cognitive area Flashcards
defining principles and concepts of cognitive area
humans are like computers that are information processors. the brain receives, interprets and responds to info, in a similar way to a computer and the response is displayed through an individuals behaviour.
strengths of cognitive area
- help improve our understanding of human behaviour, particularly the extent to which it is affected by the way we think and how our brain processes incoming sensory information
- extremely useful, practical applications in the real world.
- favours scientific method, using lab experiment. establishment of cause and effect and brings academic credibility to psychology as a discipline
- emphasis on controlled scientific study which makes it easier to test studies for reliability, scientific value increases.
weaknesses of cognitive ares
- may not be true if studies lack ecological validity, as lab experiments are used.
- limitations to the way data is gathered. can only be studied by inference or by interpreting recordings.
- use of lab experiments increases chance of demand characteristics
applications of cognitive area
if individuals receive, process and respond to information in different ways, then their behaviour will be different.
loftus & palmer aim
investigate the effects of language on memory. established theory that witnesses are not very good at estimating the speech of vehicles
The effects of leading questions on an individual. ‘s ability to accurately remember events.
The expectation was that any information such reintroduced after the event through leading questions would distort the original memory.
loftus & palmer research method
laboratory experiment with independent measures
loftus & palmer sample
45 students with 5 conditions and 9 participants in each condition
loftus & palmer apparatus
5-30 sec segments
4/7 were staged crashes
set of questionnaires corresponding to the film clips for each participant to complete after each clip
loftus & palmer procedure
shown 7 clips of car crashes, presented in a random order and asked to give an account of the accident and of the other set questions, asked to estimate their speeds before the crash with each of the 5 groups having a different verb used in the leading question.
IV = changing wording of the critical question
DV = mean speed estimated in mph.
loftus & palmer verbs
‘contacted’, ‘hit’, ‘bumped’, ‘collided’, ‘smashed’
loftus & palmer results
people are not good at judging how fast a vehicle is travelling
the form of the question affected the witnesses’ answer
loftus & palmer aim 2
see if participants asked the ‘smashed’ question would be more likely than 2 other groups to report seeing broken glass in a filmed accident, when tested 1 week later. they were compared to the ‘hit’ group
loftus & palmer sample 2
150 participants with 3 groups and 50 in each group.
loftus & palmer apparatus 2
clip lasted less than 1 min with accident lasting 4 sec.
each participant completed 2. 1 questionnaires was completed immediately after and they had to describe the accident in own words and answer a series of questions also estimating speed with different verbs (‘smashed’, ‘hit’)
second questionnaire a week later contained 10 questions and they were asked if they saw any broken glass
loftus & palmer results 2
‘smashed’ condition, significantly higher speed estimate than ‘hit’ condition = wording of a question has considerable effect on the estimate of speed
‘smashed’ answered Yes to broken glass than ‘hit’ and control group
loftus & palmer conclusions
questions asked subsequent to an event can cause a reconstruction in one’s memory of that event.
the verb used in a question can affect the speed a witness estimates a vehicle to have been travelling at and also whether they recall having seen any broken glass
grant aim
investigate context-depedent memory effects on recall and recognition.
grant research method
IV = background noise DV = participants performance on short answered recall test (operationalised recall) and a multiple choice recall test (operationalised recognition)
both test and study conditions were varied tonsure that it was not the case that ‘nose’ interferes with the encoding of material
independent measures design with controlled laboratory experiment
grant sample
8 psychology students and each recruited 5 others to take part = 39 participants (one mans results were disregarded as they were low)
grant apparatus
cassette player, headphones, 2 page, 3 column article on psychoimmunology, 10 short answer qs, 16 multiple choice qs
grant procedure
each experimenter randomly allocated 1/5 of their participants to each of the 4 conditions and tested the 5th participant in one of the conditions instructed by the lead researcher; 'silent study', silent test' 'silent study', noisy test' noisy study', 'silent test' 'noisy study, 'noisy test'
Recognition Test = 16 multiple choice, 4 choices
Recall Test = using items from the multiple-choice-test that could be easily rephrased as a question, 10 short answer qs were created to test recall. each was one word/short phrase answer.
grant conclusion
there are context-dependency effects for newly learned meaningful material, with best performance being achieved when studying and testing take place in environments that have the same noise level.
although there was no overall effect of noise on performance, the fact that there was evidence for context-dependency, suggests that they are better off studying without background noise as it will not be present during actual testing
moray background/aim
Cherry found that participants who shadowed one task could recall nothing of the content ‘rejected’ task, not even noting in which language the other message was being spoken. However, they could distinguish between speech, noise and tones, with changes in pitch.
Moray’s aim was to provide a ‘rigorous’ empirical test of cherry’s findings. moray was interested in what types of message, would penetrate the ‘block’ and be paid attention to by participants
moray research method
3 laboratory experiments.. dichotic listening tasks that required participants to shadow one message which 2 messages were played on them, one in each ear.