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 language | English |
|---|---|
| Title of host publication | Positive Youth Development |
| Subtitle of host publication | Digital Game-Based Learning |
| Editors | TY Lee, Daniel T.L. Shek, Sarah SW Lee, Joav Merrick |
| Publisher | Nova Science Publishers |
| Pages | 179-204 |
| Number of pages | 26 |
| ISBN (Electronic) | 9781536177961 |
| ISBN (Print) | 9781536177954 |
| Publication status | Published - May 2020 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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