Cognition, Culture and Field Dependence - Independence


Book Description

This book has been in the making since my days at Ahmadu Bello University Zaria, in the Faculty of Education. I had always wanted to produce a book that is small and easy enough to read and yet succinct to meet the needs of the undergraduate or graduate students in Education who are preparing for their sessional exams! The book has undergone considerable revisions to meet that target goal. In part these revisions have been necessitated by the geometric increase in our knowledge of general psychology, as well as science, in the last two decades. This is to say nothing of the psychology of learning. The increase in our knowledge- base has further been doubled by the new technology of the Internet. Some have even argued that, the availability of the Internet has rendered the publishing of such books redundant. However, I’m convinced that books would continue to play a central role in our lives for the foreseeable future. I had wanted to include most of the material that psychologists subsume under the heading of learning. I have tried to include important topics as well as new developments in the field that I believe an undergraduate student will find useful. Also included are “cultural Implications”, which are applications of the general topic in a classroom setting in the relevant culture.



















Working Memory Capacity


Book Description

The idea of one's memory "filling up" is a humorous misconception of how memory in general is thought to work; it actually has no capacity limit. However, the idea of a "full brain" makes more sense with reference to working memory, which is the limited amount of information a person can hold temporarily in an especially accessible form for use in the completion of almost any challenging cognitive task. This groundbreaking book explains the evidence supporting Cowan's theoretical proposal about working memory capacity, and compares it to competing perspectives. Cognitive psychologists profoundly disagree on how working memory is limited: whether by the number of units that can be retained (and, if so, what kind of units and how many), the types of interfering material, the time that has elapsed, some combination of these mechanisms, or none of them. The book assesses these hypotheses and examines explanations of why capacity limits occur, including vivid biological, cognitive, and evolutionary accounts. The book concludes with a discussion of the practical importance of capacity limits in daily life. This 10th anniversary Classic Edition will continue to be accessible to a wide range of readers and serve as an invaluable reference for all memory researchers.







The Effect of Field-dependency and Seductive Augmentation on Achievement and Computer Self-efficacy in a Virtual World


Book Description

Keeping a learner interested and therefore engaged in content to be mastered generally improves learning. One way to keep a learner interested is using seductive augmentation, which refers to the addition of entertaining text, graphics, sound, music, video or animation that is either irrelevant or only tangentially relevant to the learning objectives. Learner cognitive styles impact how individuals approach learning and problem-solving situations. With recent advances in technology, there has been an increased interest in the way such individual differences influence performance while learning. Research on the effects of cognitive styles has mainly focused on the role of field-dependence/independence. One of the recent advances in technology is the availability of virtual worlds as learning environments. This study investigated whether seductive augmentation in Second Life, a commonly used virtual world, affects the learning performance of field-dependent and field-independent education majors in an undergraduate class unit. A second focus of this study was to examine whether the computer self-efficacy of these learners changed after their two-month experience with the virtual world of Second Life. To determine if seductive augmentation in Second Life affects the achievement of field-dependent and field-independent learners differently, two different settings were designed in two different regions of Second Life. One setting was free of seductive augmentation, but the other setting included seductive augmentation in the forms of music, animation, text, videos and games. Thirty-six participants self-selected to the seductive setting and 48 to the non-seductive setting. The participants were pre- and post-tested on the instructional content presented both in Second Life and in real life classes; furthermore, to examine the influence on learners' computer self-efficacy, pre- and post-computer self-efficacy surveys were administered. The results of the study were obtained through two independent mixed-model factorial analyses of variance with repeats on the third factor (time) for achievement and computer self-efficacy scores. For the main effects, results indicated no significance for the between-group factors of field-dependency and seductiveness or for their interaction with either achievement scores or computer self-efficacy scores. The only significant factor was time as the main within-group factor for achievement scores. Therefore, the study did not find seductive augmentation effect in Second Life. In addition, there was no detectable change in the participants' computer self-efficacy as a result of their experience in this virtual world. The results of the present study contradict the findings of some previous research and support others.