fishing)</p></li><li><p>Variableschedulesaremostresistanttoextinction(howlongwillkeepplayingaslotmachinebeforeyouthinkitsbroken?)</p></li></ul></li><li><p>SOCIAL(OBSERVATIONAL)LEARNING:BANDURA!</p><ul><li><p>ModelingBehaviors:Childrenmodel(imitate)behaviors.StudyusedBoBodollstodemonstratethefollowing</p><ul><li><p>Prosocialhelpingbehaviors</p></li><li><p>Antisocialmeanbehaviors</p></li></ul></li></ul></li><li><p>MISCLEARNINGTYPES</p><ul><li><p>Latentlearning(Tolman!)learningishiddenuntiluseful(ratsinmazegetreinforcedhalfwaythrough,performanceimproved)</p><ul><li><p>Cognitivemapsmentalrepresentationofanarea,allowsnavigationifblocked</p></li></ul></li><li><p>Insightlearning(Kohler!)somelearningisthroughsimpleintuition(chimpswithcratestogetbananas)</p></li><li><p>LearnedHelplessness(Seligman!)nomatterwhatyoudoyounevergetapositiveoutcomesoyoujustgiveup(wordscrambles)</p></li></ul></li></ul><h3id="9b10e705412744f4b2cc01a967cd1cc3"datatocid="9b10e705412744f4b2cc01a967cd1cc3"collapsed="false"seolevelmigrated="true">Cognition(810)</p></li><li><p>Fixed Interval schedule: Reward every X amount of time passed (every 2 weeks get a paycheck)</p></li><li><p>Variable Ratio schedule: Rewarded after a random number of responses (slot machine)</p></li><li><p>Variable Interval schedule: Rewarded after a random amount of time has passed (fishing)</p></li><li><p>Variable schedules are most resistant to extinction (how long will keep playing a slot machine before you think its broken?)</p></li></ul></li><li><p>SOCIAL (OBSERVATIONAL) LEARNING: BANDURA!</p><ul><li><p>Modeling Behaviors: Children model (imitate) behaviors. Study used BoBo dolls to demonstrate the following</p><ul><li><p>Prosocial – helping behaviors</p></li><li><p>Antisocial – mean behaviors</p></li></ul></li></ul></li><li><p>MISC LEARNING TYPES</p><ul><li><p>Latent learning (Tolman!) – learning is hidden until useful (rats in maze get reinforced half way through, performance improved)</p><ul><li><p>Cognitive maps – mental representation of an area, allows navigation if blocked</p></li></ul></li><li><p>Insight learning (Kohler!) – some learning is through simple intuition (chimps with crates to get bananas)</p></li><li><p>Learned Helplessness (Seligman!) – no matter what you do you never get a positive outcome so you just give up (word scrambles)</p></li></ul></li></ul><h3 id="9b10e705-4127-44f4-b2cc-01a967cd1cc3" data-toc-id="9b10e705-4127-44f4-b2cc-01a967cd1cc3" collapsed="false" seolevelmigrated="true">Cognition (8 – 10%)</h3><ul><li><p>ENCODING: Getting info into memory</p><ul><li><p>Automatic encoding – requires no effort (what did you have for breakfast?)</p></li><li><p>Effortful encoding – requires attention (school work)</p></li><li><p>Shallow, intermediate, deep processing: the more emphasis on MEANING the deeper the processing, and the better remembered</p></li><li><p>Imagery – attaching images to information makes it easier to remember (shoe w/ spaghetti laces)</p></li><li><p>Self-referent encoding – we better remember what we’re interested in (you’d remember someone’s phone number who you found extremely attractive)</p></li><li><p>Dual encoding – combining different types of encoding aids in memory</p></li><li><p>Chunking – break info into smaller units to aid in memory (like a phone #)</p></li></ul></li><li><p>Mnemonics – shortcuts to help us remember info easier * Acronyms – using letter to remember something (PEMDAS) * Method of loci – using locations to remember a list of items in order</p><ul><li><p>Context dependent memory – where you learn the info you best remember the info (scuba divers testing)</p></li><li><p>State dependent memory – the physical state you were in when learning is the way you should be when testing (study high, test high)</p></li></ul></li><li><p>STORAGE: Retaining info over time</p><ul><li><p>Information Processing Model – Sensory memory, short term memory, long term memory model</p></li><li><p>Sensory Memory – stores all incoming stimuli that you receive (first you have to a pay attention)</p><ul><li><p>Iconic Memory – visual memory, lasts 0.3 seconds</p></li><li><p>Echoic Memory – auditory memory, lasts 2-3 seconds</p></li></ul></li><li><p>Short Term Memory – info passes from sensory memory to STM – lasts 30 secs, and can remember 7 ± 2 items</p><ul><li><p>Rehearsal (repeating the info) resets the clock</p></li></ul></li><li><p>Working Memory Model splits STM into 2 – visual spatial memory (from iconic mem) and phonological loop (from echoic mem). A “central executive” puts it together before passing it to LTM</p></li></ul></li><li><p>Long term memory – lasts a life time</p><ul><li><p>Explicit (Declarative): Conscious recollection</p><ul><li><p>Episodic: events</p></li><li><p>Semantic: facts</p></li></ul></li><li><p>Implicit (Nondeclarative): unconscious recollection</p><ul><li><p>Classical conditioning</p></li><li><p>Priming: info that is seen earlier “primes” you to remember something later on (octopus, assassin, climate, bogeyman)</p></li><li><p>Procedural: skills</p></li></ul></li></ul></li><li><p>Memory organization</p><ul><li><p>Hierarchies: memory is stored according to a hierarchy</p></li><li><p>Semantic networks: linked memories are stored together</p></li><li><p>Schemas: preexisting mental concept of how something should look (like a restaurant)</p></li></ul></li><li><p>Memory storage</p><ul><li><p>Acetylcholine neurons in the hippocampus for most memories</p></li><li><p>Cerebellum for procedural memories</p></li><li><p>Long-term potentiation: neural basis of memory – connections are strengthened over time with repeated stimulation (more firing of neurons)</p></li></ul></li><li><p>RETRIEVAL: Taking info out of storage</p><ul><li><p>Serial Position Effect: tendency to remember the beginning and the end of the list best</p></li><li><p>Recall: remember what you’ve been told w/o cues (essays)</p></li><li><p>Recognition: remember what you’ve been told w/ cues (MC)</p></li><li><p>Flashbulb memories: particularly vivid memories for highly important events (9/11 attacks)</p></li><li><p>Repressed memories: unconsciously buried memories – are unreliable</p></li><li><p>Encoding failure: forget info b/c you never encoded it (paid attention to it) in the first place (which is the real penny)</p></li><li><p>Encoding specificity principle: the more closely retrieval cues match the way we learned the info, the better we remember the info (like state dependent memory)</p></li><li><p>Forgetting curve: recall decreases rapidly at first, then reaches a plateau after which little more is forgotten (EBBINGHAUS)</p></li><li><p>Proactive interference: old info blocks new</p></li><li><p>Retroactive interference: new info blocks old</p></li><li><p>Misinformation effect: distortion of memory by suggestion or misinformation (Loftus – lost in the mall, Disney land)</p></li><li><p>Anterograde amnesia: amnesia moves forward (forget new info – 50 first dates)</p></li><li><p>Retrograde amnesia: amnesia moves backwards (forget old info)</p></li><li><p>ALZHEIMER’S DISEASE: caused by destruction of acetylcholine in hippocampus</p></li></ul></li><li><p>LANGUAGE</p><ul><li><p>Phonemes: smallest unit of sound (ch sound in chat)</p></li><li><p>Morpheme: smallest unit that caries meaning (syllable)</p></li><li><p>Grammar: rules in a language that enable us to communicate</p></li><li><p>Semantics: set of rules by which we derive meaning (adding –ed makes something past tense)</p></li><li><p>Syntax: rules for combining words into sentences (white house vs casa blanca)</p></li><li><p>Babbling stage: infants babble 1st stage of speech</p></li><li><p>One-word stage: duh</p></li><li><p>Two-word stage: duh duh</p></li><li><p>Theories of language development:</p><ul><li><p>Imitation: Kids repeat what they hear – but they don’t do it perfectly</p><ul><li><p>Overregularization: grammar mistake where children over use certain morphemes (I go-ed to the park)</p></li></ul></li><li><p>Operant conditioning: reinforced for language use</p></li><li><p>Inborn universal grammar: theory comes from NOAM CHOMSKY – says that language is innate and we are predisposed to learn it</p></li><li><p>Critical period: period of time where something must be learned or else it cannot ever happen (language must be learned young – Genie the Wild Child)</p></li><li><p>Linguistic determinism: language influences the way we think (Hopi people do not have words for the past, thus cannot easily think about the past) developed by WHORF</p></li></ul></li></ul></li><li><p>THINKING</p><ul><li><p>Concepts: mental categories used to group objects, events, characteristics</p></li><li><p>Prototypes: all instances of a concept are compared to an ideal example (what you first think of)</p></li><li><p>Algorithms: step by step strategies that guarantee a solution (formula)</p></li><li><p>Heuristics: short cut strategy (rule of thumb)</p><ul><li><p>Representative Heuristic: make inferences based on your experience (like a stereotype) – assume someone must be a librarian b/c they’re quiet</p></li><li><p>Availability heuristic: relying on availability to judge the frequency of something (over estimating death due to plane crashes due to recent events)</p></li></ul></li><li><p>Functional Fixedness: keep using one strategy – cannot think outside of the box</p></li><li><p>Belief bias: tendency of one’s preexisting beliefs to distort logical reasoning by making invalid conclusions</p></li><li><p>Belief perseverance: tendency to cling to our beliefs in the face on contrary evidence</p></li><li><p>Inductive reasoning: data driven decisions, general → specific</p></li><li><p>Deductive reasoning: driven by logic, specific → general</p></li><li><p>Divergent thinking: ability to think about many different things at once</p></li></ul></li></ul><h3 id="e197d44f-78a5-48c0-ad7d-4fe82ea28ab6" data-toc-id="e197d44f-78a5-48c0-ad7d-4fe82ea28ab6" collapsed="false" seolevelmigrated="true">Motivation &amp; Emotion (6-8%)</h3><ul><li><p>THEORIES OF MOTIVATION</p><ul><li><p>INSTINCT: complex behaviors have fixed patterns and are not learned (explains animal motivation)</p></li><li><p>DRIVE REDUCTION: physiological need creates aroused tension (drive) that motivates you to satisfy the need (driven by homeostasis: equilibrium)</p><ul><li><p>Primary drive: unlearned drive based on survival (hunger, thirst)</p></li><li><p>Secondary drive: learned drive (wealth or success)</p></li></ul></li><li><p>OPTIMUM AROUSAL: humans aim to seek optimum levels of arousal – easier tasks requires more arousal, harder tasks need less</p></li><li><p>HIERARCHY OF NEEDS: theory derived by MASLOW – needs lower in the pyramid have priority over needs higher in the pyramid</p><ul><li><p>Calling – work because you love it. Lotsa happiness</p></li></ul></li><li><p>Intrinsic motivation: inner motivation – you do it b/c you like it</p></li><li><p>Extrinsic motivation: motivation to obtain a reward (trophy)</p></li></ul></li><li><p>HUNGER</p><ul><li><p>Signals of hunger:</p><ul><li><p>Stomach contractions tell us we’re hungry</p></li><li><p>Glucose (sugar) level is maintained by the pancreas (endocrine system).</p></li><li><p>Insulin decreases glucose. Too little glucose makes us hungry.</p></li><li><p>Orexin is released by the hypothalamus – telling us to eat.</p></li><li><p>Other chemicals include ghrelin, obestatin, and PPY</p></li><li><p>Lateral hypothalamus: when stimulated makes you hungry, when lesioned you will never eat again. (I’m LATE for lunch. I’m hungry. The LATEral hypothalamus makes you hungry.)</p></li><li><p>Ventromedial hypothalamus: when stimulated you feel full, when destroyed you eat eat eat eat (fat woman and cake)</p></li><li><p>Leptin: leptin signals the brain to reduce appetite</p></li></ul></li><li><p>Obesity:</p><ul><li><p>Increased risk of heart attack, hypertension, atherosclerosis, diabetes</p></li><li><p>Can be genetic – adopted children resemble their biological parents</p></li><li><p>Set point: there is a control system that dictates how much fat you should carry – every person is different</p></li></ul></li><li><p>Eating Disorders:</p><ul><li><p>Anorexia: weight loss of at least 15% ideal weight, distorted body image</p><ul><li><p>Causes: overly critical parents, perfectionist tendencies, societal ideals</p></li></ul></li><li><p>Bulimia: usually normal body weight, go through a binge-purge eating pattern (eat massive amounts, then throw up)</p><ul><li><p>Causes: same as anorexia</p></li></ul></li></ul></li></ul></li><li><p>SEXUALITY</p><ul><li><p>Biology of sex:</p><ul><li><p>Hypothalamus: stimulation increases sexual behavior, destruction leads to sexual inhibition</p></li><li><p>Pituitary gland: monitors, initiates, and restricts hormones</p><ul><li><p>Males – testosterone</p></li><li><p>Females - estrogen</p></li></ul></li><li><p>Sexual Response Pattern: Excitement phase, plateau, orgasm, refractory period (resolution phase) (cannot “fire” again until you reset, guys only)</p></li><li><p>Alfred Kinsey: 1st researcher to conduct studies in sex, suggested that people were very promiscuous. Studies lacked a representative sample, created scale of homosexuality</p></li></ul></li><li><p>Homosexuality: biological roots: differences in the brain, identical twins more likely to both be gay, later sons more likely to be (hormones from mom)</p></li></ul></li><li><p>THORIES OF EMOTIONS</p><ul><li><p>JAMES-LANGE: stimulus →physiological arousal → emotion</p></li><li><p>CANNON-BARD: stimulus → physiological arousal &amp; emotion simultaneously</p></li><li><p>SCHACTER TWO FACTOR: adds in cognitive labeling (bridge experiment) stimulus → arousal →interpret external cues → label emotion</p></li><li><p>Some stimuli are routed directly to the amygdala bypassing the frontal cortex (gut reaction to a cockroach)</p></li><li><p>Behavioral factors: there are SIX universal emotions (happiness, anger, sadness, surprise, disgust, fear) seen across ALL cultures</p></li><li><p>Non-verbal cues: gestures, duchenne smile (you can tell a real smile from a fake one)</p></li><li><p>Facial feedback hypothesis: being forced to smile will make you happier (facial expressions influence emotion)</p></li></ul></li><li><p>STRESS AND HEALTH</p><ul><li><p>GENERAL ADAPTATION SYNDROME (GAS): three phases of a stress response (SELYE came up w/ this)</p><ul><li><p>Alarm: body/you freak out in response to stress</p></li><li><p>Resistance: body/you are dealing with stress</p></li><li><p>Exhaustion: body/you cannot take any more, give up</p></li></ul></li><li><p>Type A Personality: rigid, stressful person, perfectionist. At risk for heart disease</p></li><li><p>Type B Personality: laid back, nonstressed.</p></li></ul></li><li><p>INDUSTRIAL/ORGANIZATIONAL PSYCH</p><ul><li><p>Industrial / Organizational Psych: psychological of the workplace – focuses on employee recruitment, placement, training, satisfaction, productivity</p></li><li><p>Ergonomics / Human Factors: intersection of engineering and psych – focuses on safety and efficiency of human-machine interactions</p></li><li><p>Hawthorne effect: productivity increases when workers are made to feel important</p></li><li><p>Theory X management: manager controls employees, enforces rules. Good for lower level jobs</p></li><li><p>Theory Y management: manger gives employees responsibility, looks for input. Good for high level jobs</p></li><li><p>Employee Commitment:</p><ul><li><p>Affective: emotional attachment (best type)</p></li><li><p>Continuance: stay due to costs of leaving</p></li><li><p>Normative: stay due to obligation (they paid for your school)</p></li></ul></li><li><p>Meaning of Work:</p><ul><li><p>Job – no training, just do it for. No happiness

    • Career – work for advancement. Some happiness

Development (7-9%)

  • Prenatal Development:

    • Zygote: 0 – 14 days, cells are dividing

    • Embryo: until about 9 weeks, vital organs being formed

    • Fetus: 9 wks to birth, overall development

    • Teratogens: external agents that can cause abnormal prenatal development (alcohol, drugs, etc)

      • Fetal alcohol syndrome (FAS): large amount of alcohol leads to FAS, causes deformities, mental retardation, death

  • Physical Development:

    • Maturation: natural course of development, occurs no matter what (walking)

    • Reflexes: innate responses we’re born with

      • Rooting, sucking, swallowing, grasping, stepping

    • Habituation: after continual exposure you pay less attention – used to test babies

    • Eyes have the most limited development, takes till 1 year

      • Visual cliff: babies have to learn depth perception, so they will cross a “cliff”

    • Other senses are fairly developed

    • Brain development continues for a few years

  • JEAN PIAGET’S COGNITIVE DEV.

    • Schemas – concepts or frameworks that organize info

    • Assimilation: incorporate new info into existing schema (aSSimlation – same stuff)

    • Accommodation: adjust existing schemas to incorporate new information (ACcommodation - All Change)

    • Sensorimotor Stage: Birth to 2 years: focused on exploring the world around them

      • Lack Object Permanence: Objects when removed from field of view are thought to disappear (peek-a-boo)
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