The two most common animal used in animal research.
Mice & monkeys.
Define phombie.
A person who is staring at their mobile device or phone in an emotionless daze
Define globalization
Globalisation is the process of interaction and integration among people of different nations.
Recite any critical thinking point beyond the study.
Anything.
Describe one cognitive process.
Define global social identity.
Global social identity is social identification with a global community
Recite either the aim, procedure, or findings of Martinez and Kesner (1991) (ACH rats study)
Aim: determining the role of the neurotransmitter ACH on memory.
Procedure:
Rats were trained to go through a maze and get to the end, where they received food.
The first group of rats was injected with physostigmine (agonist), which blocks the production of the enzyme (cholinesterase) that removes ACH, making it so that there was more acetylcholine available.
The second group of rats was injected with scopolamine (antagonist), which blocks ACH receptor sites, making it so that there was less ACH.
The third group was a control group and was not given any injections.
Findings:
The first group (injected with physostigmine) with more ACH finished the maze even more quickly than both the other groups, and took fewer wrong turns.
The group group of rats (injected with scopolamine) with less ACH were slower at finding their way round the maze. They made more errors than either of the other two groups.
Name the study and research method.
Aim: to investigate the influence of playing video games on attention of surgeons within a surgery situation.
Procedure:
This was an experimental study, with the sample was made out of 33 laparoscopic surgeons, 15 males and 18 females.
First, researchers measured the amount of video game experience the participants had, through a self-report questionnaire (length of time playing, type of games, etc).
Then they measured the level of video game mastery by asking participants to play three video games, all of which engaged a high level of attention and concentration, for 25 minutes. They took the total score as an indicator of mastery.
Finally, the researchers put the participants through a simulation of surgery using a highly standardized set of surgical drills and tasks requiring precision, thereby engaging the cognitive process of attention.
Findings:
The surgeons who played video games more than 3 hours a week made 37% fewer errors in surgery, and performed surgery 27% faster than their non-playing colleagues.
A higher level of video game mastery was highly correlated with less time and fewer errors in performing the surgery drills; r = 0.63 showing a strong positive correlation between the two variables (note: r value between -1 and 1, the farther away from zero, the higher the correlation between the two variables).
Roser et al (2007)
Lab experiment
Define cultural globalization
Cultural globalisation refers to the common consumption of cultures as a result of access to the Internet, popular culture, media and international travel, which results in increased interconnectedness among different cultures.
One principle of BAB.
1. behaviours can be inherited through genetics, and
2. animal behaviour can be used to predict human behaviour due to their similar physiology. In other words, genes affect behaviour in a similar way in both humans and animals.
State the implications of Rosser et al (2007)
Implications: video games help improve the level of performance in the cognitive process of attention, which is demonstrated by fewer errors and faster completion in the video-gaming surgeons’ surgery performance.
One evaluation point of Becker et al (2002)
Anything.
Recite aim, procedure, findings the Rozensweig, Bennett, Diamond (1961) (Enriched vs. deprived)
Aim: to investigate the effect of an enriched versus a deprived environment on neuroplasticity and subsequent behaviour.
Procedure:
24 male rats from different litters were randomly assigned to two conditions (12 in each one), the enriched condition (EC) and deprived condition (DC).
The 12 rats in the enriched environment were caged together and had a range of toys to play with. They were also trained to run through a maze on a regular basis.
The 12 rats in the deprived environment were placed in cages that were slightly smaller by themselves and were isolated in separate rooms from other cages.
All rats had ample food and water and lived in these conditions for 30-60 days.
The rats were then euthanized and their brains were dissected to measure any changes.
Findings:
The frontal lobes of the EC rats were heavier and they had developed more ACH receptors (ACH is a neurotransmitter that plays a role in learning and memory).
The EC rats had synapses that were 50% larger than the DC rats. The synapse is the gap at the end of the neuron that allows a signal to pass from one neuron to the next, and also plays an especially important role in memory.
Follow up experiments investigated whether researchers could determine which rats had been assigned to which conditions from watching videos of the rats. Based on the level of curiosity and activity demonstrated by the EC rats, the researchers could distinguish them from the DC ones.
Recite aim, procedure, findings the Rosen, Carrier and Cheever (2013)
Aim: To investigate how technological distractions impact academic learning.
Procedure:
Researchers recruited 263 middle school, high school and university students.
The researchers conducted a 15 minute observation of these students studying in their homes. During this time, researchers noted the technologies present in the learning environment and the computer windows that were open. They also conducted a minute-by-minute assessment of whether or not that minute was used for on-task studying or off-task technology use not involving technology during that 15 minute period.
Participants were then given a questionnaire which assessed eight things: their study strategies, task-switching preference, technology attitudes, media usage, monthly texting and phone calling, social networking use and grade point average (GPA).
Finally, the observers noted the number of computer windows open after the observation. If the computer was not used, the number was recorded as 0.
Findings:
On average, participants were on task 65% of the time. So during the 15-min observation period, the participants were working on their studying task approximately 10 min.
Those who preferred to task-switch had more distracting technologies available and were more likely to be off-task than others, and those who accessed Facebook had lower GPAs than those who avoided it.
State two critical thinking point for globalization.
Globalisation:
- difficulty in operationalising globalisation to consider, due to the fact that there is no way to isolate globalisation as an independent variable.
- For one, there is no fully comprehensive way to measure the extent of globalization in a country (for instance, we cannot definitively compare the extent of Fiji's globalisation in 1995 and 1998), and thus it is difficult to conclude that it was really the increase in globalisation that influenced behaviour.
- In addition, there are too many variables, such as urbanisation, health care or political status, that may influence the degree to which globalization may affect a culture, and that researchers aren't able to control.
- Finally, since globalization is an ongoing process, a single snapshot in time is not adequate to understand the effects of globalization, and longitudinal research may be necessary.
- The distinction between local, national and global cultures may be difficult for individuals to make, due to the uncertainty on whether a given value, tradition or norm is part of the local or global culture, especially as the homogenisation hypothesis suggests there may be increasing overlap.
- In addition, if a local culture has become very globalised, then the line may be too blurred to distinguish where one's feelings of identification belongs to.
- This highlights several ways in which globalisation/local and global influences may be difficult to research.