Cognitive Approach: Cognitive Processes in the Digital World

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37 Terms

1

empathy

the ability to understand and share the feelings of another

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2

altruism

unselfish concern for the welfare of others

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3

Multitasking

performing multiple tasks at the same time

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4

Rosser et al (2007)

Cognitive processing in the digital world

Aim: To investigate whether playing videogames results in better surgery performance in laparoscopic surgeons.

Method: Correlational study. Surgeons were assessed on their regular hospital roles. Surgeons answered a questionnaire in order to assess gaming experience. They were then asking to play 3 games for 25 minutes, and the total score obtained was used to indicate skill.

Participants: 33 laparoscopic surgeons

Results: Videogame skill was highly correlated with less time and fewer errors in drills.

Conclusion: Videogames improve fine motor skills and attention.

Evaluation: Highly specific tasks; not know whether digital technology has any effect on cognition in a wider domain.

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5

virtual reality

A computer-simulated environment that can be a simulation of the real world or an imaginary world

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6

response delay

time measurement between when they received the text and when they responded (Rosen et al., 2011)

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7

Cognitive componenet of empathy

understand what others feel, take perspective

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8

Emotional component of empathy

"feeling along" with others

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9

Interpersonal reactivity index (IRI)

personality score that measures both emotional and cognitive components of empathy

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10

virtual empathy

Empathy through a computer mediated platform

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11

non-verbal cues

perceptual information communicated though behaviors rather than words or sound; include dress, posture, facial expression, eye contact and body language

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12

How has the average empathy scores changed among college students in the US?

decreased- associated with digital era (cell phones and social media

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13

4 parts of the IRI test

- perspective taking
- fantasy
- empathetic concern
- personal distress

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14

Conclusion: Konrath, O'Brien and Hsing (2011)

Discussing the possible reasons behind the observed trends, the authors point at the fact that this decline in empathy scores coincides with the onset of the digital era

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15

Conclusion of Carrier et al (2015)

Some digital activities may lead to an increase in real-world empathy, while some others affect it detrimentally.

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Method: Carrier et al., 2015

correlational-using questionnaires

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Method: Konrath, O'Brien and Hsing (2011)

Meta-analysis of correlational studies

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18

How does the virtual world impact friendships?

Positive for existing and negative for new

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19

Neuroplasticity

the ability within the brain to constantly change both the structure and function of many cells in response to experience

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20

short term memory (working memory)

the memory system in which information is held for brief periods of time while being used

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21

declarative memory

It refers to memories which can be consciously recalled such as facts and events.

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22

Digital Amnesia

people are ready to forget important information in the belief that it can be immediately retrieved from a digital device

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23

google effects on memory

If you think you can look up information later, you are less likely to remember

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24

Conclusion of Rosser et al, 2007

video game playing and mastery have a positive impact on laparoscopic surgical procedures

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25

Method of Rosser et al., 2007

Quasi-experiment

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26

In social science, what is the standard p-value to establish statistical significance?

(P ≤ 0.05)

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27

Positive impact of video games

- Hand-eye coordination
- Reaction time
- Spatial visualization
- Mental rotation

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28

Conclusion of Sanchez, 2012

Reading without illustration requires learner to translate and encode spatial representations
- Skills generalizable

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Method of Sanchez, 2012

Experiment

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30

Examples of how the lack of accuracy leads to biases

- Reconstructive memory
- heuristics

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31

What does the reliability of a cognitive process refer to?

- accuracy
- performance

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32

Conclusion of Rosen et al., 2013

The incidence of off-task behaviour among students is high, with at least 1/3 of the study time spent off-task.

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Method of Rosen et al., 2013

Correlational and observational

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34

Who did a longitudinal research that supports Rosen et al., 2013?

Swing et al., 2010

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35

Metacognitive Strategies

Self-management method that includes the ability to identify cognitive challenges during day-to-day activities and to create strategies that can be duplicated over time

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36

Conclusion of Rosen et al., 2011

Low grey matter density in the anterior cingulated cortex (ACC) may be the physiological basis of being prone to induced media multitasking.

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37

Which brain part is associated with poor multitasking?

anterior cingulated cortex (ACC)

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