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  1. 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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    Two methods of assessing senior chemical engineering student ethical decision making in a process safety context were developed; the case-study-based Engineering Process Safety Reasoning Instrument (EPSRI) and a digital immersive environment entitled Contents Under Pressure. Both interventions had similar ethical and process safety decision prompts, but were presented in different manners; the EPSRI as a traditional electronic survey, and Contents Under Pressure as a digital immersive environment (“game”). 148 chemical engineering seniors at three institutions responded to both interventions and responses were compared. Student responses to the traditionally formatted EPSRI revealed most students applied post-conventional reasoning, which is uncommon for students in their age range. This suggests that students are aware of the ethical framing of the instrument, and answer accordingly with the perceived “right” response. Student responses to Contents Under Pressure showed significant differences from the EPSRI, including more typical conventional responses. These results suggest that the authenticity of the digital environment can produce more realistic student responses to ethical and process safety dilemmas. Situating ethical and process safety instruction within this type of educational intervention may allow students to gain insight on their ethical decision making process in a safer, low-risk environment. 
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