Cognitive process in the technological world - ERQ Flashcards

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1
Q

Positive side of research

A

Both positive and negative effects have been the subject of research. On the positive side, some argue digital technology can enhance cognitive functioning. For example, video gaming can improve perception, mental rotation skills, visual memory, attention, task-switching, multi-tasking and decision-making.

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2
Q

Negative side of research

A

On the negative side, some contend that digital technology can lead to distraction, reduced attention spans, a sense of social isolation, scattered thinking and a decline in the ability to think analytically.

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3
Q

Which cognitive process is used?

A

Memory has been the focus of several investigations.

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4
Q

Studies used

A

Sparrow et al. (2011)
Kaspersky Lab (2015)
Blacker et al. (2014)

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5
Q

Aim of Sparrow et al. (2011)

A

Interested in how search engines might affect memory

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6
Q

How does digital technology affect memory?

A

They likened these search engines to external memory sources accessible when information is needed. In this way, digital technology is changing the way information is stored. You may not remember the information, but you do know where you can find that information when necessary.

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7
Q

Procedure of 1st experiment

A

The researchers showed participants trivial pieces of information, for example ‘an ostrich’s eye is bigger than its brain’.

These statements were then typed into a computer by the participants.

Half the participants believed what they typed would be saved while the other half were informed the information would be lost.

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8
Q

Results of first experiment

A

Participants who believed the information would be lost recalled more statements than the participants who were told that the information would be saved.

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9
Q

Second experiment procedure

A

Additional experiments followed the same set of procedures but this time the computer responded either by saying ‘Your entry has been saved’, ‘Your entry has been erased’ or ‘Your entry has been saved to…’ followed by a folder name.

Each person was then shown a list of statements and asked two questions: ‘Have you seen this fact before?’, ‘Was this fact saved or deleted?’ or ‘Where was this fact saved?’

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10
Q

Results of second experiment

A

When a fact had been flagged as one that the computer erased, participants had a better memory of the fact itself.

However, when the computer told them that the fact had been saved and where it had been saved, they more accurately remembered that it had been saved and where it had been saved compared to remembering the fact itself.

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11
Q

Did Sparrow et al. (2011) think it was good?

A

Based on these results the researchers challenged simplistic arguments that digital technology is detrimental (detrimental = make something worse) to cognitive processes like memory.

Some people argue that knowing where to find information, which is almost immediate with a digital device in our hands, critically evaluating that information, and then using the information in an analytical process is better than having a basic memory of the information.

Especially in a learning (school) context, higher order thinking skills can be developed sooner with outsourcing some factual knowledge to ‘search engines’ because the testing of regurgitated factual information takes away time from developing higher order thinking skills.

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12
Q

Critical thinking

A

Do you think that the potential to ‘outsource’ information to digital devices has a positive or negative effect on cognitive processes? Why? Why not?

With the widespread use of search engines like Google, commentators used the term the ‘Google effect’ to describe the tendency to forget information that can be found readily online.

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13
Q

Kaspersky Lab (2015) conducted what?

A

An internet survey

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14
Q

Sample of Kaspersky Lab (2015)

A

6000 consumers aged 16 to 55+

Males and females were equally represented, with 1,000 participants from each of the following countries: the UK, France, Germany, Italy, Spain and Benelux.

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15
Q

What were participants asked to do? Kaspersky Lab (2015)

A

Participants were asked to recall important telephone numbers.

They were also asked how and where they stored information they located online.

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16
Q

Results Kaspersky Lab (2015)

A

More than half of adult consumers could recall their home phone number, 53% of parents could recall their children’s phone numbers and 51% their work phone number.

One in three participants reported they were happy to forget or risk forgetting information they can find – or find again – online.

36% of participants reported that they would turn to the internet before trying to remember information.

24% reported they would forget an online fact as soon as they had used it.

The results were consistent across male and female respondents but higher rates of amnesia were prevalent in older age groups.

17
Q

Conclusion of Kaspersky Lab (2015)

A

The overall conclusion of the study was that connected devices enrich lives but they can result in digital amnesia.

18
Q

What term did Kasperby Lab use to describe the ‘Google effect’?

A

‘Digital amnesia’ to describe this process and they conducted a survey on their customers to understand the process.

19
Q

What did Blacker et al. (2014) theorise?

A

video games could expand the capacity of VWM.

Of interest were action video games as they provide the player with a complex and changing visual environment in which accurate visual memories often decide the player’s success or failure in the game.

20
Q

Hypothesis of Blacker et al. (2014)

A

The hypothesis of the experiment was that exposure to games with rich visual environments over an extensive period would enhance VWM performance compared to games that did not involve rich visual environments.

21
Q

Sample of Blacker et al. (2014)

A

39 male undergraduates

Mean age of 20

22
Q

To what were they assigned to? Blacker et al. (2014)

A

Randomly assigned to an action game group or control group

23
Q

Action game group. Blacker et al. (2014)

A

Played video games like ‘Call of Duty’, while the control group played games like ‘Sims’.

24
Q

Aim of Blacker et al. (2014)

A

Investigates video gaming and visual working memory (VWM) and argues that gaming can have positive outcomes

25
Q

What is VWM.

A

The ability to hold visual information in mind for a brief period. This information is used to navigate the visual world. The storage capacity of VWM is limited

26
Q

What did both groups do? Blacker et al. (2014)

A

Both groups played their games for one hour per day for 30 days. After training, the participants’ VWM was tested.

27
Q

Results of Blacker et al. (2014)

A

Individuals who played on an action game showed significant improvement on measures of VWM capacity compared with those who played the control game.

28
Q

Conclusion of Blacker et al. (2014)

A

The investigators concluded that exposure to rich visual environments over an extensive period is a distinctive form of training that may allow individuals to extend the capacity of VWM.

29
Q

Strengths of Blacker et al. (2014)

A

Strengths: The results provide strong support for the responsiveness of VWM to training.

By measuring motivation and enjoyment, which were equal in both groups, these were excluded as
confounding variables that may have affected the improvement in VWM.

30
Q

Limitations of Blacker et al. (2014)

A

This was a very small all male volunteer sample that cannot be seen as representative of
any population.

There is no clear explanation why improvement was seen on some VWM tests and not on others.

The single-shooter action games used have a level of violence that may be unacceptable to some
participants.

31
Q

Aim of Rosser et al. (2007)

A

To investigate a possible link between video game playing and laparascopic surgical skill and suturing.

32
Q

Method of Rosser et al. (2007)

A

3 different video game exercises were performed, and questionnaires were completed to assess past experience with video games and current level of play, level
of surgical training, number of cases performed and number of years in medical practice

33
Q

Sample of Rosser et al. (2007)

A

Analysis of the performance of 33 surgeons (15 males and 18 females) participating in a ‘Top Gun Laparascopic Skills and Suturing Programme’.

34
Q

Conclusion of Rosser et al. (2007)

A

Video gaming skills were positively correlated with laparoscopic surgical skills and appeared more important than traditionally recognised factors, such as years of training

35
Q

Results of Rosser et al. (2007)

A

Overall Top Gun score (time and errors) was 33% better for video gamers, and 42% better if they played more than 3 hours a week.

Past video gaming experience of more than 3 hours a week was correlated with 37% fewer errors and 27% faster completion of laparoscopic surgery. An overall video game skill scale was highly correlated with
laparoscopic skill and suturing ability.

36
Q

Strengths of Rosser et al. (2007)

A

This study focused not only on speed but also on error reduction. It is the error reduction that will have the most significant effect on patient safety.

Previous video game experience as well as current performance was taken into account.

37
Q

Limitations of Rosser et al. (2007)

A

This is a correlational study and cause and effect cannot be assumed. It could be that
those best at surgery coincidentally happened to be better at gaming.

The opportunity sample was very small and the results may not be generalised to all laparoscopic surgeons.