How Do We Design Effective Video Games for Learning? (VG Series Part 4/10)
Part 4 of my series examining research evidence for the value of video games. This time: a framework for educational games research.
technology, education and training from an industrial/organizational (I/O) psychologist
Part 4 of my series examining research evidence for the value of video games. This time: a framework for educational games research.
Part 3 of my series examining research evidence for the value of video games. This time: the potential of video games to improve spatial cognition.
Part 2 of my series examining research evidence for the value of video games. This time: a spherical model of personality for predicting video game violence.
In this 10-part series, I’m reviewing articles in a recent special issue of the Journal of General Psychology on video games across a variety of domains – child-rearing, education, entertainment, and even psychotherapy.
Some employers survey their employees “anonymously” but act dishonestly. What do the rest of us do to convince employees of our truthfulness?
What should trainers and instructors do before starting their courses that will maximize learning for students?