Term
|
Definition
The sudden discovery of a correct solution following a period of incorrect attempts based primarily on trial and error. |
|
|
Term
|
Definition
Refers to the unconscious work done by problem solvers who have left off conscious solving of the problem. |
|
|
Term
|
Definition
Recognize the problem, preliminary attempts to solve it. |
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
Identify differences that exist between the current state and the goal state and select operations that will reduce these differences. |
|
|
Term
|
Definition
A strategy that is often helpful but does not guarantee success. |
|
|
Term
|
Definition
A set of rules that will always solve a problem if correctly followed. |
|
|
Term
|
Definition
Problem states intermediate between the final and goal state. |
|
|
Term
|
Definition
Solving a problem by using a solution to a related problem. |
|
|
Term
|
Definition
The tendency to perceive an object in terms of only its most common use. |
|
|
Term
|
Definition
A reasoning task that requires deciding which of four cards should be turned over to evaluate a conditional rule. |
|
|
Term
Memory Retrieval Explanation |
|
Definition
People solve logical reasoning problems about familiar situations by retrieving specific examples from memory. |
|
|
Term
|
Definition
Reasoning about situations that are permissible or impermissible. |
|
|
Term
Pragmatic Reasoning Schematas |
|
Definition
Organized knowledge structures used to evaluate practical situations such as seeking permission or fulfulling an obligation. |
|
|
Term
|
Definition
Group problems based on surface characteristics. |
|
|
Term
|
Definition
Group problems based on deep characteristics. |
|
|
Term
|
Definition
Creating a novel and useful product or solution. |
|
|
Term
|
Definition
Specify what a person SHOULD do. |
|
|
Term
|
Definition
Seek to describe how people actually arrive at solutions. |
|
|
Term
|
Definition
Decision making models that allow attractive attributes to compensate for unattractive ones. |
|
|
Term
|
Definition
Decision making models that reject alternatives that have negative attributes. |
|
|
Term
|
Definition
Combines attractive and unattractive attributes to arrive at a total score for each alternative. |
|
|
Term
Additive-Difference Model |
|
Definition
Model compares two alternatives by totaling the differences between their values on each attribute. |
|
|
Term
Elimination by Aspects Model |
|
Definition
Elimination based on sequential evaluation of the attributes of alternatives. |
|
|
Term
|
Definition
Requires that all attributes of an alternative satisfy minimum criteria before that alternative can be selected. |
|
|
Term
|
Definition
Proposes that we evaluate the probability of an event by judging the ease with which relevant examples come to mind. |
|
|
Term
|
Definition
People answer questions by evaluating the degree to which A is representative of B. |
|
|
Term
|
Definition
How a question is phrased or how our options are described. |
|
|
Term
|
Definition
The tendency to avoid possible loss. |
|
|
Term
|
Definition
Responsible for organizing the context in which people make decisions. |
|
|
Term
|
Definition
Structure choices so that our natural cognitive shortcomings don't make us err. |
|
|
Term
|
Definition
When you consider many options and only accept the best option. |
|
|
Term
|
Definition
When you settle or something that is good enough and not worry about the possibly that there might be something better. |
|
|
Term
|
Definition
Computer program that plays chess. |
|
|
Term
|
Definition
A DMTS procedure in which subjects are given one of two cues to either remember or forget the prior sample stimulus. |
|
|
Term
|
Definition
No physical match between sample and choices. |
|
|
Term
|
Definition
The
person
or
animal
is
shown
a
sample
object
, the
sample
object
is
removed,
and
then
the
person
or
animal
must
choose
an
object
identical
to
the
sample
from
among
two
or
three
choice
objects. |
|
|
Term
|
Definition
Reward closer and closer versions of the desired response during shaping. |
|
|
Term
|
Definition
Based on the kinds of psychological skills and knowledge needed to solve different problems: Three types, Arrangement, Inducing structure, Transformation |
|
|
Term
|
Definition
Present some objects and require the problem solver to arrange them in some way that satisfies the criterion. Anagrams. |
|
|
Term
Skills needed for arrangement problems |
|
Definition
- Fluency in generating possibilities - Retrieval of solution patterns - Knowledge of principles that constrain search |
|
|
Term
|
Definition
End product of problem solving. |
|
|
Term
Inducing Structure Problems |
|
Definition
The relation between objects is fixed and the problem is to discover it. Series completion, analogy, Raven's Progressive Matrices Test. |
|
|
Term
Inducing Structure Processes |
|
Definition
- Identify relations among components - Fit relations together in a pattern |
|
|
Term
|
Definition
Consist of an initial state, a goal state, and a sequence of operations for changing the initial state into the goal state. Tower of Hanoi, Missionary and Cannibals. |
|
|
Term
|
Definition
Our tendency to perceive events and objects in a way that our experiences have led us to expect. |
|
|
Term
|
Definition
Continuity in thinking, problem solving not accomplished with insight. |
|
|
Term
Only 20-25% solved problem, "insight" didn't help. |
|
Definition
|
|
Term
Position yields better performance |
|
Definition
Positive Affect Versus Control |
|
|
Term
Improve performance because you can avoid searching unpromising paths |
|
Definition
|
|
Term
Much more successful when given analogy AND told it will help. |
|
Definition
Radiation and Fortress results |
|
|
Term
Permissions: 60% correct, arbitrary: 20% correct |
|
Definition
Selection problem based on abstract description of permissions |
|
|
Term
Cognitive Theory of Creativity |
|
Definition
Creativity is simply good problem-solving |
|
|
Term
Left side damaged did better than right |
|
Definition
Creativity with brain damage results |
|
|
Term
Decision makes vary strategy based on task |
|
Definition
Payne Decision Strategies Study |
|
|
Term
Abstract: 55%, concrete: 50%. Not as expected. |
|
Definition
|
|
Term
- Results not as expected - 2^(n - 1) = minimum moves - 2 differences between real study: 1. Continuous feedback 2. Hands on model manipulation |
|
Definition
|
|
Term
Insight: 50% Instant: 30% Incremental: 20% |
|
Definition
Incubation and Insight Demo |
|
|
Term
0% picked correct sequence, not as expected, 60% thought words started with K. |
|
Definition
|
|
Term
Trial 1: 97%/3% Trial 2: 91%/9% Trial 3: 34%/66% |
|
Definition
|
|
Term
Task 1 average: 93% Sound to picture task 76% Task 2: 4/6 correct As expected |
|
Definition
|
|