Is There a Case for Gamification in Business Ethics Education? An Empirical Study

Teaching Ethics 19 (2):113-127 (2019)
  Copy   BIBTEX

Abstract

This study compares two uniquely developed tools for engaging undergraduate business ethics students in case discussions: paper-based cases and interactive digital games. The cases we developed address borderline instances of sexual harassment and racism in the workplace and were used to facilitate students’ affective appreciation of the content of course lectures and readings. The purpose of the study was to assess the relative effectiveness of these two tools as teaching aids in increasing affective learning. Pre- and post-test surveys thus focused on affective learning outcomes. These included change in student perceptions of the importance of the topics, feelings of agency, perceptions of improved self-reliance, and confidence. Results showed that digital cases are at least as effective as static cases in terms of their affective learning efficacy, and that digital serious games spur students to reflect on themselves and others more effectively than static cases.

Other Versions

No versions found

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 97,405

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Service Learning in Philosophical Ethics.Chong Un Choe-Smith - 2020 - Teaching Ethics 20 (1-2):91-112.

Analytics

Added to PP
2020-09-09

Downloads
35 (#510,502)

6 months
12 (#403,831)

Historical graph of downloads
How can I increase my downloads?

Author Profiles

Sahar Ahadi
University of Illinois, Urbana-Champaign
Michael D. Baumtrog
Toronto Metropolitan University

Citations of this work

No citations found.

Add more citations

References found in this work

No references found.

Add more references