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Creators/Authors contains: "Burkey, Daniel"

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  1. Abstract The Defining Issues Test 2 (DIT-2) and Engineering Ethical Reasoning Instrument (EERI) are designed to measure ethical reasoning of general (DIT-2) and engineering-student (EERI) populations. These tools—and the DIT-2 especially—have gained wide usage for assessing the ethical reasoning of undergraduate students. This paper reports on a research study in which the ethical reasoning of first-year undergraduate engineering students at multiple universities was assessed with both of these tools. In addition to these two instruments, students were also asked to create personal concept maps of the phrase “ethical decision-making.” It was hypothesized that students whose instrument scores reflected more postconventional levels of moral development and more sophisticated ethical reasoning skills would likewise have richer, more detailed concept maps of ethical decision-making, reflecting their deeper levels of understanding of this topic and the complex of related concepts. In fact, there was no significant correlation between the instrument scores and concept map scoring, suggesting that the way first-year studentsconceptualizeethical decision making does not predict the way they behave whenperformingscenario-based ethical reasoning (perhaps more situated). This disparity indicates a need to more precisely quantify engineering ethical reasoning and decision making, if we wish to inform assessment outcomes using the results of such quantitative analyses. 
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  2. 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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  3. null (Ed.)