Prevention of cognitive biases through a digital positive youth development game

Sarah S.W. Lee, Tak Yan Lee, Tom K.C. Lui, Caroline Cheng, Stephen Ma

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

This chapter presents a brief literature review on cognitive biases among early adolescents who grow up in the digital age. It then describes the design and production of a digital positive youth development (DPYD) game to strengthen cognitive competence. A description of how to make the best use of the game together with the use of related teaching units of the project P.A.T.H.S. for primary prevention is given. To demonstrate the potential impact, users' feedback of an adult male college student from the United States and a female early adolescent from China are presented. A discussion of how to use the game for promoting positive youth development is presented.

Original languageEnglish
Title of host publicationPositive Youth Development
Subtitle of host publicationDigital Game-Based Learning
Pages179-204
Number of pages26
Publication statusPublished - 19 May 2020
Externally publishedYes

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