PSYCHOLOGY: Chapters 11 & 13-2 - Thinking, Intelligence and Language

* Bold print denotes a term not in the text.

 

 

11-1: Thinking and Problem Solving

 

Language and thought:  We organize thought by language. 

                           Therefore, increasing your vocabulary will

                           allow you to process more information.

 

Sidney Sugarman quote: “Teach the young people how to think,

                             not what to think.”

 

     - meaning: Give people the skills to make decisions for

                  themselves.

 

Thinking:  changing and reorganizing the information stored in memory to create new information.

 

4 units of thought: image, symbol, concept, and rule.

 

Image: a visual, mental representation of a specific event or object.

 

        - 2 points on images:

                1.) The representation is not usually an exact copy; rather, it

                    contains only the highlights of the original.

                2.) Imaging is an effective way to think about concepts.

 

        - Shepard and Metzler, (1971): researchers

                * experiment:  presented participants with 1,600 pairs of  

                              geometric images (see Figure 11.1). The         

                              researchers then asked the participants to

                              determine if the objects in each pair were

                              identical or different.

 

                * conclusion:  The researchers discovered that the

                                     participants completed the task by rotating an

                                     image of one of the objects in their minds in

                                     an effort to see both patterns from the same

                                     perspective.

 

Symbol: an abstract unit of thought that represents an object or

             quality.

 

        - most common example: words

 

        - how symbols differ from images:  An image represents a

                            specific sight or sound, but a symbol may have a

                            number of meanings.

 

                * 3 points:

                        1.) That symbols differ from the things they represent

                            enables us to think about things that are not

                            present.

                        2.) Allow us to consider the past and future.

                        3.) Allow us to imagine things and situations that never

                            will be or never were.

 

        - 4 examples familiar symbols of ideas that have no concrete

                 existence:  Numbers, letters, punctuation marks, and icons

 

 

Concept: a label for a class of objects or events that have at least one attribute in common.

 

        - 4 examples: Animals, music, liquid, and beautiful people

 

        - 3 points:

                1.) Concepts enable us to chunk large amounts of

                    information.

                2.) We do not have to treat every new piece of information

                     as unique, since we already know something about the

                     class of objects or experiences to which the new item

                     belongs.

                3.) Concepts are stored in memory using complex

               networks.

 

Prototype: a representative example of a concept

 

        - Theory of Prototypes: we understand a word by knowing

          features of it prototype and recognizing that it may only have

          a subset of features of its prototype.

                  

                Example:  A dog may not bark, may not have a tail or fur,

                               but it's still a dog.

 

Rule: a statement of relation between concepts.

 

        - 2 examples: A person cannot be in two places at the same time.

                             Mass remains constant despite changes in

                             appearance.

4 points on the units of thought:

        1.) Images, symbols, concepts, prototypes, and rules are the

             building blocks of mental activity.

        2.) They provide an economical and efficient way for people to

             represent reality.

        3.) They make it easier to manipulate and reorganize reality.

        4.) We use them to devise new ways of acting.

 

3 kinds of thinking:

        1.) directed thinking

        2.) nondirected thinking

        3.) metacognition

 

        - directed thinking: is a systematic and logical attempt to reach

                                       a specific goal.

 

                * convergent thinking: a way of thinking that depends

                                                   heavily on symbols, concepts, and

                                                   rules. 

 

                * 4 points:

                        1.) This kind of thinking, also called convergent thinking.

                        2.) It depends on symbols, concepts, and rules.

                       3.) Directed thinking is deliberate and purposeful.

                        4.) It is through directed thinking that we solve

                            problems; formulate and follow rules; and set, work

                            toward, and achieve goals.

 

 

 

 

        - nondirected thinking: a way of thinking that consists of a free

                                            flow of thoughts with no particular plan

                                            and depends more on images.

 

                * divergent thinking: Another name for nondirected

                                                thinking.

 

                * 5 points:

                        1.) Depends more on images

                        2.) is usually rich with imagery and feelings such as

                            daydreams, fantasies, and reveries.

                        3.) People often engage in nondirected thought when

                            they are relaxing or escaping from boredom or

                            worry.

                        4.) This kind of thinking may provide unexpected

                            insights into one’s goals and beliefs.

                        5.) Scientists and artists say that some of their best

                            ideas emerge from drifting thoughts that occur

                            when they have set aside a problem for the moment.

 

        - metacognition: the awareness of one’s own cognitive processes. 

                                  Thinking about thinking - Evaluating a strategy.

 

Bloom's Taxonomy Handout

Benjamin Bloom created this taxonomy for categorizing level of abstraction of questions that commonly occur in educational settings. The taxonomy provides a useful structure in which to categorize test questions, since professors will characteristically ask questions within particular levels, and if you can determine the levels of questions that will appear on your exams, you will be able to study using appropriate strategies.

 

Competence

Skills Demonstrated

Knowledge

  • observation and recall of information
  • knowledge of dates, events, places
  • knowledge of major ideas
  • mastery of subject matter
  • Question Cues:
    list, define, tell, describe, identify, show, label, collect, examine, tabulate, quote, name, who, when, where, etc.

Comprehension

  • understanding information
  • grasp meaning
  • translate knowledge into new context
  • interpret facts, compare, contrast
  • order, group, infer causes
  • predict consequences
  • Question Cues:
    summarize, describe, interpret, contrast, predict, associate, distinguish, estimate, differentiate, discuss, extend

Application

  • use information
  • use methods, concepts, theories in new situations
  • solve problems using required skills or knowledge
  • Questions Cues:
    apply, demonstrate, calculate, complete, illustrate, show, solve, examine, modify, relate, change, classify, experiment, discover

Analysis

  • seeing patterns
  • organization of parts
  • recognition of hidden meanings
  • identification of components
  • Question Cues:
    analyze, separate, order, explain, connect, classify, arrange, divide, compare, select, explain, infer

Synthesis

  • use old ideas to create new ones
  • generalize from given facts
  • relate knowledge from several areas
  • predict, draw conclusions
  • Question Cues:
    combine, integrate, modify, rearrange, substitute, plan, create, design, invent, what if?, compose, formulate, prepare, generalize, rewrite

Evaluation

  • compare and discriminate between ideas
  • assess value of theories, presentations
  • make choices based on reasoned argument
  • verify value of evidence
  • recognize subjectivity
  • Question Cues
    assess, decide, rank, grade, test, measure, recommend, convince, select, judge, explain, discriminate, support, conclude, compare, summarize

 

** You can apply Bloom's Taxonomy to more than just test-taking.  It relates directly to one's life.

 

Problem-solving: to bridge the gap mentally between a present

                          situation and a desired goal.  Depends on the use of

                          strategies, or specific methods for approaching

                          problems.

 

        - examples: hunger and getting food

                            a column of figures and a total

                            a lack of money and bills to pay

                            cancer and a cure.

 

        - strategies: specific methods for approaching problems.

 

                * 4 examples:

                        1.) Break down a complex problem into a number of

                           smaller, more easily solved subgoals.  

                                * Subgoals: intermediate steps toward a solution.

 

                        2.) Work backward from the goal you have set.

                        3.) Examine various ways of reaching a desired goal.

                        4.) Analyze the problem to see if it resembles a

                            situation we have experienced in the past. A

                            strategy that worked in the past is likely to work

                            again.

 

                * if a problem is very unusual: the more difficult it is to

                                              devise a strategy for dealing with it.

 

Algorithms: a step-by-step procedure for solving a problem.

 

        - 2 examples: Mathematical and scientific formulas

 

        - problem with: They are a time-consuming.

 

Heuristics: a rule-of-thumb problem-solving strategy.

 

        - 3 types:

                * Availability heuristics: the tendency to rely on information

                                                      that is more prominent or easily

                                                      recalled and overlook information

                                                      that is available but less

                                                      prominent.

 

                        + example:  In the news, we see people winning the

                                         lottery all the time and overestimate our

                                         chances at winning it also.

 

                * Representativeness heuristics:  the tendency to assume

                                              that if an item is similar to members of

                                              a particular category, it is probably a

                                              member of that category, too.

 

                        + example:  I have flipped a coin 10 times and it has

                                         landed on tails every time. The odds are it

                                         will land on heads this time.

                                         (The odds are 50–50, as they are for each

                                           coin toss.)

 

                * Anchoring heuristics:  the tendency to make decisions

                                                     based on certain ideas, or

                                                     standards, that are important to us.

 

                        + example:  In my family, everyone gets up by 8:00 A.M.

                                         every day, including weekends.  I believe

                                         that only lazy people sleep past 8:00 A.M.

                                         (I formed a judgment about other people

                                           based on a standard in my family.)

 

     - 2 problems:

           1.) Although heuristics are faster than algorithms, they

               are not always as reliable.

          2.) Although heuristics allow us to make quick decisions,

               they can result in bad decisions because we make

               the decisions using shortcuts and sometimes ignore

               pertinent information.

 

 

Sternberg- Wagner Variation of Thinking Styles Handout

 

8 obstacles to problem-solving:

     1.) Learned Laziness: when a person does not learn to work

                               because rewards have come without

                               effort in the past.

 

     2.) Learned Helplessness: a condition in which repeated

                                   attempts to control a situation fail,

                                   resulting in the belief that the

                                   situation is uncontrollable.

 

        3.) Apathy: Failure to care, or try.

 

        4.) Mental set: When a particular strategy becomes a habit.

 

        5.) Rigidity: when a set interferes with problem solving

 

                * 3 types:

                        6.) Functional fixedness:

                        7.) False assumptions

                        8.) Most people look for direct methods of solving

                            problems and do not see solutions that require

                            several intermediate steps

 

                * 2 ways to overcome:

                        1.) Rigidity can be overcome if the person realizes that

                           his or her strategy is not working.

                        2.) The person looks for other ways to approach the

                            problem.  (Analyzing situations from many

                                             perspectives.)

 

                * Familiar situations: The more familiar the situation, the

                                                  more difficult this will be.

 

                * When rigidity is less likely: Rigidity is less likely to occur

                                                             with unusual problems.

 

                * Major reason for rigidity: Many individuals are trained,

                                                           through formal education, to

                                                           think of only one way to do

                                                           things.

 

Creativity:  the capacity to use information and/or abilities in a new

                   and original way.

 

        - 2 points:

                        1.) All problem-solving requires some creativity.

                2.) Psychologists do not know exactly why some people are

                    able to think more creatively than others.

 

        - 3 main characteristics: Flexibility, recombination, and insight.

 

                * flexibility: the ability to overcome rigidity.

 

                ^ tests for In one test, psychologists ask people how

                                              many uses they can imagine for a single

                                              object, such as a brick or a paper clip.

                                             The more uses a person can devise, the

                                              more flexible he or she is said to be.

 

                ^ major point: inflexible, rigid thinking leads to

                                               unoriginal solutions or no solutions at all.

 

                        * recombination: rearranging the elements of a problem to

                                          arrive at an original solution

 

                        ^ 2 points:

                                1.) Recombination seems to be a vital part of

                                   creativity.

                                2.) The creative person is able to take the

                                    information that he or she and others have

                                    compiled and put it together in a totally new

                                    way.

 

                        ^ Newton’s quote: “If I have seen further, it is by

                                                     standing on the shoulders of

                                                     giants.”

 

        + meaning: He didn't create anything new - he

                         just built upon what was already.

 

                * insight:  the apparent sudden realization of the solution to

                               a problem.

 

                        ^ when it occurs: when problems have proved resistant

                                                  to all problem-solving efforts and

                                                  strategies.

 

                        ^ where it occurs:  When the person is absorbed in

                                                      some other activity, the answer

                                                      seems to appear out of nowhere.

 

                        ^ as the “aha experience”: another name for insight.

 

        - cycle of frustration:

        problem      frustration     temporary diversion = insight.

               

* Wolfgang Kohler, (1976):  He had monkeys in a cage with three

             boxes in the cage, and a bunch of bananas hanging just   

             outside their reach.  Monkeys tried various ways to

             reach the bananas on their own, but finally stacked the

             boxes on top of each other and then could reach out to

             grab the bananas.  Perfect example of insight used in

             problem solving.

 

 

    CHARACTISTICS  OF  CREATIVE  PEOPLE

 

¨      Have the ability to make unusual associations or connections between seemingly unrelated or remote ideas.

¨      Have the ability to rearrange elements of thought to create new ideas or products.

¨      Can find a large number of solutions to problems.

¨      Display intellectual playfulness, fantasize, imagination and daydream.

¨      Are often concerned with adapting, improving, or modifying existing ides, thoughts, or products, or the ideas or products of others.

¨      Have a keen or unusual sense of humor and many times see humor others do not.

¨      Ask many questions at an early age - this trend may continue past early childhood and into adulthood.

¨      Frequently challenge teachers, textbook authors, and those in authority or “experts”.

¨      Sometimes come up with unexpected, futuristic, bizarre, even “silly” answers or solutions.

¨      When completing special or unusual projects or assignments, often show a rare capacity for originality, intense concentration, and persistence.  (may be perceived as working hard to achieve personal goals.

¨      May become obsessed with completing varied projects, or exhibit unusual persistence in completing tasks.

¨      Are willing to take risks; are adventurous.

¨      Display a great deal of curiosity about many things.

¨      May devise collections based on unusual things or interests.

¨      Exhibit heightened emotional sensitivity - may not only be sensitive to beauty but visibly moved by aesthetic experiences.

¨      Are frequently perceived as nonconforming.

¨      Do not fear being labeled as “different”.

¨      Can accept disordered nature of chaotic environments.

¨      Frequently not interested in details.

¨      May criticize others constructively, but have difficulty in accepting other’s criticism.

¨      Independent in thought and action.

¨      Prefer the complex to the ordinary.

¨      Have a genuine concern for the welfare of others, although it may be hidden at times.

Devotes less time than the average amount of the time to social behavior

 

Blockages to Creativity Graphic Organizer

          - Tradition

          - Control

          - Negativism

          - Prejudice

          - Fear of failure

          - Impatience

          - Uniformity

          - Fear of ridicule

          - Conceit

          - Insecurity

          - Jealously

          - Group thinking (mob mentality)

          - Laziness

          - Apathy

          - Lack of commitment

          - Lack of support

          - Intolerance

          - Tenseness

          - Fear of change

 

 

CASE STUDIES – Checkmate… pg 303

 

1997: the final match of a rematch took place in the contemplative

          game of chess.

 

Gary Kasparov:  a former scientist whom many considered to be the

                         best chess player to have ever lived.  He beat a

                         computer the year before.

 

Deep Blue: a computer programmed to play chess

 

Psychologists’ beliefs: Psychologists believed that a computer

               preprogrammed with information of any kind would prove no

               match for the thought capacity and perceptions of the

               human mind.

 

Hypothesis:  That a nonfeeling and nonthinking machine could not

               defeat the ability of the human mind to think abstractly. A

               machine could also not match the human mind’s feelings of

               determination and desire.

 

Capacities of Deep Blue:  It can consider 300 million possible chess

               moves per second. With each of these 300 million

               possibilities, Deep Blue is programmed to assess the

               situation these moves will put it in.

 

        - as compared to a human brain: The human brain can evaluate

               only a very small fraction of moves compared to what Deep

               Blue can do.

 

Kasparov’s strategy: For his rematch with Deep Blue, Kasparov

               planned to copy his strategy from the previous year.

 

Results: Deep Blue beat Kasparov.  Experts explained that Kasparov’s

             defeat was the result of comparing Deep Blue too much to

             the version he had played against the year before.

 

Kasparov vs. World:  A unique chess match via the Internet that began in June 1999 and continued for several months, Kasparov squared off against all the players in the world who wanted to participate. A panel of grand masters suggested the world team’s possible moves.

 

     - # of players: 10,000 worldwide

 

     - how moves were decided:  Each player would cast their

              votes on the world team’s moves. The move that

              received the greatest number of votes was used.

 

     - length of game: 4 months (longer than anyone had thought)

 

     - result:  Kasparov won the hard fought battle, retaining the

                 title of the world’s greatest human chess player.

 

 

 

 

13-2: Intelligence Testing (pgs. 348-357)

 

Five Types of Psychological Tests Handout

 

All psychological tests have one characteristic that makes them both fascinating and remarkably practical—they try to make it possible to find out a great deal about a person in a short time.

 

Tests can be useful in:

        1.)  Predicting how well a person might do in a particular career

        2.) Assessing an individual’s desires, interests, and attitudes

        3.) Revealing psychological problems.

 

Uses of tests:

        1.) One virtue of standardized tests is that they can provide