Positive effects of technology Flashcards
Discuss one or more positive effects of technology on one or more cognitive processes.
INTRO
In recent years, the positive effects of technology on cognitive processes have become a subject of great interest and research. One specific area of focus is the potential enhancement of working memory through technology-based interventions. Working memory refers to the cognitive system responsible for temporarily holding and manipulating information required for various mental tasks. With the advancement of technology, particularly the emergence of video games, there is growing evidence suggesting that engaging in these activities can lead to improvements in working memory capacity.
This enhancement is closely tied to the concept of neuroplasticity, which refers to the brain’s ability to reorganize and form new neural connections in response to experiences and learning.
In this essay, we will explore the positive effects of technology on working memory and the enhancement of cognitive abilities and optimizing brain function.
Study 1: Klimberg 2015
Klimberg 2015
Aim : Klingberg et al. (2005) conducted a study that demonstrated the positive effects of technology, specifically computer games, on the improvement of working memory capacity in children with ADHD.
Method: In the study, 42 children with ADHD were randomly assigned to either an experimental group or a control group. The experimental group engaged in a computer game designed to gradually increase the difficulty and stretch their working memory capacity, while the control group played the same game without the capacity-stretching design. The children played the games for approximately 40 minutes a day, five days a week. After five weeks of treatment and a follow-up after three months, the children’s working memory capacity was assessed.
Results: The results showed that the experimental group exhibited significant improvements in their working memory capacity compared to the control group. The designed computer game successfully engaged and challenged the children’s working memory, leading to notable improvements in their cognitive abilities
Evaluation of Klimberg
Evaluation:
Strengths
The study utilized a randomized controlled design, assigning participants to either the experimental or control group, which enhances internal validity and allows for causal inferences to be made.
The study employed objective measures to assess working memory capacity and symptoms of inattention and hyperactivity, adding reliability to the findings.
The study included a three-month follow-up assessment, providing insights into the sustainability of the observed improvements in working memory capacity.
Limitations
Limited generalizability: The study focused specifically on children with ADHD, which narrows the generalizability of the findings to this specific population. Further research is needed to determine if similar effects can be observed in individuals without ADHD or in different age groups.
Potential confounding variables: The study did not control for other interventions or treatments the participants may have been receiving outside of the study, which could potentially influence the observed outcomes. Controlling for these variables would have strengthened the study’s internal validity.
Klingberg et al. (2005) demonstrates the positive effects of technology on cognitive processes, specifically working memory capacity and attention, through the design of computer games tailored to improve these functions in children with ADHD. The study highlights the potential of technology-based interventions in enhancing cognitive abilities, reducing attention problems, and improving academic performance. These findings emphasize the positive impact of technology on cognitive processes and provide insights into the development of effective interventions for cognitive enhancement.
Study 2:
West et al 2017
Aim: West et al. (2017) conducted a study with the aim of examining the effects of playing Super Mario Brothers on the hippocampus
Method: The study randomly assigned participants to one of three conditions: playing Super Mario Brothers, taking online piano lessons, or a control group that did not engage in any technology training. The researchers used MRI scans to measure their hippocampal volumes before and after six months.
Results: The results of the study revealed that only the group playing Super Mario Brothers showed a significant increase in gray matter volume in their hippocampi. Additionally, this group demonstrated improvement in short-term memory tests, and the degree of improvement was correlated with the increase in hippocampal gray matter. In contrast, the control group experienced a reduction in hippocampal volumes.
The findings suggest that engaging in playing Super Mario Brothers can lead to structural changes in the hippocampus, resulting in improved memory performance. This aligns with the concept of neuroplasticity, which refers to the brain’s ability to adapt and change in response to experiences. The study highlights how technology, in the form of video games, can have a positive impact on cognitive processes and brain structures associated with memory.
Evaluation study 2:
Strengths:
Random assignment: The study utilized random assignment to allocate participants to different conditions, increasing the internal validity and reducing the likelihood of confounding variables influencing the results.
Objective measurement: The use of MRI scans to measure hippocampal volumes provided objective and precise data, enhancing the reliability and validity of the findings.
Longitudinal design: The study spanned a six-month period, allowing for the assessment of long-term effects. This longitudinal design strengthens the study’s ability to draw conclusions about the impact of playing Super Mario Brothers on the hippocampus.
Limitations:
Sample characteristics: The study’s sample may limit the generalizability of the findings, as it did not include a diverse range of participants. Further research with larger and more diverse samples is needed to ensure the applicability of the results to broader populations.
Lack of control for other activities: The study focused solely on the effects of playing Super Mario Brothers, without accounting for other activities participants may have engaged in during the study period. It is possible that factors outside the game itself influenced the observed changes in the hippocampus.
Limited cognitive measures: The study primarily assessed short-term memory performance as an outcome measure, overlooking potential effects on other cognitive processes. Including a wider range of cognitive measures would provide a more comprehensive understanding of the impact of video gaming on cognitive functioning.
Conclusion
In conclusion, the studies discussed provide strong evidence for the positive effects of technology on cognitive processes, specifically working memory and neuroplasticity. Klingberg et al. (2005) demonstrated that computer games designed to improve working memory capacity reduced attention problems in children with ADHD. West et al. (2017) showed that playing Super Mario Brothers led to structural changes in the hippocampus, improving memory performance. These findings highlight the potential of technology to enhance cognitive abilities and underscore the remarkable adaptability of the human brain. Overall, technology offers promising opportunities for cognitive development and warrants further exploration in cognitive psychology.