This Innovative Practice Full Paper presents a novel, narrative, game-based approach to introducing first-year engineering students to concepts in ethical decision making. Approximately 250 first-year engineering students at the University of Connecticut played through our adventure, titled Mars: An Ethical Expedition, by voting weekly as a class on a presented dilemma. Literature shows that case studies still dominate learning sciences research on engineering ethical education, and that novel, active learning-based techniques, such as games, are infrequently used but can have a positive impact on both student engagement and learning. In this work, we suggest that games are a form of situated (context-based) learning, where the game setting provides learners with an authentic but safe space in which to explore engineering ethical choices and their consequences. As games normalize learning through failure, they present a unique opportunity for students to explore ethical decision making in a non-judgmental, playful, and safe way.We explored the situated nature of ethical decision making through a qualitative deconstruction of the weekly scenarios that students engaged with over the course of the twelve-week narrative. To assess their ethical reasoning, students took the Engineering Ethics Reasoning Instrument (EERI), a quantitative engineering ethics reasoning survey, at the beginning andmore »
This content will become publicly available on August 1, 2023
Engineering Ethics Through High-Impact Collaborative/Competitive Scenarios (E-ETHICCS): Initial Results and Lessons Learned.
Ethics education has been recognized as increasingly important to engineering over the past two decades, although disagreement exists concerning how ethics can and should be taught in the classroom. With active learning strategies becoming a preferred method of instruction, a collaboration of authors from four universities (University of Pittsburgh, University of Connecticut, Rowan University and New Jersey Institute of Technology) are investigating how game-based or playful learning with strongly situated components can influence first-year engineering students’ ethical knowledge, awareness, and decision making.
This paper offers an overview and results of the progress to date of this three year, NSF Improving Undergraduate STEM Education (IUSE) grant that aims to (1) characterize the ethical awareness and decision making of first-year engineering students, (2) develop game-based learning interventions focused on ethical decision making, and (3) determine how (and why) game-based approaches affect students’ ethical awareness in engineering and the advantages of such approaches over non game-based approaches. Now in its second year, the authors have conducted a preliminary analysis of first-year students' ethical knowledge and organization via a concept mapping approach and have measured students' ethical reasoning using the Defining Issues Test 2 (DIT2) and Engineering Ethics Reasoning Instrument (EERI). Further, the authors have more »
- Award ID(s):
- 1934707
- Publication Date:
- NSF-PAR ID:
- 10399003
- Journal Name:
- ASEE Annual Conference proceedings
- ISSN:
- 1524-4644
- Sponsoring Org:
- National Science Foundation
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