Psychology Debate 2: Effect of Computers on Cognitive Ability

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This essay, titled "Psychology Debate 2: Effect of computers on cognitive ability," examines the impact of technology, particularly computers, on human cognitive functions. It explores the concept of neuroplasticity, the brain's ability to adapt to new behaviors. The essay analyzes research on brain training games and their effects on multitasking skills, attention, and memory, referencing studies on different age groups. It discusses the cognitive control and the effects of computer use on the brain, including academic performance and potential downsides like reduced creativity. The essay evaluates the arguments, citing various sources, and concludes that while technology has enhanced some cognitive abilities, misuse can have detrimental effects. It emphasizes the need for further research on the evolving relationship between technology and the human brain.
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Psychology
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Debate 2: Effect of computers on cognitive ability
Introduction
Technology has contributed to the alteration of human psychology which makes human
beings think, feel, act and dream differently. This not only affects our memory but also our
attention and memory spans. This phenomenon is called as Neuroplasticity or brain plasticity.
Brain plasticity refers to the ability of the brain to modify its connections based on new
behaviors which enables the brain to grow and adapt from infancy to adulthood or recover
after any brain injury. There have been numerous research on the effect of computers and
technology on the cognition of brain, some believe that it computers have positive effects
since it helps people organize their lives and provide deep thinking. While others feel that
technology has crippled the attention span in humans by making them uncreative and
impatient. The intention of this study is to analyze the impact of screen use on cognitive
function which may lead to moderating effects of depression, sleep and other symptoms
thereby reducing cognition.
On Brain Training Games
As mentioned in the article by Abbott (2013), commercial companies have identified that the
computer games have made humans smarter but have possibly shown no significant
improvements in their daily lives. Video games such as NeuroRacer have enabled players to
perform multiple actions on the same time, thereby improving their multitasking skills.
Multitasking requires a mix of real life cognitive skills such as focus, attention, task
switching, and ability to remember multiple things. As per the research conducted in this
article, people from the age group 20-70 and 60-85 were taken to see if computer games are
useful in improving multitasking. The results show that with proper training, the people
between 60-85 age groups showed commendable improvements and but concluded by stating
that such computer games might be useful in treating cognitive deficits such as depression,
anxiety and schizophrenia. According to the article, the older brain is much likely to adapt to
multitasking. In another article by Gazzaley et al. (2013) the topic of cognitive control has
been discussed which is defined by a set of neural processes that enables humans to interact
with their complex environment in a goal-directed manner. Humans are good at multitasking
in this technologically advanced world but this has also shown that there are certain
difficulties in multitasking and deficits of cognitive control in our ageing population. This is
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similar to article by Abbott (2013), since it highlights the fact that the older age people show
better signs of cognitive abilities and multitasking with improved attention. In the article by
Edwards, et. al. (2017), it has been identified that cognitive performance can be improved by
cognitive training but its effect on dementia is still unknown. The research has identified that
due to old age, older adults may be at a higher risk of dementia but they can be benefitted
from the speed training provided. The article has shown that this speed training can help in
lowering depression, improving the quality of life among people along with significant
changes in their physical health. Although this research is new, but relates to positive impact
on dementia reduction by increasing brain reserve capacity through compensatory changes in
brain functioning.
On the contrary, Owen, et. al. (2010) in his article has mentioned about the lack of empirical
results on the improvement in the performance of people playing brain games on a regular
basis. It has been identified that older individuals and pre-school children and video-game
players have outperformed the non-video game players. There has been not enhanced studies
available on the positive impact of computer and games on the cognition of humans that may
be improved by training. In another article by Katsnelson (2010), it has been identified that
there has been no significant impact on human brains and are likely to be disappointed due to
exercise of computerized mental workouts. In the research there have been certain tests
conducted to analyze the impact and the findings suggest that these experiments require a lot
more time than expected. Although there can significant changes identified in the training of
elderly people and young children but without testing and concrete empirical data, the results
will be negative.
On Effects of Computers on the Brain
According to Austin and Torato (2011), there has been an emphasis upon the impact of
technological advancements on the academic performances of high school students. The
article although has highlighted of some positive effects of internet usage among the youth
but the downside to this is the amount of time spent on the internet. The advent of World
Wide Web has helped the youth to procure information from the internet but on the other
hand has substituted the time that could be utilized to do something meaningful.
The study shows that there has been a reduction in the academic performance of students and
their ability to be creative. Also, prolonged use of internet has resulted in shift in the
behavioral patterns of the youth. As per the findings of the research in this article, it suggests
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that internet usage in an educational setting can result in good performance of students but
only when utilized to learn something better. However, students who are completely unaware
of the use of internet may also show a reduced academic performance. So the article suggests
that there can be both positive and negative impact of internet usage on the cognition of
human brains.
Evaluation
According to the Greenfield (2014), the future of technology in the modern world has
influenced human brains and are adapting to these technologies. This has not only helped to
connect with the world but to enhance their abilities in multitasking, problem-solving and
other abilities. The advent of technology has been criticized by many but overall it has been
given rise to many ways in which humans are able to develop their cognition. Many argue
about technology explorative in terms of figuring out ways to improve conditions like
Alzheimer and Dementia, whereas many argue about technology being disruptive in
hampering the creativity among the youth. In a nutshell, there are further researches going to
be conducted as the world progresses and new theories and results will come in light to see if
there are significant changes in human brains due to use of technology.
Conclusion
It can be concluded by stating that the aspects related to technology as a means of alternative
human psychology is justified and appropriate. As a result, the advancements in technology
has enhanced academic performances amongst students to a significant level. The aspects
related to multitasking amongst humans have also been improved to a huge level. However,
misuse of internet has also resulted in detriment al effects to a certain extent.
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Reference List
Abbott, A., 2013. Gaming improves multitasking skills. Nature News, 501(7465), p.18.
Austin, W. and Totaro, M.W., 2011. High School Students' Academic Performance and
Internet Usage. Journal of Economics and Economic Education Research, 12(1), p.41.
Edwards, J.D., Xu, H., Clark, D.O., Guey, L.T., Ross, L.A. and Unverzagt, F.W., 2017.
Speed of processing training results in lower risk of dementia. Alzheimer's & Dementia:
Translational Research & Clinical Interventions, 3(4), pp.603-611. DOI:
10.1016/j.trci.2017.09.002
Gazzaley et al. 2013, ‘Video game training enhances cognitive control in older adults’,
Nature, 5, (9), 2013, Available at: https://www.nature.com/articles/nature12486 [Accessed
April 10 2019]
Greenfield, S., 2014, Modern technology is changing the way our brains work, says
neuroscientist. [online] Available at: https://www.dailymail.co.uk/sciencetech/article-
565207/Modern-technology-changing-way-brains-work-says-neuroscientist.html[Accessed
10 April 2019]
Katsnelson, A., 2010, No gain from brain training. Nature News. [online] Available at:
https://www.nature.com/news/2010/100420/full/4641111a.html [Accessed 10 April 2019]
Owen, A.M., Hampshire, A., Grahn, J.A., Stenton, R., Dajani, S., Burns, A.S., Howard, R.J.
and Ballard, C.G., 2010. Putting brain training to the test. Nature, 465(7299), p.775.
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