Richard N. Landers

ORCID: 0000-0001-5611-2923
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Employer Branding and e-HRM
  • Motivation and Self-Concept in Sports
  • Innovative Teaching and Learning Methods
  • Human Resource Development and Performance Evaluation
  • Personality Traits and Psychology
  • Knowledge Management and Sharing
  • Online Learning and Analytics
  • Behavioral Health and Interventions
  • Online and Blended Learning
  • Big Data and Business Intelligence
  • Occupational and Professional Licensing Regulation
  • AI and HR Technologies
  • Human Resource and Talent Management
  • Cognitive Abilities and Testing
  • Impact of Technology on Adolescents
  • Management and Organizational Studies
  • Medical Education and Admissions
  • Team Dynamics and Performance
  • Psychometric Methodologies and Testing
  • Human-Automation Interaction and Safety
  • Digital Games and Media
  • Complex Systems and Decision Making
  • Educational and Psychological Assessments
  • Social Media and Politics

University of Minnesota
2007-2024

Twin Cities Orthopedics
2008-2023

University of Southern Queensland
2010-2023

University of Minnesota System
2019

Old Dominion University
2009-2018

Dominion University College
2010-2017

Dominion (United States)
2014-2016

University of Tennessee at Knoxville
2004

Background and Aim Gamification has been defined as the use of characteristics commonly associated with video games in non-game contexts. In this article, I reframe definition terms game attribute taxonomy presented by Bedwell colleagues. This linking is done goal aligning research literatures serious gamification. A psychological theory gamified learning developed explored. Conclusion learning, gamification attributes, taxonomy, outside context a purpose affecting learning-related behaviors...

10.1177/1046878114563660 article EN Simulation & Gaming 2014-12-01

Sampling strategy has critical implications for the validity of a researcher's conclusions. Despite this, sampling is frequently neglected in research methods textbooks, during design process, and reporting our journals. The lack guidance on this issue often leads reviewers journal editors to rely simple rules thumb, myth, tradition judgments about sampling, which promotes unnecessary counterproductive characterization strategies as universally “good” or “bad.” Such oversimplification,...

10.1017/iop.2015.13 article EN Industrial and Organizational Psychology 2015-03-26

Background The theory of gamified learning provides a theoretical framework to test the impact gamification efforts upon learner behaviors and attitudes, as well effect these behavioral attitudinal changes on learning. It does so by providing mediating moderating processes linking specific game elements outcomes. Aim This article links common leaderboards (conflict/challenge, rules/goals, assessment) with focal behavior, time-on-task, exploring educational research competition psychological...

10.1177/1046878114563662 article EN Simulation & Gaming 2014-12-01

Background. Definitions of gamification tend to vary by person, both in industry and within academia. One particularly popular lay interpretation, introduced popularized Ian Bogost, reiterated Jan Klabbers, is that “bullshit” “exploitationware.” They describe as a marketing term or business practice invented sell products rather than represent real unique phenomenon relevant nascent game science. However, this view an oversimplification, one which ignores growing body theory development...

10.1177/1046878118774385 article EN Simulation & Gaming 2018-05-21

The term big data encompasses a wide range of approaches collecting and analyzing in ways that were not possible before the era modern personal computing. One approach to great potential psychologists is web scraping, which involves automated collection information from webpages. Although scraping can create massive datasets with tens thousands variables, it also be used modestly sized, more manageable variables but hundreds cases, well within skillset most analyze, matter hours. In this...

10.1037/met0000081 article EN Psychological Methods 2016-05-24

Researchers, governments, ethics watchdogs, and the public are increasingly voicing concerns about unfairness bias in artificial intelligence (AI)-based decision tools. Psychology's more-than-a-century of research on measurement psychological traits prediction human behavior can benefit such conversations, yet researchers often find themselves excluded due to mismatches terminology, values, goals across disciplines. In present paper, we begin build a shared interdisciplinary understanding AI...

10.1037/amp0000972 article EN American Psychologist 2022-02-14

Gamification has become increasingly common in employee training. Simultaneously, our scientific understanding of gamified learning grown. However, there are few resources that provide specific recommendations for science‐based gamification training to address the research–practice gap. Thus, purpose this paper is describe current as it can be used realistically improve web‐based First, because commonly misunderstood, we explain what context Second, misapplied, research on effectiveness...

10.1111/ijtd.12124 article EN International Journal of Training and Development 2018-04-10

Background and Aim.Gamification is growing in popularity education workplace training, but it unclear which game elements are conducive to learning. The theory of gamified learning suggests that one type gamification, the addition fiction/narrative, can be used improve outcomes, Technology-Enhanced Training Effectiveness Model (TETEM) individual differences impact strength this effect. From theoretical basis, study a training module with fiction order outcomes over original training. Results...

10.1177/1046878117703749 article EN Simulation & Gaming 2017-05-15

Although management gamification has immense potential to broadly benefit both and employees, its impact date been lackluster value unclear. I credit this a market proliferation of rhetorical or “fake” gamification, process which involves the decoration existing organizational processes with game elements but little no attention paid psychological by those influence human behavior. For be successful, specific characteristics employees customers must targeted, chosen characteristics. In...

10.1177/1056492618790913 article EN Journal of Management Inquiry 2018-08-22

Abstract Reflecting practitioner efforts to improve existing psychometric assessments, a new games‐related class of assessments and assessment design approaches has emerged, research is beginning examine it as well. Understanding this requires understanding three major terms. First, game‐based refers an method in which job candidates are players participating core gameplay loop while trait information inferred. Second, gameful practices by professionals using game mechanics or other concepts...

10.1111/ijsa.12376 article EN cc-by-nc International Journal of Selection and Assessment 2022-02-15

Games, which can be defined as an externally structured, goal-directed type of play, are increasingly being used in high-stakes testing contexts to measure targeted constructs for use the selection and promotion employees. Despite this increasing popularity, little is known about how theory-driven game-based assessments (GBA), those designed reflect a construct, should designed, or their potential achieving simultaneous goals positive reactions high-quality psychometric measurement. In...

10.1037/apl0000954 article EN Journal of Applied Psychology 2021-10-21
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