Marcus conducted an investigation to see whether gamified cognitive training delivered via a virtual reality (VR) headset was more effective at improving working memory than traditional paper-based brain-training puzzles. Participants were recruited from local retirement communities.
The participants were allocated to one of two groups:
Every participant completed six weeks of their assigned training, after which Marcus measured their working memory capacity by recording their score on a standardized digit span test.
Identify the dependent variable (DV) in Marcus's investigation.
638 exam-style questions on Edexcel A Level Psychology Methods. Each one has a worked solution and a mark scheme showing where the marks go.