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Essay / Research Paper Abstract
This 4 page paper provides an overview of Rendell and Craik's (2000), in Virtual Week and Actual Week: Age-Related Differences in Prospective Memory, which relates a research study of prospective memory (PM) in young adults and older adults. Bibliography lists 3 sources.`
Page Count:
4 pages (~225 words per page)
File: MH11_MHArtVir.rtf
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Unformatted sample text from the term paper:
presenting a number of studies, including those by Schonfield (1982) and Mascovitch (1982), which suggest that PM variations exist when comparing younger adult populations with older adult populations. Specifically,
the authors assert that older adults will not perform as well on PM tasks as young adults. More completely, the authors report that research suggest that studies that contradict
this view, that suggest that older adults demonstrate greater PM than younger adults, allow older adults the opportunity or context to apply organizational strategies to memory. The hypothesis
presented by the authors is that there is a paradox between the performance outcomes on PM tasks when comparing laboratory task outcomes with naturalistic task outcomes. Specifically, the authors
argue that if they could "capture the salient features of a real-life day in the laboratory task, the older adults might show the same superiority that they typically exhibit in
naturalistic PM tasks" (Rendell and Craik, 2000, p. S44). The authors offer two specific types of PM tasks in order to test the subject population, one that
is virtual (in the laboratory) and one that is naturalistic (in the home). The PM tasks that are used in the laboratory setting are based on the game Virtual
Week, which was constructed by the researchers to test PM memory tasks in the laboratory setting that would provide some information about the link between the activities of every day
life that determine the variations in PM outcomes for adults (comparing laboratory outcomes to naturalistic outcomes). The problem with the game is that while there are elements that are
present in every day life that are a part of the game, the structure of the game is not cohesive enough to maintain support for PM functions in older adult
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