Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

Psy 200

Ch. 5: Cognitive Development in Infancy & Toddlerhood

Question and termanswer and definition
Piaget's first stage, SENSORIMOTOR stage Spans from birth to two years old. Piaget believed that infancts and toddlers "think" with their eyes, ears, hands, and other sensorimotor equipment. They cannot yet carry out many activities inside their heads.
Schemes Specific psychological structures. Organized ways of making sense of experience.
At first schemes are.... A sensorimotor action pattern.
Example, of schemes being a sensorimotor action pattern At 6 months, Timmy dropped objects in a fairly rigid way, simply letting go of a rattle or teething ring and watching with interest. By 18 months, his "dropping scheme" had become deliberate and creative. In tossing objects down the basement. Soon, instea
Evidence of thinking before he acts. Change marks the transition from sensorimotor to preoperational thought.
Adaptation and Organization Account for changes in schemes.
Adaptation Involves building schemes through direct interaction with the environment.
Complementary activities. Assimilation and accommodation.
During Assimilation: We use out current schemes to interpret the external world.
Assimilation Example When Timmy dropped objects, he was assimilating the m to his sensorimotor "dropping scheme".
In Accommodation: We create new schemes or adjust old ones after noticing that our current ways of thinking do not capture the environment completely.
Cognitive equilibrium When children are not changing much, they assimilate more than they accommodate, a steady comfortable state.
Disequilibrium: During rapid cognitive change, however, children are in a state of disequilibrium, or cognitive discomfort. "Realizing that new information does not match their current schemes, they shift from assimilation toward accommodation.
Organization A process that takes place internally, apart from direct contact with the environment. Once children form new schemes, they rearrange them, linking them with other schemes to create strongly interconnected cognitive system.
Example of Organization Eve Timmy will relate "dropping" to "throwing" and to his developing understanding of "nearness" and "farness".
Circular Reaction: Provides a special means of adapting their first schemes. I involves stumbling onto a new experience caused by the baby's own motor activity. The reaction is "circular" because, as the infant tries to repeat the even again and again, a sensorimotor respon
8 to 12 months olds can engage in? Intentional, or goal-directed, behavior, coordinating schemes deliberately to solve simple problems.
Object performance the understanding that objects continue to exist when out of sight.
Mental representation internal depictions of information that the mind can manipulate.
Deferred imitation the ability to remember and copy the behavior of models who are not present.
Make-believe play in which children act out everyday and imaginary activities.
Violation-of-expectation method its a method in which you examine a participant's reaction when something they think is going to happen doesn't.
Created by: cindytor
Popular Psychology sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards