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Chapter 11 Problem Solving and Creativity

Khiana Odekirk Psychology English 27 cards

Cards in this deck (27)

  1. 1What is a Problem?-obstacle b/w a present state & a goal state
    -not immediately obvious how to get around the obstacle
  2. 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
  3. 3The Problem-Solving Cycle (1 & 2)-Problem identification:
    *Do we actually have a problem?
    -Problem definition and representation:
    *What exactly is our problem?
  4. 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
  5. 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
  6. 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
  7. 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
  8. 8Well-Structured Problems (problem space)all possible actions that can be applied to a problem --> consists of states & operators
  9. 9Well-Structured Problems (algorithms)systematic problem (in a problem state) guaranteed to find a solution; good for computers, but humans limited by WM
  10. 10Heuristicsmental shortcut; useful rule of thumb based on experienced; efficient but doesn't guarantee a correct solution
  11. 11Well-Structured Problems (heuristics for problem-solving)-means-end analysis
    -working forward
    -working backward
    -generate and test
  12. 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
  13. 13Working Forward-start at initial state and work to goal state
    *math problems
  14. 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
  15. 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
  16. 16Isomorphic Problems-formal structure is the same and only content differs
    -detecting isomorphism of structure of problems can be difficult (physics problems)
  17. 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
  18. 18Early Gestaltist Views (Kohler)-animal model of insight
    -Sultan stacked boxes to get banana
  19. 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)
  20. 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
  21. 21Functional Fixedness-inability to assign new fxns and roles to elements of a problem
    -restricting use of an object to its familiar fxns
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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)
  27. 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 Flashcards on Chapter 11 Problem Solving and Creativity, created by Khiana Odekirk on 17/04/2017.
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Khiana Odekirk
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