NIH Pathfinder: Virtual Games for STEMM Faculty to Break the Bias Habit
PI: Molly Carnes
Study Description
Can a video game help faculty to break the bias habit? This project aims to develop an interactive, experiential, case-based computer game that will teach faculty to recognize and self-correct implicit stereotype-based biases. This approach is based on the proven impact of game-based learning on attitudes, behaviors, and social interactions in several fields including medical education and counseling. This approach is also informed by research showing that organizational change depends on attitudinal and behavioral changes in members of the organization – in this case STEMM faculty. The potential for groundbreaking impact is supported by reports stating that the aggregate impact of implicit biases may constitute the greatest impediment to the full participation and advancement in STEMM of ethnic and racial minorities, people with disabilities, and women. Creation of the game, and measurement of its effectiveness in reducing implicit bias for its players, is the focus of this work.












