NeoAcademic

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NeoAcademic contains the ramblings of a professor of industrial/organizational psychology, which covers the application of psychological principles to the workplace. Primary topics of interest are the use of technology in training and education.

Richard Landers
69 posts

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  • January 19, 2010
  • 09:00 AM
  • 6,751 views

Video Game Training Makes You Faster, Better

by Richard Landers in NeoAcademic

And if a few hours of Call of Duty will help you survive, don't you owe it to yourself to pick up a controller?... Read more »

Dye, M., Green, C., & Bavelier, D. (2009) Increasing Speed of Processing With Action Video Games. Current Directions in Psychological Science, 18(6), 321-326. DOI: 10.1111/j.1467-8721.2009.01660.x  

  • August 24, 2010
  • 10:00 AM
  • 3,927 views

Pre-Teaching Interventions to Maximize Learning

by Richard Landers in NeoAcademic

What should trainers and instructors do before starting their courses that will maximize learning for students?... Read more »

  • December 15, 2010
  • 09:00 AM
  • 3,770 views

Personality Drives Us Toward Violent Videogames

by Richard Landers in NeoAcademic

It's only a couple of weeks since my massive coverage of video games research, but another interesting article has come up on the topic. This time - an exploration of personality as it can be used to explain attraction to violent video games.... Read more »

  • February 22, 2012
  • 07:30 AM
  • 3,111 views

Combatting Lying on Personality Tests with Interactive Warnings

by Richard Landers in NeoAcademic

A recent article by Landers, Sackett and Tuzsinki[1] investigated the degree to which 32,311 managerial applicants at a nationwide retailer completed a personality test for promotion to or selection into the position. Up to 6% of the sample (nearly 2000 applicants) distorted their responses on the personality test by responding with only the extreme ends [...]
Related articles from NeoAcademic:
GRE: The Personality Test
Personality Drives Us Toward Violent Videogames
The Personality of Immersion in Video Games and Virtual Worlds
Does Personality Predict Vulnerability to Violence in Games? (VG Series Part 2/10)
Gladwell Was Wrong: High and Very High Ability Employees Perform Differently
... Read more »

  • December 7, 2011
  • 08:30 AM
  • 2,943 views

Where to Place Demographics on Your Surveys

by Richard Landers in NeoAcademic

One of the questions faced by survey designers is presentation order. Does it matter if I put the demographics first? Should I put the cognitive items up front because they require more attention? If I put 500 personality items in a row, will anyone actually complete this thing? Some recent research in the Journal of [...]
Related articles from NeoAcademic:
Some Employers Ruin Surveys For the Rest of Us
Predicting Dropout Rates for Students Completing Online Surveys
Your Genetics Incline You to Respond to Surveys
... Read more »

  • December 18, 2009
  • 02:55 PM
  • 1,565 views

Learning Styles Are Meaningless

by Richard Landers in NeoAcademic

Compelling empirical evidence for the use of learning styles in education and training simply does not exist.... Read more »

Pashler, H., McDaniel, M., Rohrer, D., & Bjork, R. (2009) Learning Styles: Concepts and Evidence. Psychological Science in the Public Interest, 9(3), 105-119. DOI: 10.1111/j.1539-6053.2009.01038.x  

  • March 10, 2011
  • 09:00 AM
  • 1,445 views

Recruit Top Talent with Web Sites That Combat Industry Stereotypes

by Richard Landers in NeoAcademic

Potential applicants may never apply to work in your organization if your website does nothing to combat stereotypes about industry culture.


Some related articles on Neo-Academic:Desperation Can Cost You a Job
Don’t Use Foursquare To Improve Your Workplace
... Read more »

  • October 7, 2010
  • 10:00 AM
  • 1,404 views

Should Children with Autism Play Video Games? (VG Series Part 6/10)

by Richard Landers in NeoAcademic

Part 6 of my series examining research evidence for the value of video games. This time: video games and children with developmental disorders.... Read more »

  • October 4, 2010
  • 10:00 AM
  • 1,358 views

Can Video Games Be Used in Health Care? (VG Series Part 5/10)

by Richard Landers in NeoAcademic

Part 5 of my series examining research evidence for the value of video games. This time: video games that have been made for patient care and training doctors.... Read more »

Kato, P. (2010) Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113-121. DOI: 10.1037/a0019441  

  • September 16, 2010
  • 10:30 AM
  • 1,351 views

What Does Video Game Research Really Say? (Part 3/10)

by Richard Landers in NeoAcademic

Part 2 of my series examining research evidence for the value of video games. This time: the potential of video games to improve spatial cognition.... Read more »

Spence, I., & Feng, J. (2010) Video games and spatial cognition. Review of General Psychology, 14(2), 92-104. DOI: 10.1037/a0019491  

  • October 26, 2010
  • 10:00 AM
  • 1,269 views

Can Video Games Get People to Vote? (VG Series Part 8/10)

by Richard Landers in NeoAcademic

Part 8 of my series examining research evidence for the value of video games. This time: serious video games and their use to improve civic engagement.... Read more »

  • December 20, 2010
  • 09:30 AM
  • 1,261 views

How to Conduct Research in Second Life

by Richard Landers in NeoAcademic

In a recent issue of the Journal of Virtual Worlds Research, Minocha, Tran and Reeves (2010)[1] discuss considerations when conducting research in the 3D virtual world, Second Life.  They cover a pretty large array of information, including how to explain virtual worlds to IRBs, additional ethical concerns when interacting with natives in virtual worlds, differences [...]... Read more »

Minocha, S., Tran, M. Q., & Reeves, A. J. (2010) Conducting empirical research in virtual worlds: Experiences from two projects in Second Life. Journal of Virtual Worlds Research, 3(1). info:/

  • March 25, 2011
  • 10:00 AM
  • 1,256 views

How People Have Bad Experiences on Online Social Networks

by Richard Landers in NeoAcademic

Recent research by Tokunaga[1] in Cyberpsychology, Behavior and Social Networking derives ten categories of bad experiences that people have on online social networks.  Here they are, in descending order of how commonly they were reported: The person initiates a friend request which is denied or ignored by the person he sends it to. The person [...]


Some related articles on Neo-Academic:Surprise: Social People Use Facebook
Scientists Ignoring Social Networks
Discrimination in Hiring via Social Networks
... Read more »

  • February 18, 2011
  • 09:00 AM
  • 1,255 views

There Are Four Kinds of Social Media Users

by Richard Landers in NeoAcademic

There are four general classifications of social media users, according to recently published research: introvert, novel, versatile, and expert-communicator.


Some related articles on Neo-Academic:Surprise: Social People Use Facebook
Faculty Apparently Use Social Media
Call for Participants in NSF Proposal to Integrate Social Media in Undergraduate Education
... Read more »

Alarcón-del-Amo, M., Lorenzo-Romero, C., & Gómez-Borja, M. (2011) Classifying and Profiling Social Networking Site Users: A Latent Segmentation Approach. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0346  

  • February 23, 2011
  • 09:00 AM
  • 1,230 views

Designing Learning Games to Maximize Engagement

by Richard Landers in NeoAcademic

Research explores the cognitive-affective states students experience during learning games. Surprisingly, the state of confusion leads to student engagement.


Some related articles on Neo-Academic:How Do We Design Effective Video Games for Learning? (VG Series Part 4/10)
Pre-Teaching Interventions to Maximize Learning
College Courses as Live Games
... Read more »

  • March 21, 2011
  • 10:00 AM
  • 1,145 views

Succeeding at Games Doesn’t Mean Players Enjoy Them

by Richard Landers in NeoAcademic

If players succeed at a game (play well), they only enjoy the game if they feel they were responsible for that success.


Some related articles on Neo-Academic:How Do Video Games Motivate People? (VG Series Part 9/10)
Setting the Difficulty of Serious Training Games
College Courses as Live Games
... Read more »

  • February 16, 2011
  • 09:00 AM
  • 1,131 views

Surprise: Social People Use Facebook

by Richard Landers in NeoAcademic

New research reveals that social people tend to use Facebook more often than asocial people. I guess the Internet is not just for nerds anymore.


Some related articles on Neo-Academic:Faculty Apparently Use Social Media
Inappropriate Work-related Facebook Checkups
Montana Job Applications Required FaceBook Password
... Read more »

  • November 29, 2010
  • 10:00 AM
  • 1,116 views

Profiling Cheaters in College

by Richard Landers in NeoAcademic

Cheaters can be identified by their scores on the Dark Triad: narcissism, Machiavellianism, and psychopathy. But now that we can profile them, what comes next?... Read more »

  • February 8, 2010
  • 09:35 AM
  • 1,091 views

All Current Evidence for Second Life in Business and Education

by Richard Landers in NeoAcademic

I decided to examine the full extent of scholarly literature supporting (or not) the use of virtual worlds for education and training. It's not a long list.... Read more »

Lester, P.M. . (2009) Analog vs. Digital Instruction and Learning: Teaching Within First and Second Life Environments. Journal of Computer-Mediated Communication, 14(3), 457. info:/10.1111/j.1083-6101.2009.01449.x

Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009) Socialisation for learning at a distance in a 3-D multi-user virtual environment. British Journal of Educational Technology, 40(3), 458-479. DOI: 10.1111/j.1467-8535.2009.00962.x  

  • March 28, 2011
  • 04:00 PM
  • 1,091 views

Twitter vs. Student Engagement and Grades

by Richard Landers in NeoAcademic

Student engagement and semester GPA were both improved through the addition of Twitter to a course.


Some related articles on Neo-Academic:Designing Learning Games to Maximize Engagement
Best Buy Hired Based on Twitter Followers
Twitter Predicts Box Office Revenue
... Read more »

Junco, R., Heiberger, G., & Loken, E. (2011) The effect of Twitter on college student engagement and grades. Journal of Computer Assisted Learning, 27(2), 119-132. DOI: 10.1111/j.1365-2729.2010.00387.x  

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