Save
Upgrade to remove ads
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

Psychology: Memory

Psychology: Memory Cognition

TermDefinition
Metacognition Thinking about one's own thinking processes.
Executive Functions Cognitive processes that allows individuals to generate, organize, plan and carry out goal-directed behaviors and experience critical thinking.
Prototypes A mental image or best example of a category that aids in recognizing and categorizing objects or concepts.
Schemas Cognitive frameworks or blueprints that help organize and interprets info based in past experiences and knowledge.
Assimilation The cognitive process of fitting new info into existing schemas.
Accomodation The cognitive process of modifying existing schemas or creating new ones in response to new info.
Convergent Thinking Cognitive process that focuses on finding a single, correct solution to a problem by applying logical steps.
Divergent Thinking A thought process or method used to generate creative ideas by exploring many possible solutions
Functional Fixedness A cognitive bias that limits person to using an object daily in the way it is traditionally used.
Algorithms Step by step procedures or formulas for solving problems that guarantee a correct solution.
Heuristics Mental shortcuts or "rules of thumb" that simplify decision making by reducing the cognitive burden.
Representativeness Heuristic Cognitive shortcut where in individuals make judgements about the probability of an event under uncertainty based on how much it resembles existing stereotype or typical cases.
Availability Heuristic A mental shortcut that relies on immediate example that come to a person's mind when evaluating a specific topic, concept, method, or decision.
Mental Set A tendency to approach situations in a certain way because that method worked in the past, which can sometimes prevent seeing alternative solutions.
Priming Exposure to one stimulus influences the response to a subsequent stimulus, without conscious guidance or intention.
Framing How info is presented influences decisions and perceptions
Gamblers Fallacy Cognitive bias that occurs when individuals believe that the outcome of a random event is influenced by previous outcomes, even though each event is independent and has no bearing on future results.
Sunk-Cost Fallacy Cognitive bias where individuals continue investing time, money, or effort into a project or decision because they have already invested so much, even if the returns are poor or the endeavor no longer aligns with their goals.
Intelligence The ability to learn from experiences, solve problems, and use knowledge to adapt to new situations.
g (General Intelligence) Overarching mental ability that influences performances on various cognitive tasks
Multiple Intelligence Theory suggests that individuals possess different types of intelligence beyond traditional measures such as linguistics, logical, mathematical, musical, spatial, bodily, kinesthetic, interpersonal, intraperitoneal, and naturalistic intelligence.
Growth Mindset The belief that abilities and intelligences can be developed through dedication and effort.
Created by: Claire.hardrath
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