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Quiz 8: Create Imagine and Play
Terms in this set (21)
The Hebbian principle is based on the principle that: "Neurons that fire together, _____."
Which of the following statements about a neuronal ensemble is untrue?
All neurons of a neuronal ensemble are located in the close physical proximity in the brain
Which activity necessarily involves mental synthesis (mental synthesis is conscious purposeful prefrontal cortex-controlled imagination)?
reading a new fairytale
Imaginary worlds encountered through nonviolent virtual games, books, movies, board games, and virtual simulations are excellent ways to help develop a child's creativity and imagination. These often lead to the invention of a child's own world.
This is a complex and elaborate form of make-believe of creating imaginary places is a more persistent behavior that last for weeks, months, even years--- and is revisited over and again.
Another term for Worldplay
The spontaneous perception of connections and meaningfulness of unrelated phenomena (such as conspiracy theories, magic tricks) is called
Complex play-acting of social roles or characters. Re-enactment of stories heard or read in books
Simple substitution of one object for another. Animation of inanimate things.
For some children, the invention of imaginary worlds takes place in the context of private play or play shared with a few others.
When it comes to TV, movies, video games and other projected, passive media in general, children often have a difficult time separating reality from make-believe-- especially in the case of media violence. Grossman & DeGaetano (2014) identify the effects of media violence. Mark all that apply.
Increased appetite for violence.
Desensitization to real-life and screen violence
Engagement with nonviolent virtual games, books, movies, board games, and virtual simulations are the best ways to help develop a child's creativity and imagination. These often lead to the invention of a child's own world.
There is a direct connection between childhood Worldplay and adult creativity.
Visual thinking and imaging benefits people in only certain professions (such as art and engineering).
What behaviors are associated with creative potential (creative giftedness as an adult)? Mark all that apply.
Having an imaginary friend.
Participating in play/theatre
Engaging in Worldplay
When does imagination typically start to emerge?
How much of the time when we are awake do we daydream?
Typically, development of imagination, especially Worldplay, diminishes or fades out around puberty.
This term is associated with the psychological phenomenon involving a stimulus (an image or a sound) wherein the mind perceives a familiar pattern of something where none actually exists.
A simple marker that indicates when a child's imagination is beginning to develop is when
the child tells their first fib.
Although most people can "see" images within their "mind's eye," there are exceptions. Individuals who are not able to visualize images within their mind have a phenomenon known as
Other sets by this creator
Quiz 7: Create Imagine and Play
Quiz 6: Create Imagine and Play
Quiz 5: Create Imagine and Play
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Scott Lilienfeld, James Wood, and Howard Garb (2001) wrote, “When a substantial body of research demonstrates that old intuitions are wrong, it is time to adopt new ways of thinking.” What were they talking about? a. MRI test. b. Rorschach inkblot test. c. Freud’s work on the id and ego. d. Psychodynamic theories. e. Modern views of the unconscious.
In a paragraph or two, describe what you think your life might be like as a young adult ten years from now.
According to behaviorists, what happens as a result of positive reinforcement?
What does Hermann Ebbinghaus’ forgetting curve show about the nature of storage decay? a. The rate of forgetting increases as time goes on. b. The rate of forgetting decreases as time goes on. c. The rate of forgetting does not change as time goes on. d. The rate of forgetting varies according to the motivation of the learner. e. The rate of forgetting varies according to the emotional state of the learner.