Prevention of cognitive biases through a digital positive youth development game

Sarah SW Lee, Tak Yan Lee, Tom KC Lui, Caroline Cheng, Stephen Ma

    Research output: Contribution to journalJournal articlepeer-review

    Abstract

    This paper 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 a youngn 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 also presented.

    Original languageEnglish
    Pages (from-to)451-463
    Number of pages13
    JournalInternational Journal on Disability and Human Development
    Volume18
    Issue number4
    Publication statusPublished - Oct 2019

    User-Defined Keywords

    • Adolescents
    • Cognitive competence
    • Digital game
    • Fallacy
    • Positive youth development

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