[3] Cognitive [Decision-Making and Executive Functions] Flashcards
(14 cards)
Algorithms
Step-by-step procedures that guarantee a solution to a problem.
Heuristics
Mental shortcuts or “rules of thumb” that facilitate problem solving but may lead to errors.
Representativeness heuristic
Judging the likelihood of an event based on how much it resembles a typical case.
Availability heuristic
Assessing the probability of events based on how easily examples come to mind.
Mental set
The tendency to approach problems in a specific way based on past experience, even if better strategies exist.
Priming
Exposure to one stimulus influences the response to a subsequent stimulus without conscious guidance.
Framing
The way a problem or decision is presented, which can affect judgment and choices.
Gambler’s fallacy
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).
Sunk-cost fallacy
The tendency to continue an endeavor once an investment in money, time, or effort has been made, even if further losses are likely.
Executive functions
Higher-level cognitive processes that control and regulate behavior, such as planning, decision-making, and problem solving.
Creativity
The ability to generate new, original ideas or solve problems in novel ways.
Divergent thinking
Thinking that explores many possible solutions, often characterized by spontaneous, free-flowing ideas.
Convergent thinking
The process of narrowing down multiple ideas to find a single, best solution.
Functional fixedness
The tendency to see objects as only having their typical function, which can limit creative problem-solving.