Abstract
This study investigates whether cognitive bias in judgment and decision making can be
reduced by training, and whether the effects are affected by the nature of the training
environment. Theory suggests that biases can be overcome by training in critical reflective
thinking. In addition, applied research studies have suggested that game-based training is
more effective at reducing bias than conventional forms of training, for example due to the
interactive and dynamic nature of video-games. However, earlier studies have not always
controlled systematically for the nature of the learning environment between conditions
(e.g., providing different content and bias examples for instruction and training). We
manipulated in a between-subjects study whether participants received critical-reflective
thinking training (yes/no) and in what context they experienced this training (an interactive detective game, or a text-script of the game). Positive effects of training were found.
However, the mitigating effects on bias depended upon the type of bias and when the
effects were measured (near or far transfer). Surprisingly, the game group performed
similar to the text-script group. This suggests that an interactive and dynamic training
context (e.g., a game) is not necessarily more effective than non-dynamic contexts (e.g., a
text) for bias-mitigation training.
reduced by training, and whether the effects are affected by the nature of the training
environment. Theory suggests that biases can be overcome by training in critical reflective
thinking. In addition, applied research studies have suggested that game-based training is
more effective at reducing bias than conventional forms of training, for example due to the
interactive and dynamic nature of video-games. However, earlier studies have not always
controlled systematically for the nature of the learning environment between conditions
(e.g., providing different content and bias examples for instruction and training). We
manipulated in a between-subjects study whether participants received critical-reflective
thinking training (yes/no) and in what context they experienced this training (an interactive detective game, or a text-script of the game). Positive effects of training were found.
However, the mitigating effects on bias depended upon the type of bias and when the
effects were measured (near or far transfer). Surprisingly, the game group performed
similar to the text-script group. This suggests that an interactive and dynamic training
context (e.g., a game) is not necessarily more effective than non-dynamic contexts (e.g., a
text) for bias-mitigation training.
Original language | English |
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Journal | Computers & Education |
DOIs | |
Publication status | Published - 2017 |
Externally published | Yes |