Get a Clue: Effects of Game-Based Learning to Promote Ethical Awareness
Description
This data was collected in regard to a human-participant experiment analyzing the effects of a modified version of the game of Clue to promote ethical awareness and improve metacognitive judgment among undergraduate psychology students.
Files
Steps to reproduce
Control: Control group that received no intervention beyond standard classroom instruction Points-Aligned: Experimental group that received point penalties for incorrect guesses/diagnoses during gameplay. Ethics-Aligned: Experimental group that received point and ethical penalties for incorrect guesses/diagnoses during gameplay Ethical Ranking: Mean Ethical Ranking score on a five-item ranking of the following desirable characteristics: a.) accumulation of clinically-based experience in the field; b.) a strong background of research; c.) strong moral convictions; d.) accumulation of professionally-relevant licensures; and e.) strong adherence to ethical standards within the clinical field. Participants eventually ranked these clinical qualities by priority, from highest (“5”) to lowest (“1”). Overconfidence Scores: Students confidence scores based on their diagnosis judgment in response to a case study published within the DSM-V-TR. They reported their confidence on a scale of 0 to 100 percent. Due to the fact that these were advanced cases requiring advanced clinical training and the correct diagnoses rate across the study was 0%, student confidence scores are interpreted as overconfidence metrics. Coding/Statistical Analysis: Manual entry into SPSS was utilized
Institutions
- Florida Southern CollegeFlorida, Lakeland