Psychological Theory and Gamification of Learning

Gamification, the use of game elements in non-game contexts, is increasingly being implemented in both student and organizational learning initiatives. Many of these efforts are atheoretical, meaning that the teachers using them don’t necessarily...

Top Ten I-O Workplace Trends for 2015

As is becoming a yearly tradition, the Society for Industrial and Organizational Psychology (SIOP) has released its list of anticipated top workplace trends for 2015 based upon a vote of the current SIOP membership....

Label It a “Game” to Get Gamification Benefits

Gamification, which refers to the use of game elements in non-game contexts, is commonly used as a way to influence the motivation of people in a variety of contexts, including consumer behavior, employee behavior, and...

Can I Use Mechanical Turk (MTurk) for a Research Study?

Amazon Mechanical Turk (MTurk) has quickly become a highly visible source of participants for human subjects research. Psychologists, in particular, have begun to use MTurk as a major source of quick, cheap data. Studies...

How to Improve Internet Comments

The most promising and yet most disappointing aspects of the Internet are the written comments left by the general public.  On one hand, comment sections are a great democratization of personal opinion.  With public commenting, anyone can make...