Lecture 2: Memory & Training PDF
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Griffith University
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Summary
This lecture covers various aspects of memory, including self-evaluation, influencing factors, training strategies, and models for categorizing memory aids. It also presents a research study on improving cognitive performance in older adults using video gaming. Interactive video gaming was found to be effective.
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Meta Memory & Training 1. Self-Evaluation of Memory – metamemory, memory monitoring and memory self- efficacy 3. Factors that influence memory 4. Memory Training & Strategies Evaluation of Memory Aspects of Memory Self-Evaluations ◦ Metamemory: knowledge about how memory works and wh...
Meta Memory & Training 1. Self-Evaluation of Memory – metamemory, memory monitoring and memory self- efficacy 3. Factors that influence memory 4. Memory Training & Strategies Evaluation of Memory Aspects of Memory Self-Evaluations ◦ Metamemory: knowledge about how memory works and what we believe is true about it ◦ Memory Monitoring: awareness of what we are doing with our memory right now Age Differences Age Differences in Metamemory ◦ Older adults: ◦ Seem to know less about how memory works than younger adults ◦ View memory as less stable ◦ Expect that memory will deteriorate with age ◦ Perceive they have less control over memory Age differences in memory monitoring ◦ The ability to monitor one’s memory does not appear to decline with age ◦ Older adults with greater memory monitoring à more likely to use effective strategies Memory Self-Efficacy Memory self-efficacy: the belief that one will be able to perform a specific task ◦ One may know a good deal about how memory works, but still believe they possess low ability to perform a specific memory task ◦ Older adults with lower memory self efficacy à lower performance on memory tasks Factors that Influence Memory ◦ Exercise & diet ◦ Multilingualism and cognitive functioning ◦ Semantic memory in service of episodic memory ◦ Negative stereotypes and memory performance Memory Strategies o Strategies are deliberate activities designed to improve memory – e.g., mnemonics o Training in memory strategies – positive effects (memory training works!) o Common factors: 1. Paying attention 2. Linking new information to known information 3. Encoding processes enable cues for future retrieval of information à encode information in a meaningful way o“memory palace” (see video in Week 6 optional content) E-I-E-I-O Model of Memory Strategy for categorising different types of memory aids (Camp et al., 1993) Combines two types of memory: Explicit: Conscious and intentional recollection of information (e.g., for an exam) Implicit: Effortless and unconscious recollection of information (e.g., knowing stop signs are red octagons) With the use of two different types of memory aids: External memory aid: Rely on environmental resources Internal memory aid: Rely on mental processes E-I-E-I-O Model of Memory Strategy for categorising different types of memory aids (Camp et al., 1993) Type of Memory Type of Memory Aid: External Type of Memory Aid: Internal Explicit Appointment book Mental imagery Grocery list Rote rehearsal Implicit Color-coded maps Spaced retrieval Sandpaper letters Conditioning Discuss in pairs/small groups: ACTIVITY What unique strategies do you use to remember and recall information? Imagine you are a director of a senior centre or aged care facility. How might you use your knowledge about self-evaluation of memory in older adults in your role/job? Efficacy of Interactive Rationale: Physical activity has been linked to minor improvements in cognitive functioning for older adults Video Gaming in Older Aim: Investigate the effects of a 12-week active video gaming intervention compared to a control group on the cognitive functioning of older adults experiencing memory Adults with Memory complaints Sample: 45 participants (aged > 65, M = 72.4), with memory complaints. Complaints Recruited from retirement homes, and homes were randomised to either the gaming intervention or the comparison condition. Ramnath, U., Rauch, L., Lambert, E. V., & Kolbe- Alexander, T. (2021). Efficacy of interactive video gaming in older adults with memory Method: complaints: a cluster-randomized exercise intervention. Plos One, 16(5), 0252016. Completed pre-tests (including measures of physical and cognitive function) https://doi.org/10.1371/journal.pone.0252016 Completed intervention (interactive video gaming; IVG) vs comparison (conventional multimodal group) – 2 x 1-hour weekly session for 12 weeks IVG – via X-Box Kinect Sports (6 games – ten-pin bowling, boxing, track and field, table tennis, beach volleyball and soccer) Completed post-tests Results: - Overall, the IVG was more effective than the CMG in improving global cognitive performance and functional capacity in older adults with memory complaints. - The IVG group showed significant improvements in: - The total number of correct responses on the Stroop Task - Average reaction time of correct colour words - Functional capacity – e.g., 6-min walk time