Positive and negative effects of modern technology

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1
Modern Technology
digital tools such as computers, video games, and laptops that are used to process and store information
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Define cognative process
a mental operation or "thought-pattern" used to acquire, store, retrieve, and utilize information, representing how the mind interprets experience.
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One positive effect of modern tech
enhance working memory and attentional control.
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Define memory
the cognitive process of encoding, storing, and retrieving information, acting as an active, reconstructive system rather than a perfect recorder. Digital Tech can negativily effect memory
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Define working memory
A limited capacity store for retaining information for a brief period while performing mental operations on that information
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What study supports this
Blacker et al (2014)
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Aim of Blacker et al (2014)
To investigate the effects of digital technology (video gaming) on visuo-spatial working memory
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Procedure of Blacket et al (2014)
lab experiment
34 male undergraduates were recruited through advertisements. Before beginning the study, students had to do a video game experience questionnaire and they could only participate in the study in they hadn't played any action games in the past year.
They were then split into two groups, the action game training group played Call of Duty whereas the control group played Sims 3. Each group played their respective game for 30 hours over 30 days.
One of the measures of visuospatial memory was a change detection paradigm.
The paradigm involved the students being presented with a memory array of 4-6 colored squares. The memory and test array were the same apart from on half of the trials, the color of one square was different between the two arrays
Participants had to identify whether the two arrays were the same or different
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Results of Blacker et al (2014)
The action game group showed significantly improved visual attention and faster reaction times in detecting stimuli.
They also demonstrated greater cognitive flexibility, meaning they could switch between tasks more efficiently.
The control group showed little to no improvement.
Researchers concluded that action video games enhance cognitive skills, particularly visual attention and task-switching ability.
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Conclusion of Blacker et al (2014)
This suggests that engaging with fast-paced digital environments can strengthen cognitive flexibility and improve the ability to process and update information.
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Evulate Blacker et al (2014)
Testability: The study used an experimental design, which allows for high control over variables such as type of training (action video games vs control tasks). This increases internal validity because changes in cognitive performance can more confidently be attributed to the video game training. However, the controlled environment may reduce ecological validity, as playing video games in a lab setting for a short duration may not reflect real-world gaming habits or long-term cognitive effects.

Application: The findings have strong real-world applications. They suggest that video games could be used in educational settings, cognitive training programmes, and even rehabilitation for attention-related conditions such as ADHD, where improving attentional control is beneficial. However, applying video games as interventions may be overly simplistic. Individual differences (e.g. motivation, prior gaming experience, age) may affect outcomes, meaning the effectiveness of such applications may not be consistent across populations.

Unbiased: The study included both male and female participants, which reduces gender bias and improves population validity compared to more restricted samples. However, if the sample consisted mainly of young participants (common in cognitive experiments), this limits generalisability to older adults, whose cognitive plasticity and gaming experience may differ significantly.
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Alternate argument
Modern technology can negetiviley effect cognative processes, particularly learning and memory
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What study supports
Mueller and Oppenheimer (2014)
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Aim of Mueller and Oppenheimer (2014)r an
1)to see if technology has a negative effect on our ability to recall info
2)to investigate whether taking notes by hand or using a laptop leads to better memory of the material
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Procedure of Mulleler and Oppenheimer (2014)le
experiment
volunteer sample of 109 UCLA undergraduate student

Participants were given either a laptop or pen and paper and were instructed to take notes on a series of four lectures. The lectures were films of a graduate student reading from a teleprompter. The lectures had the following themes: bats, bread, vaccines, and respiration.
Participants were told that they would be tested in one week on the content of the lectures - and they would not be allowed to take their notes home with them. Each participant watched the lecture on a private monitor with headphones in order to avoid any distractions.
The two conditions - handwriting and laptop note-taking - were then randomly divided into two more conditions. In the "study" condition, the participants were given 10 minutes to study their notes before being tested
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Results if Mulleler and Oppenheimer (2014)

The results showed that in both the longhand and the laptop conditions, if the participants did not get a chance to study, they did poorly on factual knowledge and did fairly well on conceptual knowledge, although there was no significant difference in performance. A significant difference was found when the participants did get the chance to study. Participants who took notes by hand did significantly better than those that took notes on the computer.
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Conclusion of Mulleler and Oppenheimer (2014)
Overall, Mueller and Oppenheimer (2014) demonstrate that modern technology can negatively affect cognitive processes by promoting shallow processing. Shallow processing is when information is encoded based on superficial, structural, or auditory characteristics—like font or rhyme—rather than meaning. This is linked to weaker, short-term memories compared to deep processing. This reduces conceptual understanding and long-term memory retention.
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Evulation for mulleler and Oppenheimer (2014)
Empircle: The findings provide strong evidence that laptop note-taking leads to more shallow processing, resulting in poorer conceptual understanding compared to handwriting. This supports levels-of-processing theory, which suggests deeper encoding leads to better memory retention. However, the evidence may not apply universally, as results are based on short-term lecture exposure rather than long-term learning or revision contexts limiting generalizability

Application: The study has strong real-world applications in education, suggesting that handwritten notes may improve learning and exam performance. It also informs digital learning design, encouraging more active engagement rather than passive transcription. However, However, the findings may not fully apply to modern academic environments where laptops are used for interactive learning, collaboration, and accessibility support.

Construct validity: The study has good construct validity because it clearly operationalises “learning” through performance on conceptual and factual test questions, directly measuring depth of understanding. However, test scores may not fully capture all aspects of learning, such as creativity, long-term retention, or real-world application of knowledge limiting external validity.
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Conclusion for ERQ
modern technology has contrasting effects on cognition. Blacker et al. (2014) demonstrate that technology can enhance cognitive processes such as working memory through active engagement and training. In contrast, Mueller and Oppenheimer (2014) show that technology can impair deeper cognitive processes by reducing meaningful encoding during learning. This suggests that the impact of technology depends not only on the type of cognitive process but also on how the technology is used. Therefore the effects of modern technology on cognition are not inherently beneficial or harmful but depend on the nature and context of its use.
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