Andrew Burnett Collmus

Andrew Burnett Collmus
Old Dominion University | ODU · Department of Psychology

MS

About

17
Publications
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572
Citations
Introduction
Andrew Burnett Collmus currently works at the Department of Psychology, Old Dominion University. Andrew does research in Applied Psychology, Psychometrics and Organizational Psychology. Their most recent publication is 'How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning'.

Publications

Publications (17)
Article
Full-text available
Games, which can be defined as an externally structured, goal-directed type of play, are increasingly being used in high-stakes testing contexts to measure targeted constructs for use in the selection and promotion of employees. Despite this increasing popularity, little is known about how theory-driven game-based assessments (GBA), those designed...
Article
Full-text available
In the social and cognitive sciences, crowdsourcing provides up to half of all research participants. Despite this popularity, researchers typically do not conceptualize participants accurately, as gig-economy worker-participants. Applying theories of employee motivation and the psychological contract between employees and employers, we hypothesize...
Article
Full-text available
General cognitive ability is one of the best predictors of job performance, but applicant reactions are often poor. In two samples, we experimentally tested game-framing, the labeling of an ability test as a “game” without changing its content, as a way to improve applicant reactions. Results were analyzed through the lens of applicant reactions th...
Presentation
Full-text available
All presentation materials: https://github.com/TNT-Lab/SIOP-2019-IO-Data-Science-Master-Tutorial This tutorial will demonstrate how data science can be used to benefit I-O psychology by improving insights about employee behavior, increasing the reproducibility of analyses, and making I-O more trustworthy. Data science techniques and tools, such as...
Chapter
Full-text available
The techniques developed and being promoted in the interdisciplinary approach called data science have immense potential to benefit mainstream social scientific research in three key areas, with relatively few drawbacks. First,data science can be used to create new insights for social science by taking advantage of big data collection, machine lear...
Article
Full-text available
Purpose of Research: In the gamification literature, the causal effects of multiple game elements are typically confounded, but in this study, we tested the causal effects of the competition game element alone on brainstorming, a classic experimental context for studying human task performance. We furthermore explored intrinsic motivation as a moti...
Article
Background and Aim: Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined imprecisely across the literature. To address this, we present a theory of gamefulness that splits gamefulness into more specific constr...
Article
Full-text available
Background. Definitions of gamification tend to vary by person, both in industry and within academia. One particularly popular lay interpretation, introduced and popularized by Ian Bogost, and reiterated by Jan Klabbers, is that gamification is “bullshit” and “exploitationware.” They describe gamification as a marketing term or business practice in...
Poster
MTurk is a common source of research participants, yet little is known about consequences of different payment strategies. A multiwave experiment established that pay affects performance, satisfaction, retention, and data quality in crowdsourcing environments. In addition to pay, researchers must pay attention to the unique demands of MTurk workers...
Chapter
Full-text available
The theory of gamified learning (Landers RN, Simul Games 45(6):752–768. doi:10.1177/1046878114563660, 2014) presents a theoretical model in which game elements, drawn from the serious games literature, are used in isolation or in limited combination to gamify existing instructional processes in order to improve learning. Critically, individual game...
Article
Full-text available
Describing the current state of gamification, Chamorro-Premuzic, Winsborough, Sherman, and Hogan (2016) provide a troubling contradiction: They offer examples of a broad spectrum of gamification interventions, but they then summarize the entirety of gamification as “the digital equivalent of situational judgment tests.” This mischaracterization gro...
Chapter
Full-text available
Social media and game-thinking are increasingly popular in society and in organizations. Together, they can become a powerful tool for recruitment and selection. Recruiting is about branding and communicating information, social media facilitate rapid dissemination of information, and game-thinking can encourage individuals to spend more time inter...
Article
Full-text available
The term big data encompasses a wide range of approaches of collecting and analyzing data in ways that were not possible before the era of modern personal computing. One approach to big data of great potential to psychologists is web scraping, which involves the automated collection of information from webpages. Although web scraping can create mas...
Chapter
Full-text available
Game-thinking is beginning to appear in a wide variety of non-game contexts, including organizational support settings like human resource management (HRM). The purpose of this chapter is two-fold: 1) to explore the opportunities for game-thinking via gamification and serious games in HRM based on current and previous HRM literature and 2) to ident...
Conference Paper
Full-text available
The potential of game-thinking (i.e. gamification and serious games) was examined in relation to modern theories of human resource management (HRM) in the areas of recruitment, selection, training, and performance management. Current research on game-thinking in HRM was reviewed and future directions for research recommended.

Questions

Question (1)
Question
I am hoping to measure how long different tests seem to take, or how fast/slow time seems to be moving while taking a test from the test-taker's perspective.
Thus far it has been difficult to find measures that have more than 1 or 2 items. I am looking for at least three items in a scale that has reasonably high internal consistency. Any ideas?