Blacker et al Flashcards

(7 cards)

1
Q

effect of technology on memory

A
  • one component is visual working memoy which is the fundamental procss that allows us to hold visual information in mind, over brief delay, and to navigate the visual world.
  • critical for learning new skills, solving novel tasks and acquiring new knowledge
  • action video games provide the played with a complex and constantly changining visual environement, enhance VWM
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2
Q

aim

A

to investigate whether action video games cause improvements to the quantity and/or quality of information stored in visual working memory

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3
Q

procedure

A
  • collected a sample of 34 male undergraduates who were randomly assigned to the action game training group who played call of duty or the control game group who played the Sims 3 (player controls the life of character)
    -played insingle player assuming different characters and attempting to complete different missions. Both groups played for 30 hours.
  • Tests for VWM were used to measure VWM before and after the training and the participants motivation to perform each task was also assessed
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4
Q

Results

A
  • individuals who trained on the action games demonstarted significant improvement on VWM capacity and precision compaed with thos who trained on the control game.
  • suggest that action games enhance the fundamental process of holding visual information in mind over a breif delay. Individuals can enhance their VWM
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5
Q

conclusion

A

the researchers concluded that playing action video games can lead to improvements in the VWM thus this study clearly demonstrates the positive effects of technology on visual memory.

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6
Q

strengths of study

A
  • high in internal validity as it was a lab experiemnt and there was good use of controls
  • study is easily replicable, increasing validity and reliability of the findings
  • hve implications for the remediation of the VWM deficits and cognitive training more broadly .
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7
Q

limitations of the study

A
  • low construct validity -low population valiidity due to the small male population, generalizability limited.
  • use of action vidoe games as a training method typically involves violent action games
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