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 language | English |
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Pages (from-to) | 451-463 |
Number of pages | 13 |
Journal | International Journal on Disability and Human Development |
Volume | 18 |
Issue number | 4 |
Publication status | Published - Oct 2019 |
User-Defined Keywords
- Adolescents
- Cognitive competence
- Digital game
- Fallacy
- Positive youth development