Karteikarten
Chapter 11 Problem Solving and Creativity
Karten in diesem Stapel (27)
- 1What is a Problem?-obstacle b/w a present state & a goal state
-not immediately obvious how to get around the obstacle - 2The Problem-Solving Cycle(1) Problem ID
(2) Definition of problem
(3) Construct a strategy for problem solving
(4) Organize info about a problem
(5) Allocate resources
(6) Monitor problem solving
(7) Evaluate problem solving - 3The Problem-Solving Cycle (1 & 2)-Problem identification:
*Do we actually have a problem?
-Problem definition and representation:
*What exactly is our problem? - 4The Problem-Solving Cycle (3)-Select a strategy to solve the problem
*Analysis: breaking down whole of a complex problem into manageable elements
*Synthesis: putting together various elements to arrange them into something useful
*Divergent thinking: generate multiple solutions to problem
*Convergent thinking: Narrow down to best answer - 5The Problem-Solving Cycle (4, 5, 6, 7)-Organization of information: how do the various pieces of information in the problem fit together?
- Resource allocation: how much time, effort, and money should I put into this problem?
-Monitoring
-Evaluation - 6Types of Problems-Well-structured problems: clear path to the solution; math problems; anagrams
-Ill-structured problems: dimensions of problem are not specified or easy to infer; finding an apartment; writing a book - 7Well-Structured Problems-common well-structured problems studied are move problems (move this object to this place)
-errors that ppl often make: inadvertently moving backward, making illegal moves, not realizing the nature of the next legal move - 8Well-Structured Problems (problem space)all possible actions that can be applied to a problem --> consists of states & operators
- 9Well-Structured Problems (algorithms)systematic problem (in a problem state) guaranteed to find a solution; good for computers, but humans limited by WM
- 10Heuristicsmental shortcut; useful rule of thumb based on experienced; efficient but doesn't guarantee a correct solution
- 11Well-Structured Problems (heuristics for problem-solving)-means-end analysis
-working forward
-working backward
-generate and test - 12Means-end Analysis-Compare your current state with the goal and choose an action to bring you closer to the goal
-break a problem down into smaller subgoals --> may not work if subgoals can't be identified - 13Working Forward-start at initial state and work to goal state
*math problems - 14Working Backward-figure out the last step needed to reach your goal, then the next-to-the-last step, and so on
*lost your keys --> retrace foosteps - 15Generate and Test-trial-and-error strategy
-create possibilities, test them, and discard the ones that are incorrect
*car won't start; wait a moment and try again, may be flooded; check to see if there's gas, if no success; check to see if the battery is charged, etc
-may not be the most efficient strategy - 16Isomorphic Problems-formal structure is the same and only content differs
-detecting isomorphism of structure of problems can be difficult (physics problems) - 17Early Gestaltist Views (Wertheimer)- sudden rearrangement of elements creates "insights"
*apparent sudden sol'n to problem some time after problem has been presented
*sol'n involves restructuring/reorganizing of the representation
*restructuring associated w/ insight
-"productive thinking" goes beyond previously learned associations - 18Early Gestaltist Views (Kohler)-animal model of insight
-Sultan stacked boxes to get banana - 19Neo-Gestaltist View (Metcalfe & Wiebe)-participants given either insight or algebra problems to solve
-participants indicated how "warm" they were to sol'n every 15 min (range of 1 - 7) - 20Mental Sets, Entrenchment, and Fixation-seeing a problem in a particular way instead of other plausible ways due to experience or context may:
*cause you to adopt ineffective strategy & prevent problem-solving
*make assumptions w/o realizing it
*find it hard to approach the problem in new way - 21Functional Fixedness-inability to assign new fxns and roles to elements of a problem
-restricting use of an object to its familiar fxns - 22Negative and Positive Transfer-Transfer: any carryover of knowledge/skills from one problem situation to another
-Negative transfer: solving prior problem makes it more difficult to solve later problem (police trying to solve a rare crime)
-Positive transfer: solving earlier problem helps to solve later problem - 23Transfer of Analogies (Gick and Holyoak)-gave particpants one problem to read w/ a sol'n
-gave same participants second problem that can be solved using similar sol'n
-3 groups of participants
*control group only tried to solve radiation problem
*group given general/fortress problem and sol'n
*group given general/fortress problem & told its sol'n would help solve radiation problem - 24Expertise-not a general ability
-experts have extensive knowledge that is used to organize, represent, and interpret info
-affects ability to remember, reason, and solve problems - 25Elaboration of Knowledge-experts vs. beginners
-experts differ from novices:
*better schemas, well-organized knowledge in specific domain, less time to set up problem, select more appropriate strategies, faster at solving problems, more accurate - 26Creativity-process of creating something that is original and worthwhile
-may refer to: product, person/personality creating product; process (steps followed to create product: the environment; synthesis of all of the above) - 27Characteristics of Creative People-emphasis on measure of product a person creates - creativity test scores
*Guilford (1950), Torrance (1988), Weisberg (1988): nothing innately special about people; hard work and dedication leads to creativity
*Baron (1988): way of looking at things
*Amabile (1996): intrinsic motivation is important
*Csikszentmihaly (1996): must examine historical and social context in which product is made; when one achieves balance with context, one achieves flow; flow is enjoyment we experience when we are engaged in mental and physical challenges that absorb us
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- Psychology Karteikarten am Chapter 11 Problem Solving and Creativity, erstellt von Khiana Odekirk am 17/04/2017.
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