All Stories

  1. How to conduct high-quality psychology research using web scraping and APIs
  2. Ethical use of artificial intelligence in industrial-organizational psychology research and practice.
  3. Participant Interactions with Artificial Intelligence: Using Large Language Models to Generate Research Materials for Surveys and Experiments
  4. Corrigendum to “A longitudinal quasi-experiment of leaderboard effectiveness on learner behaviors and course performance” [Learning and Individual Differences (2024), volume 116, 102572]
  5. A longitudinal quasi-experiment of leaderboard effectiveness on learner behaviors and course performance
  6. A panel discussion on addressing the science–practice gap with academic–industry collaborations
  7. Approaches for Investigating and Respecting Complexity
  8. Becoming a Researcher, Becoming an I-O Psychologist
  9. Building and Administering a Questionnaire
  10. Cleaning Data Without Hacking Them
  11. Creating a Rating Scale That Reflects a Construct
  12. Data Collection, Analytic Strategies, and Minimizing Bias
  13. From Start to Finish
  14. Measuring Psychological Constructs
  15. Null Hypothesis Significance Testing and Reasonable Alternatives
  16. Research Design in Pursuit of Trustworthy Conclusions
  17. Research Methods for Industrial and Organizational Psychology
  18. Reviewing Research Literature with a Goal in Mind
  19. Selecting a Research Population and Identifying a Sample
  20. Selecting the Best Research Strategy From Your Literature Review
  21. Strategies for Openly Sharing Research, Materials, and Data
  22. Understanding and Executing Meta-Analyses
  23. Fixing the Industrial-Organizational Psychology-Technology Interface (IOPTI)
  24. A simulation of the impacts of machine learning to combine psychometric employee selection system predictors on performance prediction, adverse impact, and number of dropped predictors
  25. You are what you click: using machine learning to model trace data for psychometric measurement
  26. Editorial to the virtual Special Issue: Human-automation interaction in the workplace: A broadened scope of paradigms
  27. Using natural language processing and machine learning to replace human content coders.
  28. The effects of unproctored internet testing on applicant pool size and diversity: Using interrupted time series to improve causal inference.
  29. Evaluating a Natural Language Processing Approach to Estimating KSA and Interest Job Analysis Ratings
  30. Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation
  31. Auditing the AI auditors: A framework for evaluating fairness and bias in high stakes AI predictive models.
  32. Gamifying a personality measure by converting it into a story: Convergence, incremental prediction, faking, and reactions
  33. Using machine learning to model trace behavioral data from a game‐based assessment
  34. Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.
  35. The future of artificial intelligence at work: A review on effects of decision automation and augmentation on workers targeted by algorithms and third-party observers
  36. Practical theory about workplace technology requires integrating design perspectives
  37. Theory and Technology in Organizational Psychology: A Review of Technology Integration Paradigms and Their Effects on the Validity of Theory
  38. Pay for performance, satisfaction and retention in longitudinal crowdsourced research
  39. Gamified Active Learning and Its Potential for Social Change
  40. Calculating LongString in Excel to Detect Careless Responders    
  41. Enabling practical research for the benefit of organizations and society
  42. Creating Data-Driven HR Insights: Data Science in HRM
  43. Gamification in e-HRM
  44. Gamifying a situational judgment test with immersion and control game elements
  45. A theory of branched situational judgment tests and their applicant reactions
  46. Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications
  47. Swipe right on personality: a mobile response latency measure
  48. Crowdsourcing Job Satisfaction Data: Examining the Construct Validity of Glassdoor.com Ratings
  49. Introduction to the Special Issue on Advanced Technologies in Assessment: A Science-Practice Concern
  50. Game-Framing to Improve Applicant Perceptions of Cognitive Assessments
  51. Data Science as a New Foundation for Insightful, Reproducible, and Trustworthy Social Science
  52. Gamification of Adult Learning: Gamifying Employee Training and Development
  53. Preface
  54. The Cambridge Handbook of Technology and Employee Behavior
  55. The Existential Threats to I-O Psychology Highlighted by Rapid Technological Change
  56. The Greatest Battle is Within Ourselves: An Experiment on the Effects of Competition Alone on Task Performance
  57. Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential
  58. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
  59. Gamification Science, Its History and Future: Definitions and a Research Agenda
  60. Gamification of employee training and development
  61. The Wicked Problem of Scholarly Impact
  62. When Are Models of Technology in Psychology Most Useful?
  63. Gamification of task performance with leaderboards: A goal setting experiment
  64. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
  65. An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
  66. Handbook of Employee Selection
  67. How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning
  68. A meta-analytic investigation of the relationship between leader-member exchange and work-family experiences
  69. Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
  70. A Meta-Analytic Investigation of Objective Learner Control in Web-based Instruction
  71. A primer on theory-driven web scraping: Automatic extraction of big data from the Internet for use in psychological research.
  72. Game-Thinking Within Social Media to Recruit and Select Job Candidates
  73. Social Media in Employee Selection and Recruitment: An Overview
  74. Social Media in Employee Selection and Recruitment: Current Knowledge, Unanswered Questions, and Future Directions
  75. Social Media in Employee Selection and Recruitment
  76. Gamifying Recruitment, Selection, Training, and Performance Management
  77. An Inconvenient Truth: Arbitrary Distinctions Between Organizational, Mechanical Turk, and Other Convenience Samples
  78. An Empirical Test of the Theory of Gamified Learning
  79. Developing a Theory of Gamified Learning
  80. How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
  81. Psychological Theory and the Gamification of Learning
  82. An Experiment on Anonymity and Multi-User Virtual Environments
  83. Validation of the Beneficial and Harmful Work-Related Social Media Behavioral Taxonomies
  84. Mobile and computer-based talent assessments
  85. The Psychology of Workplace Technology
  86. Offsetting Performance Losses Due to Cheating in Unproctored Internet-based Testing by Increasing the Applicant Pool
  87. Retesting after initial failure, coaching rumors, and warnings against faking in online personality measures for selection.
  88. TREND: A tool for rapid online research literature analysis and quantification
  89. REVISITING INTERVIEW–COGNITIVE ABILITY RELATIONSHIPS: ATTENDING TO SPECIFIC RANGE RESTRICTION MECHANISMS IN META-ANALYSIS
  90. A cautionary note on the effects of range restriction on predictor intercorrelations.
  91. An investigation of Big Five and narrow personality traits in relation to Internet usage
  92. An Experiment on Anonymity and Multi-User Virtual Environments
  93. Social Media: Implications for Organizations