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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
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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
by Richard Landers in NeoAcademic
What should trainers and instructors do before starting their courses that will maximize learning for students?... Read more »
Mesmer-Magnus, J., & Viswesvaran, C. (2010) The role of pre-training interventions in learning: A meta-analysis and integrative review. Human Resource Management Review, 20(4), 261-282. DOI: 10.1016/j.hrmr.2010.05.001
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 »
Chory, R., & Goodboy, A. (2010) Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0076
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 »
Landers, R., Sackett, P., & Tuzinski, K. (2011) Retesting after initial failure, coaching rumors, and warnings against faking in online personality measures for selection. Journal of Applied Psychology, 96(1), 202-210. DOI: 10.1037/a0020375
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 »
Teclaw, R., Price, M., & Osatuke, K. (2011) Demographic Question Placement: Effect on Item Response Rates and Means of a Veterans Health Administration Survey. Journal of Business and Psychology. DOI: 10.1007/s10869-011-9249-y
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
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 »
De Goede, M., Van Vianen, A., & Klehe, U. (2011) Attracting Applicants on the Web: PO fit, industry culture stereotypes, and website design. International Journal of Selection and Assessment, 19(1), 51-61. DOI: 10.1111/j.1468-2389.2010.00534.x
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 »
Durkin, K. (2010) Videogames and young people with developmental disorders. Review of General Psychology, 14(2), 122-140. DOI: 10.1037/a0019438
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
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
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 »
Bers, M. (2010) Let the games begin: Civic playing on high-tech consoles. Review of General Psychology, 14(2), 147-153. DOI: 10.1037/a0019490
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:/
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 »
Tokunaga, R. (2011) Friend me or you'll strain us: Understanding negative events that occur over social networking sites. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0140
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
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 »
Rodrigo, M. (2010) Dynamics of student cognitive-affective transitions during a mathematics game. Simulation , 42(1), 85-99. DOI: 10.1177/1046878110361513
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 »
Trepte, S., & Reinecke, L. (2011) The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0358
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 »
Gosling, S., Augustine, A., Vazire, S., Holtzman, N., & Gaddis, S. (2011) Manifestations of Personality in Online Social Networks: Self-Reported Facebook-Related Behaviors and Observable Profile Information. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0087
Landers, R.N., & Lounsbury, J.W. (2006) An investigation of Big Five and narrow personality traits in relation to Internet usage. Computers in Human Behavior, 22(2), 283-293. DOI: 10.1016/j.chb.2004.06.001
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 »
Williams, K., Nathanson, C., & Paulhus, D. (2010) Identifying and profiling scholastic cheaters: Their personality, cognitive ability, and motivation. Journal of Experimental Psychology: Applied, 16(3), 293-307. DOI: 10.1037/a0020773
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 »
DELUCIA, A., FRANCESE, R., PASSERO, I., & TORTORA, G. (2009) Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers , 52(1), 220-233. DOI: 10.1016/j.compedu.2008.08.001
Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009) Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers , 53(1), 169-182. DOI: 10.1016/j.compedu.2009.01.010
Jamaludin, A., Chee, Y., & Ho, C. (2009) Fostering argumentative knowledge construction through enactive role play in Second Life. Computers , 53(2), 317-329. DOI: 10.1016/j.compedu.2009.02.009
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
Good, J., Howland, K., & Thackray, L. (2008) Problem-based learning spanning real and virtual words: a case study in Second Life. ALT-J, 16(3), 163-172. DOI: 10.1080/09687760802526681
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
Herold, D. (2010) Mediating Media Studies – Stimulating critical awareness in a virtual environment. Computers , 54(3), 791-798. DOI: 10.1016/j.compedu.2009.10.019
McVey, M. (2008) Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion. ALT-J, 16(3), 173-180. DOI: 10.1080/09687760802526673
Livingstone, D., Kemp, J., & Edgar, E. (2008) From Multi-User Virtual Environment to 3D Virtual Learning Environment. ALT-J, 16(3), 139-150. DOI: 10.1080/09687760802526707
Dickey, M. (2005) Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439-451. DOI: 10.1111/j.1467-8535.2005.00477.x
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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