Peer Reviewed Publications
Stansbury, J.A. Pistell, J. P., & Behlen, M. (2020). Service beyond the methods: Integrating service-learning into psychology courses. In A. Schwartz & R. L. Miller (Eds.). High impact educational practices: A review of best practices with illustrative examples. Retrieved from the Society for the Teaching of Psychology web site: http://teachpsych.org/ebooks/
Stansbury, J.A. (2017). Virtual learning environments in social psychology: Using The SIMs3 to teach self-related processes. Teaching of Psychology, 44(2), 124-133. doi: 10.1177_0098628317692615
Stansbury, J.A., & Earnest, D.R. (2017). Meaningful gamification in an industrial organizational psychology course. Teaching of Psychology, 44(1), 38-45. doi:10.1177/0098628316677645.
Stansbury, J. A., Wheeler, E. A., & Buckingham, J. T. (2014). Can Wii engage college-level learners? Use of commercial off-the-shelf gaming in an introductory statistics course. Computers In The Schools, 31(1/2), 103-115. doi:10.1080/07380569.2014.
Stansbury, J. A., & Munro, G. D. (2013). Gaming in the classroom: An innovative way to teach factorial designs. Teaching of Psychology, 40(2), 148-152.
Munro, G. D. , Stansbury, J. A., & Tsai, J. (2012). A causal role for negative affect: Misattribution in biased evaluations of scientific information. Self and Identity, 11(1), 1-15.
Munro, G. D. & Stansbury, J. A. (2009). The dark side of self-affirmation: Confirmation bias and illusory correlation in response to threatening information. Personality and Social Psychology Bulletin, 35, 1143-1153.
Stansbury, J.A. (2017). Virtual learning environments in social psychology: Using The SIMs3 to teach self-related processes. Teaching of Psychology, 44(2), 124-133. doi: 10.1177_0098628317692615
Stansbury, J.A., & Earnest, D.R. (2017). Meaningful gamification in an industrial organizational psychology course. Teaching of Psychology, 44(1), 38-45. doi:10.1177/0098628316677645.
Stansbury, J. A., Wheeler, E. A., & Buckingham, J. T. (2014). Can Wii engage college-level learners? Use of commercial off-the-shelf gaming in an introductory statistics course. Computers In The Schools, 31(1/2), 103-115. doi:10.1080/07380569.2014.
Stansbury, J. A., & Munro, G. D. (2013). Gaming in the classroom: An innovative way to teach factorial designs. Teaching of Psychology, 40(2), 148-152.
Munro, G. D. , Stansbury, J. A., & Tsai, J. (2012). A causal role for negative affect: Misattribution in biased evaluations of scientific information. Self and Identity, 11(1), 1-15.
Munro, G. D. & Stansbury, J. A. (2009). The dark side of self-affirmation: Confirmation bias and illusory correlation in response to threatening information. Personality and Social Psychology Bulletin, 35, 1143-1153.
Published Proceedings.
Stansbury, J.A. & Munro, G.D. (2014) Take It All Remix: Engaging Students in Social Psychology Concepts. In A. Ochsner, J. Dietmeier,
C. C. Williams, & C. Steinkuehler (Eds.), GLS 10 GAMES + LEARNING + SOCIETY Conference Proceedings (pp. 499–501). Madison, WI: ETC Press.
C. C. Williams, & C. Steinkuehler (Eds.), GLS 10 GAMES + LEARNING + SOCIETY Conference Proceedings (pp. 499–501). Madison, WI: ETC Press.