Cognitive Biases and Problem-Solving

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Qu'est-ce que la tâche de Wason des quatre cartes a révélé?

Les participants ont tendance à être influencés par des biais cognitifs.

Qu'est-ce que la heuristique de représentativité?

Une méthode de jugement de probabilité basée sur la ressemblance avec l'image prototypique

Qu'est-ce que l'effet d'ancrage?

Lorsque les participants sont influencés par une valeur numérique initiale lors de la prise de décision.

Qu'est-ce que la chute de conjonction?

<p>Lorsque les participants font des jugements basés sur les traits les plus représentatifs plutôt que sur un raisonnement logique</p> Signup and view all the answers

Qu'est-ce que la mémoire de travail?

<p>Un espace de stockage à court terme pour l'information cognitive</p> Signup and view all the answers

Comment la formulation d'un problème peut-elle influencer les décisions des participants?

<p>En fournissant des informations différentes qui peuvent ancrer l'esprit des participants.</p> Signup and view all the answers

Qu'est-ce que la tâche de la Tour de Hanoi?

<p>Une tâche de raisonnement qui nécessite moins de mémoire de travail que la tâche de l'ascenseur.</p> Signup and view all the answers

Study Notes

  • The acquisition of the notion of identity is applied to all types of content once acquired.
  • Initially, reasoning was considered to involve logical strategies.
  • Until the 1960s, reasoning was believed to involve logical/abstract knowledge.
  • Wason's work revolutionized this way of thinking about reasoning.
  • Humans often reason in a non-logical way.
  • Many studies on reasoning were developed from the 1960s.
  • Wason's task of the four cards highlighted confirmation bias.
  • Participants often make mistakes in reasoning tasks.
  • The task involved playing cards with letters and numbers on each side.
  • The answer to the task was A7, not A3, due to confirmation bias.
  • Categorization is based on prototypical traits.
  • Participants judge probabilities based on how closely they resemble the prototypical image.
  • Kahneman and Tversky's experiment showed participants judged a series of FGFGGF as more likely than FGFFFF.
  • Slovic's study showed students believed guns killed less than tobacco, while experts knew the opposite.
  • Heuristics are mental shortcuts used to make judgments.
  • The representativeness heuristic is based on how closely something resembles a prototype.
  • The conjunction fallacy is when people make judgments based on the most representative traits rather than logical reasoning.
  • The conjunction fallacy can lead to erroneous probability judgments.
  • The prototypical image is a key factor in the representativeness heuristic.
  • The representativeness heuristic can lead to biased judgments.
  • Anchoring effect can influence people's judgments and decisions.
  • Participants exposed to a high anchor estimate more glass breakage compared to those exposed to a low anchor.
  • Anchors can modify participants' memories.
  • The formulation of a problem can change people's decisions.
  • Different versions of a problem may highlight different information, leading people's minds to anchor on it.
  • In an experiment, half the participants were asked if they would still buy a theater ticket after losing $10 on the way, while the other half were asked if they would buy a new ticket after losing the original one.
  • 88% of participants in the first version of the problem answered yes.
  • Participants' judgments can be influenced by how a problem is presented.
  • Anchoring effect and formulation effect are cognitive biases.
  • These biases can affect decision-making in various situations.
  • Participants add constraints to problems that are not in the original statement.
  • The working memory is crucial for problem-solving as it stores and manipulates task parameters.
  • Working memory is a short-term storage space where cognitive information is processed.
  • Different problem contexts can cause significant differences in the working memory load.
  • Our adaptive functioning automatically provides us with the knowledge needed to solve daily situations.
  • The knowledge that automatically arrives in the working memory occupies space.
  • The more knowledge that arrives automatically, the less space is available for reasoning.
  • The Tower of Hanoi problem requires less working memory than the elevator problem.
  • The elevator problem has a lot of knowledge available, but it is not useful for solving the problem.
  • The monsters problem has few available clues, making it a challenging problem.

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