All Stories

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