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Week 7 (Q1)Ross is conducting a study where he has participants complete an implicit association test (IAT) at two time points - 1. Before, and 2. after, playing the computer game 'Mortal Combattle'....

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Week 7 (Q1)


Ross is conducting a study where he has participants complete an implicit association test (IAT) at two time points - 1. Before, and 2. after, playing the computer game 'Mortal Combattle'. The IAT that Ross is using involves categorizing concepts of 'self vs. other' and attributes 'peaceful vs. aggressive'. Ross hypothesizes that playing the game 'Mortal Combattle' will prime higher implicit levels of aggression in the participants. Does the IAT provide an internal or external indicator of aggression? [1 point] Considering Ross's hypothesis, how are participants expected to behave when categorizing relevant words on 'self and peaceful' trials after playing the game compared with before playing the game? [1 point] How are participants expected to behave when categorizing relevant words on 'self and aggressive' trials after playing the game compared with before playing the game? [1 point] In this example study has Ross used a within-participants or between-participants design? Explain your reasoning. [1 point]




Week 8 (Q2)



One day Suzie notes that her cat (named Sir Reginald Fluffy Pants) spontaneously jumps over a box a few times in quick succession during a play session. Suzie decides to see if she can condition her cat to jump over the box in response to the sound of a double hand clap ("clap-clap"). Suzie is using her cat's favourite type of treat to help her in this endeavour. In this scenario, in terms of operant conditioning, what type of reinforcement is Suzie using here? [1 mark] After Sir Reginald Fluffy Pants jumps over the box, Suzie praises Sir Reginald (by saying things like "oooh who is a good jumpy wumpy puss? etc) and then gives Sir Reginald his treat after a little delay. After a while, Suzie starts becoming a little frustrated with Sir Reginald's slow progress at associating the clap-clap with the box jump. What might Suzie do to increase the rate of learning here? [1 point] Explain your reasoning [1 point]. After Sir Reginald consistently jumps over the box in response to the clap-clap, Suzie notices that Sir Reginald also begins spontaneously jumping over things in response to the clap-clap, such as shoes, or other cats. What conditioning term best describes Sir Reginald's behaviour here? [1 point]





*Please note:




1. You are
not
expected to refer to 'shaping' in your answer to this question.





Week 9 (Q3)


Sam is impressed by Bill's ability to whistling a tune. Sam asks Bill how he does it, and Bill replies that he doesn't really know, he can just do it. What type of knowledge does Bill have for his whistling ability? [1 point] Explain your answer [1 point]. Sam starts trying to learn how to whistle by practicing. According to Logan's Instance Theory each time Sam practices can be considered an instance. What four aspects of the instance representation are recorded as a memory according to Instance Theory? [2 points – 0.5 point per aspect]









Week 10 (Q4)



Rank order the collaborative model, the interactive alignment model, and the memory resonance model regarding the importance each one gives to the role of perspective taking in communication, where 1 = Most importance, 2 = Middle importance, 3 = Least importance [1 point]. Joey is able to communicate smoothly with his friend Aaron about cheese sticks because the day prior they had a conversation about cheese sticks. According to the collaborative model of communication, what heuristic might Joey be using to avoid falling into a mutual knowledge paradox [1 point]? According to the interactive alignment model, what basic mechanism allows Joey to avoid falling into a mutual knowledge paradox [1 point]? In the collaborative model, common ground is a special type of shared knowledge, how is 'common ground' different from more basic 'shared knowledge'? [1 point]




Week 11 (Q5)



Rustin, Caprice and Sullivan have just completed the 'alternate uses task' by thinking about alternate uses for a brick. Rustin came up with 20 ideas, across 5 categories. Caprice came up with 16 ideas, across 2 categories. Sullivan came up with 10 ideas, across 3 categories. Who has the highest fluency score? [1 point] Who has the highest flexibility score? [1 point] Who has the highest within-category fluency score? [1 point] Who do you think is most likely to have come up with some of the most original ideas, and why? [1 point] Who do you think is the most likely to score the highest on a latent inhibition test, and why? [1 point]




*Note for the last two points there are no half points awarded. Need to say both who and why to be awarded the point.


Answered 2 days After Oct 11, 2023

Solution

Deblina answered on Oct 14 2023
19 Votes
Response to the Questions                                    2
RESPONSE TO THE QUESTIONS
Table of Contents
Week 7    3
Week 8    3
Week 9    4
Week 10    4
Week 11    5
Week 7 
· The IAT provides an internal indicator of aggression. It measures implicit associations between concepts and attributes within an individual's mind, specifically 'self vs. other' and 'peaceful vs. aggressive' in this case. It assesses how quickly people can categorize words related to these concepts, which reflects their internal biases or associations.
· After playing the game 'Mortal Combattle,' participants are expected to categorize relevant words on 'self and peaceful' trials more slowly than before playing the game. Ross hypothesizes that playing the game will prime higher implicit levels of aggression, so participants may be more inclined to associate 'self' with 'aggressive' after the game, making the categorization slower.
· After playing the game, participants are expected to categorize relevant words on 'self and aggressive' trials more quickly than before playing the game. The hypothesis suggests that the game will prime aggression, leading to faster categorization of 'self' with 'aggressive' after playing.
· In this example, Ross has used a within-participants design. Participants are measured at two different time points (before and after playing the game) to see how the same individuals change over time. This design allows for the assessment of the effect of the independent variable (playing 'Mortal Combattle') on the same set of participants, reducing the impact of individual differences.
Week 8 
· Suzie is using positive...
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