2017
DOI: 10.1177/1555412016686642
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Teaching Decision Making With Serious Games

Abstract: Game-based training may have different characteristics than other forms of instruction. The independent validation of the Intelligence Advanced Research Projects Activity (IARPA) Sirius program evaluated game-based cognitive bias training across several games with a common set of control groups. Control groups included a professionally produced video that taught the same cognitive biases and an unrelated video that did not teach any biases. Knowledge was tested immediately after training and after a delay. Thi… Show more

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Cited by 11 publications
(13 citation statements)
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“…[49] is the only article that both Regarding retention, there still are a few positive findings for several biases. Effects were observed up to 12 weeks after the interventions, with relatively large effect sizes [45][46][47]. The largest effect sizes were found by Clegg e.a.…”
Section: Fundamental Attribution Errormentioning
confidence: 88%
See 3 more Smart Citations
“…[49] is the only article that both Regarding retention, there still are a few positive findings for several biases. Effects were observed up to 12 weeks after the interventions, with relatively large effect sizes [45][46][47]. The largest effect sizes were found by Clegg e.a.…”
Section: Fundamental Attribution Errormentioning
confidence: 88%
“…Framing effect "the tendency of people to decide differently when the same information is worded differently" [6,32] Insensitivity to sample size "people's tendency to disregard the fact that small samples don't follow the laws of big samples" [1] Outcome bias "the tendency of people to evaluate quality of decisions based on their outcome" [22] Overconfidence bias "the tendency of people to perceive their ability as better than it actually is" [49] Projection bias "assuming others' emotions, thoughts, and values are similar to one's own" [57,58] Regression to the mean "the tendency of people not to take into account that after an extreme value the next value will more probably be closer to the mean" [59] Representativeness bias "using the similarity of an outcome to a prototypical outcome to judge its probability" [60] Sunk cost fallacy "people's tendency to continue an activity if they have already invested money, time or effort in it" [24,61] The second article on retention by Rhodes e.a. [46] discusses two experiments in which the investigated biases (anchoring bias, projection bias, representativeness bias, bias blind spot, and the confirmation bias), were analyzed as a sum score instead of individually. Since the biases are so diverse in nature, one could question whether the use of a sum score is valid.…”
Section: Fundamental Attribution Errormentioning
confidence: 99%
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“…Nergiz et.al [13] & Strzalkowski et.al [15] described the experiences from the implementation of a computer game development that it could help a student to improve in problem solving, the application of previously learned knowledge, the utilization of independent learning and learning by doing. Rhodes et.al [14] described that serious games can be an efficient training engine, particularly for teaching procedural knowledge.…”
Section: Literature Reviewmentioning
confidence: 99%