Cognitive Approach Notes
Cognitive Approach Notes
● Background information:
○ Localization of function in the brain - means that different parts of the
brain have different functions. Researchers have discovered this from
over 100 years of research into the ways the
brain work. One such study was Milner’s case
study on Henry Molaison
○ At the time of the first study by Milner, HM was
29 years old. He was a mechanic who had
suffered from minor epileptic seizures from
when he was ten years old and began
suffering severe seizures as teenager. These
may have been a result of a bike a accident when he was nine.
○ His seizures were getting worse in severity, which resulted in HM being
unable to work. Treatment for his epilepsy had been unsuccessful, so at
the age of 27 HM (and his family) agreed to undergo a radical surgery
that would remove a part of his brain called the hippocampus.
○ Previous research suggested that this could help reduce his seizures,
but the impact it had on his memory was unexpected. The Doctor
performing radical surgery believed it was justified because of the
seriousness of his seizures and the failures of other method to treat
them
● Methods and Results
○ In one regard, the surgery was successful as it resulted in HM
experiencing less seizures. However, immediately after the surgery, the
hospital staff and HM’s family noticed that he was suffering from
anterograde amnesia (an inability to form new memories after the time
of damage to the brain)
○ Here are some example of this memory loss described in the case
study:
- He could remember something if he concentrated on it, but if he
broke his concentration it was lost
- After the surgery the family moved houses. They stayed on the
same street, but a few blocks away. The family notices that HM as
incapable of remembering the new address, but could
remember the old one perfectly well. He could also not find his
way home alone
- He could not find objects around the house, even if they never
changed locations and he had used them recently
- He once ate lunch in front of Milner but 30 minutes later was
unable to say what he had eaten, or remember even eating any
lunch at all
- When interviewed almost two years after the surgery in 1955, HM
gave the dat as 1953 and said his age was 27. He talked
constantly about events from his childhood and could no
remember details of his surgery
○ Later testing also showed that he had suffered some partial retrograde
amnesia (an inability to recall memories from before the time of
damage to the brain) For instance, he could not remember that one of
his favourite uncles passed away three years prior to his surgery or any
of his time spent in hospital for his surgery. He could, however, remeber
some unimportant events that occured just before his admission to the
hospital
○ His memories from events prior 1950 (three years before his surgery),
however, were fine. There was also no observable difference to his
personality or to his intelligence. In fact, he scored 112 points on his IQ
after the surgery, compared with 104 previously. The IQ test suggested
that his ability in arithmetic had apparently improved. It seemed that
the only behavior that was affected by the removal of the hippocampus
was his memory. HM was described as a kind and gentle person and
this did not change after his surgery
→ What is Amnesia?
● Amnesia refers to the loss (partial or total) of memory
● Amnesia can vary in degree and type
● It is possible to have one type of amnesia only or both at once
→ level of processing:
→ Other factors that affect the transfer of information from the STS to the LTS
○ Emotional state - we learn best when we are alert, motivated and aroused
○ Association - associating new information with old memories in LTM enhances
memory
○ Familiarity?
○ Imaging?
★ Working memory model (WMM)
● The role of working memory is therefore to temporarily store and
manipulate information being used. We rely on working memory for
many functions, such as remembering telephone numbers and lists,
comprehending sequences of words in the form of sentences, mental
calculation and reasoning. However, working memory is fragile and
frequently susceptible to distraction (someone talking to you while you
are trying to remember a number), overload (a long list of items) and
overwork (complicated calculations)
● Is the small amount of information that can be held in mind and used in
the execution of cognitive tasks
● The WMM proposes that there are different sub-systems within the STS
for different types of information
● There are three main components of short-term memory - or working
memory - as the model re-names this store. These are:
○ The Central Executive
○ The Phonological Loop
○ The Visuo-spatial Sketchpad
● These three components work together, relatively independently, to process
different types of
information
● The WMM differentiates
different types of
information. Specifically
it makes a distinction
between visual/spatial
information (images)
and spoken/written
information (word
sounds)
→ Central Executive
● This is the “boss” of working memory. All information comes from sensory
memory to the Central Executive first
● Decides which information to send to the Visuo-spatial Sketchpad and which
information to sent to the Phonological Loop
● For this reason the Visuo-spatial Sketchpad and the Phonological Loop are
often called the “slave systems” of the Central Executive
→ Phonological Loop
● Spoken/written information is stored in the subsystem called the “Phonological
Loop”
● The phonological loop further subdivided into two components:
○ The Phonological Store is also known as the “inner ear”. This part of the
Phonological Loop is linked to speech. It holds information in a
speech-based form (i.e, spoken words) for 1-2 seconds
○ The Articulatory Control Process is also known as the “inner voice”. This
is the second component of the Phonological Loop. Its function is to
store and rehearse verbal information from the Phonological Store
→ Visuo-spatial sketchpad
● Is information in the form of pictures or images that are stored and processed
in the first subsystem called the “Visuo-spatial Sketchpad” or “inner eye”
→ Episodic Buffer
● The model of working memory later includes the Episodic Buffer
● This is the third component of this model, is thought to integrate these two
other functions with a sense of time so that events unfold continuously, much
like a story in a book or movie
● This theory explains why memories can be perceived as a seamless flow of
events as opposed to isolated instances
Vallar & Baddeley (1984) - Patient PV
● This patient had a left hemisphere stroke which resulted in brain damage in
the left hemisphere, which resulted in extremely poor recall of verbal material
but shoes no visual memory impairment
→ Applicability
Do you think we are able to multitask?
● Dual task experiments help us assess the applicability of the WMM claims
● The WMM is supported by dual task experiments requiring participants to
process multiple cognitive inputs at the same time (requires participants to
perform two cognitive activities simultaneously)
● Many dual task experiments have been conducted to investigate relationships
between multitasking and working memory, and how this affects cognitive
processing
What is memory?
● Memory is a process of encoding, storage and retrieval of information
● It is a series of mental operations/actions
● Three main processes are involved in memoery:
○ Encoding: converting (or transforming) sensory information into
memory
○ Storage: consolidating (or losing) the encoded information in memory
○ Retrieval: bringing memories back into consciousness for use in
thinking, decision making and problem solving
Bartlett (1920)
● Aim: to investigate how the memory of a story is affected by
previous knowledge (cultural background and unfamiliarity
with a text)
● Participants: students or teachers at a British university
● Procedure:
○ A native american folk-story called The War of the
Ghosts (developed by “primitive”
communities) was used
○ Participants were allocated to one of two
conditions:
- Repeated reproduction - the same
individual had to reproduce the story
over a period of time (a short time
after hearing it, after some days, after
some months and after some years)
- Serial reproduction - individual had to
recall the story and repeat it to
another person and so on
● Results:
○ All participants changed the story as they tried to remember it
○ No significant difference in recall between groups was found (although
there were more changes in the serial reproduction)
○ Three patterns took place:
- Assimilation: the story became more consistent with the
participants’ own cultural expectations - modern concepts -.
Details were changed to fit the British culture
- Levelling: the story became shorter with each retelling by
omitting “irrelevant” information
- Sharpening: the order of the story changed to make sense of it
using participants’ familiar terms, adding or exaggerating details
and changing the narrative structure
Schema Theory
■ Cognitive schemas: mental representations that organize our knowledge,
beliefs, and expectations (information about the world)
■ A schema is a cluster (group) of knowledge or memory that is stored in the
mind
■ Schemas are cognitive/mental structures and they have no physical form
(are abstract)
■ Schema theory essentially explains how human behaviour might be affected
by how sensory information is processed
■ Their function is to help people make sense of the complex world of
information
■ People’s knowledge of the world is organized and categorized
■ Schema processing is to a large extent automatic and conscious which saves
cognitive energy
■ Schemas help people simplify and make sense of the world existing
knowledge and experiences in the world
■ Schemas are based on past experience and are culture-specific
■ The plural of schema is schemata or schemas
Types of Schemas
People can have schemas for many things (objects, events, groups, etc). There are 3
main types of schemas:
● Script schema: patterns (sequences) of behaviour within a cultural context
that are learned through our interaction with the world. It acts like a script
informing what to do and say, and how to do it
● Self schema: memories that summarize an individual’s beliefs and
experiences about him or herself
● Social schema: general knowledge about how people behave in different
social situations. Expectations about how things function within their
environment
○ Stereotypes:
- Example of social schema
- Generalization of information about groups of people to save our
cognitive energy
- Long-lasting and diffcult to change
In all conditions the clock used represented the number 4 with IIII instead of the
conventional IV.
● Findings:
○ In the first two conditions, the participants reverted to the conventional
IV notation, whereas in the third condition, the IIII
notation, because of the direct copy
○ They found that subjects asked to draw from memory a clock that had
Roman numerals on its face typically represented the number four on
the clock face as “IV” rather than the correct “IIII”, whereas those merely
asked to copy it typically drew “IIII”
● Conclusions: French and Richards explained this result in terms of schematic
knowledge of roman numerals affecting memory retrieval. The findings
supported the idea that subjects in the copy condition were more likely than
subjects in other conditions to draw the clock without invoking schematic
knowledge of Roman numerals
○ The more intense the verb used, the higher the mean speed estimate
○ When different verbs are used, they activate different schemas that
have a different sense of meaning and this affected eyewitness recall
Possible explanations…
1. Participants may have been unsure so the leading question (verb used)
guided their answer
2. The leading question causes a change in the participants’ memory of the
accident
Wason (1968)
Which card(s) must be turned over to test the idea that if a card shows an even
number on one face, then its opposite face is red
■ If the 3 card is red, that doesn’t violate the rule. The rule make no claims about
odd numbers
■ If the 8 card is not red, it violates the rule.
This card is a correct choice
■ If the red card is odd, that doesn’t violate
the rule
■ If the brown card is even, it violates the rule
SYSTEM 1 SYSTEM 2
Heuristics
■ A type of cognitive bias
■ Is a mental shortcut that allows people to solve problems and make
judgmens quicly and efficiently
■ These rule-of-thumb strategies shorten decision-making time and allow
people to function without constantly stopping to think about their next course
of action
■ They use a system 1 process
→ Why do we rely on heuristics
● Effort reduction: the use of heuristics can be a type of cognitive laziness.
Heuristics reduce the mental effort required to make choices and decisions
● Fast and frugal: although heuristics does not let always to the best decision,
heuristics are actually more accurate than they are biased. In other words, we
use heuristics because they are fast and usually correct
Type of Heuristics
→ Framining Effect:
● Drawing different conclusions from the same information presented differently
● In politics and the sider media, framing effect
constantly change and influence public
opinion. The next time you’re considering your
stance on a certain issue, listen closely to the
information presented and try to uncover its
real meaning
■ Applicability in marketing
- In a word - Context. If you have the opportunity to go see Sting’s show,
you would probably be willing to pay quite a bit for a ticket. But if he
would be performing on the side of the street, you would probably
continue walking, not noticing him at all. In other words, it all depends
on context and the specific situation
- What would you prefer? Low-fat ice
yogurt containing 90% less fat tha the
average yogurt? Or a yogurt containing 10% of the average fat content?
Most people asked would choose the first option
- The same thing goes for a question like: A plastic surgery with 90%
chance of success, or a plastic surgery with 10% chance of failure. When
we phrase something of this sort, it is important to give thought to the
outcome (positive or negative) and the qualities that we want to
highlight
→ Anchoring effect:
● Excessively focusing on the first piece of information you receive when making
a decision
● People are influenced by the first information they
are exposed to regarding a particular subject
● When negotiating the price of an item we are
often swayed when we feel we’re getting a
bargain. Make sure to consider if the price is
actually reasonable for that item or if you have
perceived the value based against the original price
■ Applicability in marketing
- People rely too much on the exposed information and it becomes like
an anchor that is hard to move
- In our daily lives, we encounter it a lot when a
question is asked like how much a specific product
would cost, or how long it would take to get to a
specific place. We get a certain initial answer that
we would probably stick to later on. If we fo back to
eCommerce stores, you may see this principle
implemented where as soon as you enter a home page, you see a
particular item with a discount price next to it, and an original price
crossed out
- If you search a little further on that site, you would likely find a similar
product (perhaps identical) at the same price or even at a cheaper
price
Is memory reliable?
● Bartlett concluded that memory is reconstructed every time it is recalled
(memory as constructive in nature)
● Memory can be easily distorted and transformed
● Memory encoding is not an exact copy of events but a constructive process
● Previous knowledge will be used to interpret the information and to
reconstruct memories
● Memory is a reconstructive process and is therefore open to distortion
○ Memories are actively and consciously rebuilt when we are trying to
remember certain information
False memories
→ recalling an event that never happened and believing it to be true
● Procedure:
○ Confederates each provided photographs in which participants were
4-8 years old
○ These photos were pasted into a photo of a hot air balloon
○ Participants were interviewed 3 times and
they shared everything they could
remember from the photos
○ Confidence of memories was also rated
○ Researchers then revealed that one of the
4 photos was fake and asked participants
to guess which one
● Results:
○ At the end of the interviews, 50% of participants recalled the false event
either partially or clearly (“remembering” at least some details of a hot
air ballon ride during childhood)
○ Participants were more confident that the true events had occurred
than the false event had occurred
Emotion and Cognition
Flashbulb Memories
■ Is the theory that will be used to analyse how emotions affect memory
(emotion and cognition) and to discuss the reliability of memory (reliability of
cognitive processes)
■ Are vivid, long-lasting memories surrounding a person’s discovery of
emotional and surprising events (of persona, national or international
importance)
■ Flashbulb memories
○ Last for many years (or forever)
○ Are resistant to change
○ Form in situations where we encounter surprising,
relevant and highly emotional information
○ Are maintained by overt rehearsal (discussions
with others) and by covert rehearsal (provate
rehearsing or ruminating)
○ Differ from other memories in that they are more
vivid, last longer, more consistent and accurate
○ Are created by a specialized neural mechanism which stores
information permanently in a unique system
→ Key factors recalled
■ Place: where was the news heard?
■ Informant: who supplied the information? (what was the source of the
information)
■ Event: what were they doing at the time of hearing the news?
■ Affect: how did they feel and how did others feel (emotional state) when
receiving the news?
■ Aftermath: what were the consequences of the event for the individual?
Brown & Kulik (1977)
● Aim: to study whether surprising and personally significant events can cause
flashbulb memories
● Participants: 40 black and 40 white American males
● Procedure:
○ Participants filled out a questionnaire about the death of public figueres
(i.e. John F Kennedy) as well as personally significant events
○ They were asked diverse questions about the event:
- Where were you when you heard about the event?
- How did you feel when you heard about the event?
- What were you doing when you heard about the event?
● Results:
○ 90% of participants recalled a significant amount of detail about the
day when these events occurred
○ Most had very detailed memories of the death of a loved one
○ There was a difference in their memories of the assassination of public
figures based on the personal relevance of the event to the participant
(e.g. memories of murder of Martin Luther King higher in black
participants than in white participants)
○ Are present in our everyday lives, through social media and 24-hour news
coverage
○ Through the access to digital technologies we are exposed to infinite amount
of information
○ This eventually leads to the incapability of storing and evaluating information
○ By examing the effects of digital technology and media on psychological
aspects of human libes we can see the clear effects on human behaviors,
actions, attitudes, motivation and learning
Talarico et Al
● Investigated if the reception context would make a difference in the
accurancy of memories of the assassination of Osama bin Laden, the leader
of the 9/11 attack.
● Memories were compared depending on how they found about the attack -
through television, social media, or through another person
● Asked to recall then and after 2 days:
○ How they heard about the event?
○ What they remembered two days after the assassination?
● After two days, the findings were that - television exposure was strongest in
the accuracy of the memory
● Findings of the study:
○ Overexposure in the TV causes anxiety for people
○ Helps you remember the moment better
Ahern et Al (2002)
● Summary:
○ Investiagted the role that viewing graphic television images may play in
PTSD
○ They carried out a telephone survey in which the participants’ exposure
to violenta video games and their symptoms of PTSD were discussed
- Specific violence or disaster related television images were
associated with PTSD and depression
○ Participants that repeatedly played violence videogames → higher
prevalence of PTSD and depression that those who did not
Bavelier et Al.
● Aim: the study was done to observe the correlation between decision-making
and action games
● Procedure: Participants were split into two groups of men and women (26
years old) - they had not played video games in the past year -
○ First group: participants were told to play two action video games for 2
hours for a total of 50 hours
○ Second group: participants was asked to play a simulation game in
which they had to make decisions about a character’s life also for 50
hours
○ After this, all participants were asked to do a test on a computer screen
consisting of identifying the majority direction moving dots displayed
on the screen (some easy and some complex)
● Findings: the first group of participants (who played action videos) were more
efficient (fewer errors) and faster when doing the task than the participants in
the second group, showing that they were more capable of concluding more
quickly after analysing many facts
Positive aspects:
● Visual selective attention and minimising the influence of irrelevant or
distracting stimuli
● Bavelie et al. study has revealed that playing fast-paced action video games
can improve different aspects of selective visual attention compared to
control games
Storm et Al.
Their argument is that access to the internist makes people less likely to use their
minds to decode things, and instead they use the internet to solve their problems
● Aim: to research if successfully retrieving information from google makes you
more prone to use it in the future instead of using memory
● Participants: 60 undergraduate students
● Variable:
○ Independent variable: if they were allowed to use the internet
beforehand
○ Dependent variable: the proportions on which the participants choose
to use the internet to answer the general knowledge questions on the
second phase
● Procedure:
○ There were two phases to this experiment
○ In the first phase, participants were allocated in 3 different conditions
1. Participants were told to use the internet to find the answers to 8
trivia questions
2. Participants were told to answer a set of 8 trivia questions with
their memory
3. The control group wasn’t asked any questions
○ In the second phase the participants were asked to answer easy
general knowledge questions as fast as they could, and had access to
google but were not explicitly told to use it
● Results: Those who had prior access to google, used it more than those who
didn’t. This suggests that people who
use the internet to answer most of
the questions they vaae are more
likely to rely on it rather than their
minds
● Strengths: Clearly manipulate & prove the relationship of the IV and DV
● Limitations: Low ecological → trivia questions, we don’t know if this would be
how people behave in normal environments when they were required to
remember more meaningful information than trivia