Key Ideas
- Technology has significantly affected human behaviour.
- It can benefit learning but may hinder cognitive functions.
Challenges in Research
- Isolating the Variable: Since technology is so integrated into our daily lives, it is difficult to separate it from confounding variables in research.
- Sampling Bias: Much research on technology is done on younger populations (mainly college students), therefore extrapolating the data to other age groups is difficult.
- Bidirectional Influence: For example, if a research study comes to the conclusion that excessive screen time hinders social skills, it may very well be true that people are on their devices more often because of poor social skills.
Pei-Chi Ho, Szu-Ming Chung & Yi-Hua Lin (2012)
Aim
Could augmented reality technology improve creativity and learning?
Method
- The researchers developed a teaching tool called the GoGoBox
- This teaching tool aimed to improve visual skills such as visual discrimination and memory, among others.
- Pre-test Post-test design with a test that investigates visual perceptual skills.
Results
There was an average 5 point increase on the test (59 to 64), which was deemed statistically significant.
Link to Concepts
- Causality: Due to the bidirectional nature of technology and behaviour, it is difficult to determine if technology leads to adverse behaviours or if it is the other way around.
- Responsibility: The above study took place with minors as participants, which leads to stricter ethical guidelines than if they were adults. Researchers must ensure that they have followed all ethical guidelines properly.


