Essay on Debate: Screen Technology's Effects on Cognitive Development

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Added on  2023/06/13

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This essay plan outlines the debate surrounding the effects of screen technology on cognitive development, considering both positive and negative viewpoints. It references authors like Anguera et al. (2013), Edwards et al. (2010), and Abbott (2013) who suggest that video games and computer training can enhance cognitive control and reduce the risk of cognitive deficits. Conversely, it also presents arguments from Owen et al. (2010), Katsnelson (2010), and Carr (2010) who highlight the lack of transfer effects and potential for distraction. The essay evaluates the strengths and weaknesses of both sides, concluding that while screen technology can be beneficial if designed specifically for individual cognitive needs, the evidence for generalized cognitive improvement remains limited. Desklib offers similar essays and study tools for students.
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INTRODUCTION
Opening statement:
Here write down general topic opening sentence /introduction sentence
Screen technology like computers and video games are beneficial to promote cognitive development in
adults.
Brief presentation of the question at the heart of the Academic Debate you have chosen to write
about: here write Academic debate issue
The review of evidences suggest that authors mainly argue that video games and training programs with
the use of computer reduce risk of cognitive deficits and enhances cognitive control in people.
However, negative aspects were presented based on the adverse impact of computer or screen
technology on concentration.
Statement of Focus (the authors and their ideas, in same order as essay paragraphs):
Here write three sources of author who are they and what are their ideas
(Anguera et al. 2013): The author is from Department of Neurology, University of California and
provides idea on the positive effects of video game training on enhancing cognitive control in older
adults.
(Edwards et al. 2010): It proved the efficacy of three cognitive training programs on reducing risk of
dementia.
(Abott 2013): The author gave the idea that video games improve multitasking skills.
Body: Position #1 statement (write a full topic sentence)
Here write positive side of debate / main ideas
Screen technology is useful in promoting cognitive control and positive cognitive
development in an individual.
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Main scholars and ideas, in order Evidence (2-3 quotations/paraphrases with
citations)
(Anguera et al. 2013): The author discusses about
the positive effects of video game training on
enhancing cognitive control in older adults.
(Edwards et al. 2010): It proved that speed
processing training can minimize risk of
cognitive deficits related disorder like dementia
(Abott 2013): The author gave the idea that video
games improve multitasking skills.
“exact wording of chosen quotation” (Author
Year,p.?).
Here write quotation about what author
say their name and in text citation
‘Custom-designed video game can be used to
assess cognitive abilities across the lifespan
(Anguera et al. 2013).
.......specific form of cognitive training, speed of
processing, reduced the risk of dementia in initially
well-functioning older adults .....’ (Edwards et al.
2010).
‘.....convincingly shows that if a game is tailored to a
precise cognitive ..... it can indeed be effective’ (Abott
2013)
Comment: here write own word what you think about above contents
Based on the above content, it can be said that that the evidence provided are reliable to prove that
certain custom designed video games are useful in evaluating neural mechanism and using it as a tool
for cognitive enhancement. It also gives indication about plasticity of the brain
Body:Position #2 statement (write a full topic sentence)
The negative point presented by the author is that screen technology is not effective in improving
cognitive task when untrained task is delivered to individuals.
Main scholars and ideas, in order Evidence (2-3 quotations/paraphrases with
citations)
Three author name and their ideas
Owen et al (2010): The author gave the idea
that video games are ineffective in giving the
same transfer effect for untrained games
Katnelson (2010): The author also argued
about lack of transfer effect in video games
Carr (2010): The author regarded internet as a
source that disrupt attention and concentration
instead of improving cognitive benefits.
“exact wording of chosen quotation” (Author
Year,p.?).
Here write quotation about what author
say their name and in text citation
‘no evidence was found for transfer effects to
untrained tasks’ (Owen et al. 2010).
"There were absolutely no transfer effects
(Katsnelson 2010)
‘The Internet is an interruption
system. (Carr 2010)
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Comment:
here write own word what you think about above contents
All the above evidence shows that there is lack of scientific evidence to support that computers can
improve cognitive task of an individual. However, this fact can be defended because studies, which
used specifically designed gaming task appropriate to the age of participants, gave positive outcomes
related to improvement in cognitive performance of an individual.
Body: Evaluation: The order of the two
parts of the evaluation may be swapped,
but both should be present.
Evidence (optional:
quotations/paraphrases, citations)
Evaluate the debate (indicate any important
strengths or weakness’ in any of the arguments)
The strength of the positive side of the argument
was that it had two source of evidence, which used
specialized training tool according to the age of
participants. This eliminated biasness in outcomes
in terms of age and all age related deficits in
outcomes were controlled. In contrast, the
negative side of the argument has evidence, which
lacked scientific vigour. It lacked use of research
based evidence.
“exact wording of chosen quotation” (Author
Year,p.?).
Here write quotation about what author
say their name and in text citation
Indicate a best position in the debate and give reasons for that position:
Anguera et al (2013) gives the best position as the author uses custom designed video game and it
compared study outcome with age related deficits in neural signature of cognitive control. This
enhanced the reliability of research outcome.
Conclusion (do not include any evidence or citations)
Summarise your main points
The argument presented positive and negative points related to the impact of screen technology on
cognitive outcome. Evidence proved that computer training games can induce attention and improve
cognitive performance. However, the negative point was that it has no transfer effect for untrained task
Final statement (prediction or recommendation)
Screen technology can be useful source to improve cognitive performances of an individually if it is
designed specifically to the cognitive needs of an individual.
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References:
Abbott, A 2013, “Gaming improves multitasking skills”, Nature, viewed 7 April 2015,
http://www.nature.com/news/gaming-improves-multitasking-skills-1.13674.
Anguera, J.A., Boccanfuso, J., Rintoul, J.L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong,
E., Larraburo, Y., Rolle, C., Johnston, E. and Gazzaley, A., 2013. Video game training
enhances cognitive control in older adults. Nature, 501(7465), p.97.
Carr, N 2010, “The web shatters focus, rewires brain”, Wired, viewed 7 April 2015,
http://www.wired.com/2010/05/ff_nicholas_carr/. Also see week 6 of the workbook
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.
Katsnelson A 2010, “No gain from brain training”, Nature, viewed 7 April 2015,
http://www.nature.com/news/2010/100420/full/4641111a.html.
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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