PSY220, Thinking, Memory & Problem Solving, Fall 2009

Fall 2009 - Syllabus and Course Schedule

Psych. 220, Thinking, Memory & Problem Solving

Professor - Erik Nilsen

Section F1 Howard Hall - Room 124

T, Th 9:40 - 11:10 a.m.

 


Textbook - Cognitive Psychology, 2nd Edition. E. Bruce Goldstein

*Companion Website with glossaries, flashcards, and other course related information*


The purpose of this course is to provide you with an overview of the basics of cognitive psychology through coverage of cognitive neuroscience, attention and consciousness, perception, memory, knowledge representation, language, problem solving and creativity, decision making and reasoning. An additional goal is to engage in experiential learning which will give you insight into the complexities, foibles and potential of human thought.

Course Expectations and Assignments
This course does not presuppose an extensive background in psychology.  It is expected that you will (thoughtfully) read the material before the class session.  I also expect active participation in all class activities.  Attendance is expected at all class sessions and is essential for the days marked in BOLD in the daily schedule.  These are days where the emphasis will be on experiential learning which cannot be made up for in other ways. If you have a known conflict with any of these dates, talk with me at least two weeks in advance and alternative arrangements (read more work ; ^ ) can be made.

Grading

7 +- 2 @ 16% cumulative. Chapter Quizzes

For some of the 12 chapters, we will have a quiz on the material sometime during the class. You can choose to redo missed questions by writing a 1 or 2 paragraph essay incorporating the key concept found in the question and 2 -3 related ideas from the chapter. These make-ups are due at the beginning of the next class period. If you miss the day of a quiz, you can only make it up by writing essays on all of the questions It is your responsibility to get the questions before the next class period. If class discussions are going extremely well, indicating that people are reading the text carefully in advance, we may eschew some quizzes, with the entire class getting extrinsic reinforcement.

3 @ 14% each.  Chapter Examinations

The exams in this class will consist of multiple choice, definitions and short essay questions taken from the textbook and lectures for the current section. Examinations are not cumulative.

2 @ 7% each.  "Real Life" Projects

Find something in popular culture (e.g. song lyrics, news, cartoon, television, film, art) or your personal experience that relates to a textbook topic we discuss in class and write a two - three page paper linking "real life" to textbook concepts. Only one project per chapter is permitted. The "find" must be original, not something presented in class or taken from another student. You will be graded on creativity, coherence and insight into the topic area that you show beyond the regurgitation of facts found in the textbook. Due dates are marked on the daily schedule. You will be presenting your projects orally to each other in small groups and turning in the written paper. Your grade will be determined by the peer feedback that you give and the instructors evaluation of your written work.

4 @ 6% each.  Laboratories in Thinking

These are the days marked in BOLD in the daily schedule.  Each day will be different and the evaluation will vary accordingly. Some labs will require advance preparation and gathering of resources on your part, some will involve collecting data from yourself and others using the CogLab Software that comes with the textbook. Each lab will have a writing assignment accompanying the day's activity. The common element is that experiential learning will be emphasized and active participation will be the order of the day. Your grade will depend on your engagement with the material, connections made to the textbook concepts and quality of your written reflection rather than performance on the "thinking tasks".

4%  Final Exam - Game Show Extravaganza

The final exam will be involve small groups working together to create a Psychology Themed Game Show using a portion of the textbooks. We will assign the groups during the last week of class and play the games during the exam period. Your grade will be determined by your level of participation both in the preparation for and the playing of the games. Each person will write a short description of how they contributed to the groups preparation and will turn in a copy of the questions/activities which they developed for the project. You will not be graded on your "point total" in the games.

Up to 2% Extra Credit Coglabs

You may choose to do up to 2 of the Coglab 2.0 experiments and write-ups that are not assigned in class for 1% extra credit for each one. (1) Do the lab, (2) turn in your your data along with a short essay explaining how your results match up with the expected results, and (3) answer the Basic and Advanced Questions that are provided in the Coglab 2.0 booklet that you will find in the Cupboard above the printer in the HCI lab (BioPsy121). These assignments must be completed by Friday, Dec. 4th and be turned in electronically to nilsen@lclark.edu as MSWord attachments using the following naming convention (yourlastnameECpagenumber lab is found on in booklet.doc)

For example, If I am turning in the implicit learning lab found on page 123, my file would be NilsenEC123.doc

Fall 2009 Office Hours - Tues., 11:15 a.m. - 12:30 p.m., Thurs. 1:30 - 2:30---  Bio/Psych #236. 
Office Phone: x-7657 (leave voice mail here), HCI Lab phone: x-7656.

I have an open door policy.  Feel free to drop in at other times.  If my door is open, I am available to chat. If it is closed, I am either gone or working on a project with a deadline.  Leave a message on my white board or with the departmental administrative assistant.


Day & Date

Topic 

Tu Sep. 1

Introduction, Name Game & Brain Calisthenics 

Th Sep. 3

Chapter 1. Introduction to Cognitive Psychology.

Special Topic - Lie Detection Skills and Technology (bring your 2 truths and a lie, ready to share)

Browse these APA Articles on Polygraph Validity, Detecting Deception, and Brain-Based Detection of Lies

Tu Sep. 8

Chapter 2. Cogntion and the Brain: Basic Principles. Brain Teaser:Scientists dissect the mystery of genius!

Interesting Interactive Demo of a Split Brain Experiment.

Th Sep. 10

Chapter 3. Perception.

Change Blindness Demo

Interactive Visual Illusions

Tu Sep. 15

Erik is moderating a panel of cognitive neuroscience experts as part of the Science Without Limits Symposium held on Campus. Our class will attend the symposium from 9:30 - 11:00 today, in the Council Chambers at Templeton. Vilayanur Ramachandran, internationally acclaimed nueroscientist and author, is the featured speaker for the symposium.

Th Sep. 17

Lab #1 Read Pages 109 - 133 from the CogLab Reader (handed out in class last Thursday)

Tu Sep. 22

Chapter 4. Attention.    

Th Sep. 24

Special Topic - Cognition involved in Video Gaming, The good, the bad, and the twitchy. Several interesting articles on positive benefits of video games (and Review for Exam)

Tu Sep. 29

Exam over Chapters 1 - 4

Th Oct. 1

Chapter 5. Short Term and Working Memory - part 1

Tu Oct. 6

Chapter 5. Short Term and Working Memory - part 2

Th Oct. 8

Fall Break

Tu Oct. 13

1st Real Life Project Presentations

Th Oct. 15

Chapter 6. Long Term Memory: Basic Principles

Tu Oct. 20

Chapter 7. Everyday Memory and Memory Errors.

Th Oct. 22

Lab #2

Tu Oct. 27

Chapter 8. Knowledge

Related Lewis & Clark Research

Th Oct. 29

Exam over Chapters 5 - 8

Tu Nov. 3

Chapter 9. Visual Imagery

Th Nov. 5

Chapter 10. Language

Tu Nov. 10

Lab #3

Th Nov. 12

11. Problem Solving

Before class, play the Missionary and Cannibals game and write down the sequence of moves that you use to try to solve it. How many moves does it take you to solve it? What strategies did you adopt? What moves were the most difficult to come up with?

English Explanation and link to very tricky RiverIQgame that is a harder version of the Calvin and Hobbes. We will discuss this in class as an isomorphic problem to the "Hobbits and Orcs" problem on pg. 398 of our text.

Here is a historical and cross cultural perspective on this classic problem!

Tu Nov. 17

Chapter 12. Reasoning and Decision Making

Th Nov. 19

2nd Real Life Project Presentations

Tu Nov. 24

Chapter 12. Reasoning and Decision Making

APA article Describing Jerusha and Brian's work on Framing of Health Related Messages.

Download the Actual Research Paper. Message Framing and Sunscreen Use: Gain-Framed Messages Motivate Beach-Goers

Th Nov. 26

Thanksgiving Break

 

Tu Dec. 1

Exam over Chapters 10 - 12

Th Dec. 3

Lab #4 - Hi Q Games to Stretch your Intellect

Mind-Benders - Logic Grid Puzzles

Set Card Game - Has won several High IQ game awards, we will play it low tech style!

 

Tu Dec. 8 Work with Game Show Groups

Game Show Extravaganza!!

December 12th, 8:30 - 11:30 a.m.


http://www.lclark.edu/~nilsen/220fa09.html

Online Resources

Anagram Generator

20 questions Artificial Intelligence

NASA Cognition Lab Memory Games

APA Articles on Polygraph Validity, Detecting Deception, and Brain-Based Detection of Lies

Brain Fingerprinting! Proceed with Caution 8^) 60 minutes video clip on Brain Fingerprinting

Nat. Acad. of Science Report on Lie Detection and Brain Activity

Brief Neuroimaging Primer

NeurImaging Links and examples

Pinky and the Brain sing Parts of the Brain Song!

Fascinating Discussion of Visual Neglect caused by Neurological Impairment

Online Demo of Stroop Effect

Online Tutorial on Monocular Depth Cues and Art

Amazmg InteractiveVisual Illusion Site

Mindtools.com has some good information on using several Mnemonic techniques

Links to THE MIND, and THE BRAIN videos used in class (Rajan Mahadevan, Clive Wearing etc.)

Must join (free) to view videos

Amazing Demonstration of "Photographic" Memory by Autistic Artist (found by Robyn 8^)

McGurk 1 - McGurk 2

RiverIQ Game for the Masochistic

A gentle introduction to Bayes Reasoning to make better informed medical, scientific, and legal decisions.

Interesting Variations on Wason Selection Task

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Read about TD-Gammon, a Neural Network Backgammon Expert that learns without input from Humans!

Kismet is a sociable robot being developed at MIT which uses facial expressiveness as a central feature. Browse around the Kismet web site to get a feel for the goals of the project and what they have accomplished to date! Be sure to check out Kismet's "space of emotive facial expressions" and look at the pages concerning social interaction and how Kismet "learns".

20 questions Artificial Intelligence

Online "games" uses human computation to teach machines to think!

Play Peekaboom and ESP

 

 


Created by nilsen@lclark.edu