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 and end of the semester. The EERI scenarios were deconstructed to reveal their core ethical dilemmas, and then common elements between the EERI and our Mars adventure were compared to determine how students responded to similar ethical dilemmas presented in each context.We noted that students' responses to the ethical decisions in the Mars adventure scenarios were sometimes substantially different both from their response to the EERI scenario as well as from other decisions they made within the context of the game, despite the core ethical dilemma being the same. This suggests that they make ethical decisions in some situations that differ from a presumed abstract understanding of post-conventional moral reasoning. This has implications for how ethical reasoning can be taught and scaffolded in educational settings.
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The Power of Playful Learning - Ethical Decision-Making in a Narrative-Driven, Fictional, Choose-Your-Own Adventure [Work In Progress]
We contend a better way to teach ethics to freshman engineering students would be to address engineering ethics not solely in the abstract of philosophy or moral development, but as situated in the everyday decisions of engineers. Since everyday decisions are not typically a part of university courses, our approach in large lecture classes is to simulate engineering decision-making situations using the role-playing mechanic and narrative structure of a fictional choose-your-own-adventure. Drawing on the contemporary learning theory of situated learning [1], [2], such playful learning may enable instructors to create assignments that induce students to break free of the typical student mindset of finding the “right” answer. Mars: An Ethical Expedition! is an interactive, 12 week, narrative game about the colonization of Mars by various engineering specialists. Students take on the role of a head engineer and are presented with situations that require high-stakes decision-making. Various game mechanics induce students to act as they would on-the-fly, within a real engineering project context, using personal reasoning and richly context-dependent justifications, rather than simply right/wrong answers. Each segment of the game is presented in audio and text that ends with a binary decision that determines what will happen next in the story. Historically, this game had been led by an instructor and played weekly, as a whole-class assignment, completed at the beginning of class. The class votes and the majority option is presented next. In addition to the central decision, there are also follow-up questions at the end of each week that provoke deeper analysis of the situation and reflection on the ethical principles involved. This prototype was initially developed within a learning management system, then supported by the TwineTM game engine, and studied in use in our 2021 NSF EETHICS grant. In 2022-23 the game was redesigned and extended using the GodotTM game engine. In addition to streamlining the gameplay loop and reducing the set-up and data management required by instructors, this redesign supported instructors with an option to allow the game to be student-paced and played by individual students or to keep the instructor-led 12 week whole-class playstyle. Our proposed driving research question is "In what ways does individual student play differ from whole class instructor-led play with regard to learning that ethical behavior is situated?" In the next phase of our ongoing investigation, we plan to further evaluate the use of playful assessment to estimate its validity and reliability in comparison to current best practices of engineering ethics assessment.
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- Award ID(s):
- 1934707
- PAR ID:
- 10494797
- Publisher / Repository:
- ASEE Peer
- Date Published:
- Journal Name:
- ASEE Annual Conference proceedings
- ISSN:
- 1524-4644
- Subject(s) / Keyword(s):
- Ethics Games Narrative
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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