Positive Effects
Negative Effects
Methods
Critical Thinking
Define it
100

Klingberg's experiment showed that using computer games can improve what cognitive process?

Working memory (er attention, or working memory capacity) are also acceptable answers.

100

Found that taking a ____ shifts the responsibility of storing the image away from our ______. Three e_______ consistently demonstrate that taking multiple ______ impairs memory.

photo, memory, experiments, photos

(Soares and Storm, 2017)

100

research over a period of time using observations, interviews, or testing

Longitudinal study

100

One group may have a higher level of memory performance than the other group. This would be controlled by using a repeated measures design.

Participant Variability

100

are mental activities that involve acquiring, processing, storing, and using information

Cognitive Processes

200

Found that visual w____ m____ capacity, as measured by a task, is increased after v______ g____ training.

working memory, video game

(Blacker et al. 2014)

200

Heavy media multitaskers (HMM) exhibit unfocused ________, which leads to continual competition between relevant and irrelevant information, resulting in reduced performance in both e_____ and r_____ of information in WM and LTM

attention, encoding and retrieval

(Uncapher & Wagner, 2016)

200

Comparing two or more groups on a particular variable at a specific time

Cross-sectional design

200

When we base our beliefs on a limited set of research that aligns with our own thinking, this is called

Confirmation Bias

200

encompasses devices and systems like smartphones, computers, and the internet

Digital technology
300

generating one’s own f___c___ before r_____ practice enables productive L_____  that enhances m______ and comprehension.

flashcards, retrieval, learning, memory

(Pan et al., 2016)

300

Social networking sites, like Instagram, might spread maladaptive g_______ stereotypes and unhealthy eating. Heavy digital media users were more like to have m_____ h______ issues.

gendered, mental, health

(Rhodes et al., 2021) (Tweng & Martin, 2020)

300

Identify two benefits of gathering qualitative data.

Descriptive and describes "how"

It is gathered by doing in-depth descriptions. Usually, people are studied in their own environment. Increases mundane realism and trustworthiness. 

300

Knowing that they are in a study, the participants may try extra hard to do well, even though this may not reflect their usual effort.

Demand Characteristics

300

an individual relies too heavily on an initial piece of information offered when making decisions

anchoring bias

400

Found that asking people to stop using S____ M____ for 1 week leads to significant improvements in well-being, d______, and a_____.

Social Media, depression, and anxiety

Lambert et al. (2022)

400

Popularised the term _____ ______ or ______ amnesia: The tendency to forget information that can be found readily online by using Internet search engines.

Google Effect, Digital-amnesia (Sparrow et al. 2011)

400

Identify two benefits of gathering quantitive data.

Statistical analysis can be applied 

Can be more reliable since they can be replicated and the results can be easily compared.

400

Social desirability effect - Reactivity, what's the difference?

R - participants act differently than they usually would because they are aware that they are being studied

SDE - information is not disclosed if the participant fears being judged or seen in a negative light

400

where the participant wants to help the researcher and thus gives information that is believed to be what the researcher is looking for

Expectancy Effect

500

Found that prolonged video game playing increased volume of _____ ______, in the pre _____ _____, h______, and c_______.

grey matter, pre-frontal cortex, hippocampus, and cerebellum 

(Kühn et al., 2013)

500

Among both genders, heavy users of d____ m_____ were often twice as likely as low users to be low in w___-b____ or have _____ health issues, including _____ factors for suicide.

digital media, well-being, mental, risk

(Tweng & Martin, 2020)

500

Also called convenience sampling. A sampling technique where participants are selected based on naturally occurring groups or participants who are easily available.

Opportunity sampling

500

When the researcher's own beliefs influence the research process, can be reduced by increasing credibility through method triangulation 

Researcher Bias

500

P-value

The probability that, if the null hypothesis were true, the result found in the sample would occur