[3] Cognitive [Decision-Making and Executive Functions] Flashcards

(14 cards)

1
Q

Algorithms

A

Step-by-step procedures that guarantee a solution to a problem.

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2
Q

Heuristics

A

Mental shortcuts or “rules of thumb” that facilitate problem solving but may lead to errors.

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3
Q

Representativeness heuristic

A

Judging the likelihood of an event based on how much it resembles a typical case.

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4
Q

Availability heuristic

A

Assessing the probability of events based on how easily examples come to mind.

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5
Q

Mental set

A

The tendency to approach problems in a specific way based on past experience, even if better strategies exist.

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6
Q

Priming

A

Exposure to one stimulus influences the response to a subsequent stimulus without conscious guidance.

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7
Q

Framing

A

The way a problem or decision is presented, which can affect judgment and choices.

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8
Q

Gambler’s fallacy

A

The mistaken belief that if something happens more frequently than normal during some period, it will happen less frequently in the future (or vice versa).

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9
Q

Sunk-cost fallacy

A

The tendency to continue an endeavor once an investment in money, time, or effort has been made, even if further losses are likely.

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10
Q

Executive functions

A

Higher-level cognitive processes that control and regulate behavior, such as planning, decision-making, and problem solving.

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11
Q

Creativity

A

The ability to generate new, original ideas or solve problems in novel ways.

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12
Q

Divergent thinking

A

Thinking that explores many possible solutions, often characterized by spontaneous, free-flowing ideas.

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13
Q

Convergent thinking

A

The process of narrowing down multiple ideas to find a single, best solution.

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14
Q

Functional fixedness

A

The tendency to see objects as only having their typical function, which can limit creative problem-solving.

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