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

Chapter 10

vocabulary

VocabularyDefinition
Cognition mental activity associated with processing, understanding, and communicating information
Cognitive Psychology the study of these mental activities; concept formation; problem solving; decision making; judgement formation
Concept mental grouping of similar objects, events, or people
Prototype the best example of a category
Algorithm methodical, logical rule or procedure that guarantees solving a particular problem
Heuristic rule-of-thumb strategy that often allows us to make judgements and solve problems efficiently
Insight sudden and often novel realization of the solution to a problem
Confirmation Bias tendency to search for information that confirms one’s preconceptions
Fixation inability to see a problem from a new perspective
Mental Set tendency to approach a problem in a particular way
Functional Fixedness tendency to think of things only in terms of their usual functions
Representativeness Heuristic rule of thumb for judging the likelihood of things in terms of how well they seem to represent, or match, particular prototypes
Availability Heuristic estimating the likelihood of events based on their availability in memory
Overconfidence tendency to be more confident than correct
Framing the way an issue is posed
Belief Bias the tendency for one’s preexisting beliefs to distort logical reasoning
Belief Perseverance clinging to one’s initial conceptions after the basis on which they were formed has been discredited
Artificial Intelligence designing and programming computer systems to do intelligent thingsto simulate human thought processes
Computer Neural Networks computer circuits that mimic the brain’s interconnected neural cells
Language our spoken, written, or gestured works and the way we combine them to communicate meaning
Phoneme in a spoken language, the smallest distinctive sound unit
Morpheme in a language, the smallest unit that carries meaning
Grammar a system of rules in a language that enables us to communicate with and understand others
Semantics the set of rules by which we derive meaning from morphemes, words, and sentences in a given language
Syntax the rules for combining words into grammatically sensible sentences in a given language
Babbling Stage beginning at 3 to 4 months
One-Word Stage from about age 1 to 2
Two-Word Stage beginning about age 2
Telegraphic Speech early speech stage in which the child speaks like a telegram – “go car” – using mostly nouns and verbs and omitting “auxiliary” words
Linguistic Relativity Whorf”s hypothesis that language determines the way we think
Created by: hamilton
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