Long-term potentiation
(LTP)- strengthening of
synaptic connections
between neurons, how
learning occurs
Non-Associative- learning with one stimulus
Habituation- behavioral response to a stimulus decreases
Sensitization- behavioral response to a stimulus increases
Associative- learning the
relationship between two
pieces of information
Classical Conditioning- learning
where a stimulus produces another
stimulus
Unconditioned stimulus-
stimulus not learned;
instinctive prompts to react
Unconditioned response- response
not learned; reaction that is elicited
instinctively
Conditioned stimulus- learned
stimulus; prompts reaction
after learning
Conditioned response- learned response;
reaction that is elicited after learning
Operant conditioning- learning a
behavior leads to a certain outcome
Watching others- learning by observing how others
behave
Observational- learn or change behavior after
watching another engage in that behavior
Modeling- displaying a behavior that imitates
a previously observed behavior
Vicarious conditioning- learning to engage in a
behavior or not, after seeing others being rewarded
or punished for performing that action
Knowledge/ Thinking
Analogical representation- usually
corresponds with images; relates
images with meaning
Symbolic Representation- abstract, usually
consists of models and ideas; no
relationship to physical qualities of objects
Concepts- specific knowledge
about a particular object
Prototype model- concepts organized in hierarchical
categories; other concepts are categorized as similar
or different from the prototype based on how many
characteristics they share with the prototype
Exemplar model- concepts not organized
hierarchically; no single concept is the best
member of a category
Stereotypes- generalizations; reinforces
beliefs about people in particular groups
Heuristic- often unconscious,
informal way to make a decision;
adaptive, "rule of thumb"
Availability- tendency to make a decision
based on information that comes to
mind; relies on information that is easy
to retrieve from memory
Representative- tendency to place people or objects
in a category if they are similar to the concept that
is the prototype; can lead to faulty reasoning
Affective- emotion based decisions
Problem Solving Strategies
Subgoals- using a set of goals to reach an ultimate goal
Working backward- starting from the goal state to the initial state
Analogy- using similarities from the current issue with past issues
Insight-metaphorical lightbulb; happens only when you stop thinking about it
Restructuring- strategy consists of mentally representing the problem in a novel way
Intelligence-ability to use knowledge to
reason, make decisions, make sense of
events, solve problems, understand
complex ideas, learn quickly, and adapt
to environmental challenges
Intelligence Quotient (IQ)
Memory
Encoding- changing information into a
neural code the brain can use
Chunking- recoding information into a different code for
short- term memory; using schemas or letter combinations;
reduces the amount of information to be remembered