Working memory Clause Samples
The 'Working memory' clause defines the capacity and processes by which information is temporarily held and manipulated for cognitive tasks. In practical terms, this clause may specify the limits on the amount of information that can be actively maintained, such as the number of items or duration for which data can be retained before it is lost or replaced. Its core function is to set clear boundaries for cognitive load, ensuring that tasks or systems relying on working memory are designed within realistic human or system limitations, thereby preventing overload and promoting efficient information processing.
Working memory a multicomponent model for the exec- utive functions
Working memory. Working memory utilises short term memory but refers to our ability to process and maintain one set of information whilst completing a task (Baddeley, 1992). For example, remembering the order of number to dial when a phone number is read out to us. One of the most frequently published games designed to train working memory is a variation on a pair matching task, where players are required to remember the location of an increasing number of paired items on a grid (see Figure 17 for an example from the game Fruit Smiley Brain Games (Hatch Media LLC., 2013). This game is based on the Paired Associates Learning task which is often used in neuropsychological assessments (▇▇▇▇▇▇▇▇, 2008). The user is required to hold the position of multiple cards in their memory whilst continuing to uncover new cards. The pair matching task is increased in difficulty by increasing the number of images to match or including a timer. Pair matching games can be played single player or competitively (e.g. Best Memory Matching Game; Dainty Game., 2014). An alternative working memory task is a computerised version of the ‘N-back’ test. In the classic N-back test, a sequence of stimuli is presented and user is asked to identify when the current stimulus matches the one from n steps earlier in the sequence. In the N-back test from the Lumosity training series (Lumos Labs Inc., 2014), a series of symbols are presented and the user needs to press ‘Yes’ or ‘No’ to identify if the symbol matches the previously presented symbol (see Figure 18). In the Lumosity example, the task is timed and requires the user to remember 1 symbol previously (1 N-back) but the intensity of the task can be raised by increasing the number of numbers back the user needs to remember (2 or 3 N-back).
