当前位置: X-MOL 学术Journal of Experimental Psychology: Applied › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Effects of inductive learning and gamification on news veracity discernment.
Journal of Experimental Psychology: Applied ( IF 2.813 ) Pub Date : 2023-03-02 , DOI: 10.1037/xap0000458
Ariana Modirrousta-Galian 1 , Philip A Higham 1 , Tina Seabrooke 1
Affiliation  

This preregistered study tests a novel psychological intervention to improve news veracity discernment. The main intervention involved inductive learning (IL) training (i.e., practice discriminating between multiple true and fake news exemplars with feedback) with or without gamification. Participants (N = 282 Prolific users) were randomly assigned to either a gamified IL intervention, a nongamified version of the same IL intervention, a no-treatment control group, or a Bad News intervention, a notable web-based game designed to tackle online misinformation. Following the intervention (if applicable), all participants rated the veracity of a novel set of news headlines. We hypothesized that the gamified intervention would be the most effective for improving news veracity discernment, followed by its nongamified equivalent, then Bad News, and finally the control group. The results were analyzed with receiver-operating characteristic curve analyses, which have previously never been applied to news veracity discernment. The analyses indicated that there were no significant differences between conditions and the Bayes factor indicated very strong evidence for the null. This finding raises questions about the effectiveness of current psychological interventions and contradicts prior research that has supported the efficacy of Bad News. Age, gender, and political leaning all predicted news veracity discernment. (PsycInfo Database Record (c) 2023 APA, all rights reserved).

中文翻译:

归纳学习和游戏化对新闻真实性辨别的影响。

这项预先注册的研究测试了一种新颖的心理干预措施,以提高新闻真实性的辨别力。主要干预措施包括带或不带游戏化的归纳学习(IL)训练(即通过反馈练习区分多个真假新闻范例)。参与者(N = 282 名多产用户)被随机分配到游戏化 IL 干预组、相同 IL 干预的非游戏化版本、不治疗对照组或坏消息干预组(一个著名的网络游戏,旨在解决在线问题)误传。干预后(如果适用),所有参与者都对一组新颖的新闻标题的真实性进行了评分。我们假设游戏化干预对于提高新闻真实性辨别力最有效,其次是非游戏化干预,然后是坏消息,最后是对照组。结果通过接受者操作特征曲线分析进行了分析,该分析以前从未应用于新闻真实性辨别。分析表明,条件之间没有显着差异,贝叶斯因子表明了非常有力的无效证据。这一发现引发了人们对当前心理干预措施有效性的质疑,并与之前支持“坏消息”有效性的研究相矛盾。年龄、性别和政治倾向都预示着新闻真实性的辨别力。(PsycInfo 数据库记录 (c) 2023 APA,保留所有权利)。
更新日期:2023-03-02
down
wechat
bug