Using a Cognitive Architecture for Addressing the Question of Cognitive Universals in Cross-Cultural Psychology: The Example of Awalé.
A central theme in cross-cultural psychology is the extent to which cognitive mechanisms are universal, or, alternatively, are specific to a given culture. A new way to tackle this question is proposed: to use the same cognitive architecture, implemented as a computer program, for simulating phenome...
| Publicado en: | Journal of Cross-Cultural Psychology Vol. 40; no. 4; pp. 627 - 649 |
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| Formato: | Artículo |
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Sage Publications Inc.
July 2009
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=511427726&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 511427726 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00220221 CCP jtl: Journal of Cross-Cultural Psychology issn: 00220221 maglogo: N pubinfo: dt: July 2009 vid: 40 iid: 4 pid: 344 pub: Sage Publications Inc. artinfo: ui: 511427726 10.1177/0022022109335186 ppf: 627 ppct: 22 formats: tig: atl: Using a Cognitive Architecture for Addressing the Question of Cognitive Universals in Cross-Cultural Psychology: The Example of Awalé. aug: au: Gobet, Fernand su: Cognition Ethnopsychology Psychology of learning sug: subj: Cognition Ethnopsychology Psychology of learning keyword: Ayo (Game) -- Computer programs ab: A central theme in cross-cultural psychology is the extent to which cognitive mechanisms are universal, or, alternatively, are specific to a given culture. A new way to tackle this question is proposed: to use the same cognitive architecture, implemented as a computer program, for simulating phenomena in which individuals from different cultures perform a task familiar to their own culture. The CHREST architecture has simulated a number of empirical phenomena related to the Western board game of chess. Here, we show that a model implemented in the same architecture accounts for several phenomena in awalé, a board game from the mancala family, which is commonly played in western Africa and in the Caribbean. CHREST first learns chunks by scanning expert-level games and then is placed in memory experiments and problem-solving situations similar to those used with human youngsters. The model replicates empirical phenomena on memory for awalé positions reasonably well, although not perfectly, and also learns to play a fair, but far from perfect game using pattern recognition. The assumptions that learning is mediated by the acquisition of a large number of chunks and that the capacity of visual short-term memory is limited to three chunks are important in explaining the empirical data for the two games. The implications for theory development in cross-cultural psychology are discussed. Reprinted by permission of the publisher. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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