STUFF I CANT RETAIN Flashcards
(41 cards)
- What evidence regarding the human cerebellum has been found to the concept of neuroplasticity and practice? (1 point)
(Hutchinson et al, 2003) found that the cerebellum (movement control) is bigger in professional keyboard players, and correlates with hours of practise
- What’s the problem with defining expertise based on peer-review? (1 point)
What defines an expert may be vague or subjective (e.g. expert artist)
Perceived expertise may not mean real expertise (e.g. wine critic experiment)
Experts are often defined or decided by other experts (defined by peer-review)
- What criticisms have been made of Malcolm Gladwell’s 10,000 hour rule? (2 points)
1 This is based on the violinists completing an “AVERAGE” of 10,000 hours -there was considerable variability
2 Depends on the competition – e.g. due to lack of competition Steeve Faloon became the best in the world in only 200 hours – its more about how many you do relative to those you are competing against
- What is the capacity of working memory according to Miller, (1956) and according to Cowan (2001)? (1 point)
According to Miller – 7 items plus or minus 2
According to Cowan – only 4
- How does chunking improve performance in a skill? (1 point)
It reduces the cognitive load, as the chunks take up less working memory than if they were not chunked.
- What did de Groot (1948) discover about expert chess players’ thinking processes during a match? (1 point)
De Groot (1946/1978) found that chess experts determined the best move without an extensive search (unlike computers and novices).
- What are mental representations and how do better mental representations give experts their advantage? (1 point)
Mental representations are patterns or chunks of information (e.g. facts, rules, images, relationships) held in the long term memory
They allow large amounts of information to be processed quickly, avoiding working memory limits.
- Describe six strategies that could be used to foster the circumstances that encourage thinking in education, according to Willingham (2009). (3 points)
- appropriate difficulty
- Organise everything around questions - this drives curiosity
- avoid overloading working memory (as per cognitive load theory)
- Time the presentation of questions - not too early (before they have the necessary knowledge) and not too late (after they have been told the answer)
- Accept and act on variation in student ability/preparation/prior knowledge.
- Use change to regain attention.
- Describe the principles of story-telling (Willingham, 2009). (2 points)
Story-telling principles – four C’s
Causality
(joining elements with causal links instead of an unrelated list)
Conflict
(some element of struggle, between characters or situations)
Complications
(sufficient nuance to avoid boredom)
Character
(could be conceptual, abstract, or inferred)
- Kim (1999) manipulated level of inference required when reading some text. What did they find? (1 point)
im (1999) found that people rated text, which required medium-difficulty inferences to be made, as more interesting than texts, where a harder or easier level of inference was required.
Speaks to the principle of NOT TOO HARD, NOT TOO EASY cognitive load
- Why might it be the case that students have to learn shallow knowledge before they can grasp deep knowledge (Willingham, 2009)? (2 points)
The shallow knowledge (e.g. lists, definitions) may provide the chunking needed to get to grips with the deep knowledge (e.g. underlying abstract principles).
- Describe three strategies that may help students understand complex content. (3 points)
- use an incremental approach, gradually building from easy to harder material
- provide multiple familiar concrete applications that can be compared to help extract the underlying principles (provide examples)
- get students to generate questions about content because this has also been found to aid understanding
- Describe the three condition testing effect experiment conducted by Roediger & Karpicke (2006) (methods, results, conclusions). (3 points)
Methods: asked participants to memorize a scientific passage by:
1. Repeated study (they read the text four times, no test; labelled SSSS on graph);
2. Single test (they read the text three times, one recall test: SSST); OR
3. Repeated test (they read the text once – then were tested on their recall three times: STTT).
Results: Then they were tested after 5 mins and after 1 week. Repeated study was best after 5 mins; but repeated testing was 50% higher than repeated study after 1 week.
Conclusions: Testing aids memory (the TESTING EFFECT)
- Describe the 4 condition experiment by Karpicke & Roediger (2008), comparing testing and presentation methods of learning (methods, results). (2 points)
Methods: compared four combinations of testing and presentation (see figure) for foreign language vocabulary (Swahili)
1, Continue to present and test items, 2. drop correct items and test others, 3. Continue presenting, no testing 4. Drop correct items, no testing
Results: Initially, all groups performed the same.
BUT the groups that involved testing were much better after 1 week (also, no advantage to dropping successfully learned words to allow more time on unlearned words).
- What are the limitations of the Pegword system? (1 point)
- You need to put in a lot of work to remember the pegwords reliably enough.
- it’s harder to use for abstract, hard to visualize words (“morality”) than easy to visualize words (“car”).
- Describe the method of remembering names (with your own example) that was demonstrated by Morris et al. (1978) to lead to 80% correct recall. (1 point)
Step 1: Search for an imageable substitute for the person’s name. Jo Brown = Joey (baby kangaroo) + Brown (colour).
Step 2: Select some prominent feature of the person’s face – and link that feature with the name substitute (e.g. baby kangaroo or JOEY nestled in my eyebrows, which are BROWN in colour).
This method led to 80% recall (Morris et al., 1978).
- Describe Shea & Morgan’s (1979) double-transfer design experiment on contextual interference (methods, results, conclusions). (3 points)
ehtods: When different coloured stimulus lights turned on, participants had to knock over targets with a tennis ball in a certain order.
The order depended on the colour of the stimulus light. Participants practiced either blocker or random schedules.
Results: This data shows that the blocked group learned more than the random group.
OR it might show that the random group has learned as much or more than the blocked group, but has a temporary performance deficit (e.g. due to having to continually switch task).
That is, we can’t tell how permanent the effects on performance are.
Conclusion: That is, we can’t tell how permanent the effects on performance are - (a common issue with training design study)
Can be resolved with “Transfer design”
SO then Shea & Morgan (1979) tested participants again ten minutes after the original learning trials… and RANDOM scheduling showed SIGNIFICANTLY MORE RETENTIOM
- What is contextual interference? (1 point)
the fact that practising a skill within the concept of other tasks in a practice session degrades performance
However, training to deal with contextual interference is a benefit of using a random practice schedule (rather than a blocked practice schedule, which has low contextual interference)
- Describe a contextual interference experiment involving a simulation of a real sport. (2 points)
Contextual interference in tennis:
Method: Broadbent et al. (2017) asked novice tennis players to predict where a ball would go, while watching live size video of tennis players hitting three types of tennis shot (type of shot presented as random or blocked).
Clips cut to black when the racket contacted the ball. Participants called out where they thought the ball would go (4 possible locations). For feedback, participants saw the clip again after each shot, this time showing where the ball went.
Results: The random condition led to better performance in the delayed (retention) test than blocked.
- What evidence suggests that trainees might be unlikely to choose a random practice schedule if given a choice? (2 points)
Simon & Bjork (2001) conducted an experiment in which participants LEARNED 3 KEYSTROKE PATTERNS on a number pad using either a random or blocked schedule.
They did a retention test 24 hours later.
The random group performed better BUT predicted their performance would be worse.
- Make a case for the generalisability of the contextual interference effect. (2 points)
MATH
randomly interleaving different maths problems rather than grouping them (as happens in text books) led to better performance.
PAINTINGS
that students learning the painting styles of different artists did better where the paintings of the different artists were presented in a random order (rather than grouped by artist) - in spite of the fact that students believed they had learned better in the blocked condition.
- Describe Bourne & Archer’s (1956) experiment on massed vs distributed practice using a pursuit rotor tracking task (methods, results, conclusions). (3 points)
METHOD: Bourne & Archer (1956) used a pursuit rotor tracking task and 5 different practice distributions
0 rest, vs 15s rest, vs 30s rest, vs 45s rest, vs 60s rest
- all trials were 30 seconds
RESULTS:
Distributed was better FOR ALL- (During acquisition, differences could be due to fatigue.
However, the distributed advantage remained into transfer trials (with 0s rests)
Conclusion: Distributed practise better for learning task
- Describe Baddeley & Longman’s (1978) experiment on massed vs distributed practice involving postmen (methods, results, conclusions). (3 points)
METHOD:The British Post Office introduced post codes in the 1970s, which required postmen to learn to type the codes into a key pad. Baddeley & Longman (1978) ran an experiment to determine the most effective way to schedule their practice.
Postmen were randomly assigned to 4 conditions:
2 x 2-hour sessions per day
1 x 2-hour session per day
2 x 1-hour sessions per day
1 x 1-hour session per day
RESUTLS:
The most distributed group (1 x 1-hour) learned faster, continued to improve at a faster rate, and had better skill retention after several months.
However, this group were also least satisfied with their schedule and the overall duration of their training was longer (because it was more spread out).
CONCLUSIONS:
Better for learning - but like anything, takes longer
- Describe the different types of variability that may affect the performance of motor skills. (1 point)
kills with an action component (motor skills) involve some things that stay the same but also involve some degree of variation.
SAME FACTORS:
how you hold the ball before a particular type of shot and how you follow through the action.
VARIABLE FACTORS:
1. Factors to do with the skill - such as how hard you throw it, the trajectory of the shot, and ball spin, etc.
- External factors - such as what other players are doing, your level of stress (e.g. throwing during a high-stakes game versus throwing during training), and even your body temperature.