Haytham Siala, Elmar Kutsch and Suzy Jagger
The purpose of this paper is to investigate whether learners from different cultures adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics…
Abstract
Purpose
The purpose of this paper is to investigate whether learners from different cultures adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics) and knowledge.
Design/methodology/approach
A cross-sectional, cross-country survey study (n=319) was conducted recruiting participants from one North American and two British universities. The survey data and the conceptual model have been analysed and tested using confirmatory factor analysis and structural equation modelling.
Findings
Participants displayed positive attitudes towards the 3D game and responded positively to theory presented as “real-life” scenarios; gamification techniques such as interactions and dialogue, and rewards and progression levels, which are part of the game, albeit the participants’ adoption was driven more by extrinsic motivations (rewards) than intrinsic ones (ease of use and entertainment). In addition, the empirical results suggest that when gender is taken into account, the perceptions and needs of cross-cultural learners in serious gaming environments vary and display characteristics that are similar to Rogers’ five adopter categories; thus, culture could significantly shape learners’ decisions to adopt a serious game as a managerial learning tool.
Research limitations/implications
For future researchers, this paper highlights various levels of training, support and promotional awareness that need to be considered to facilitate the adoption of serious games for managerial learning.
Practical implications
For academics and practitioners in work-based learning and managerial training environments, this paper highlights the salient factors that need to be inherent in a serious 3D game, and best practices for scaffolding existing instructional approaches or training interventions.
Originality/value
In light of Rogers’ five adopter categories, this cross-country study involving culturally diverse learners provides key insight into the potential application of serious games as a practice-based learning instrument in academia and industry.
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The purpose of this paper is to examine whether, when teaching professional ethics, the educational interventions have any effect on improving students' moral decisions. One…
Abstract
Purpose
The purpose of this paper is to examine whether, when teaching professional ethics, the educational interventions have any effect on improving students' moral decisions. One method often used to measure change is the well‐established defining issues test – an American test based on Kohlberg's stage theory.
Design/methodology/approach
Using this test, two before‐and‐after studies were carried out on cross‐cultural cohorts of first year computing undergraduates which both received the same lectures, debates and moral‐decision‐making exercises.
Findings
One study showed a significant increase in moral judgment whilst the other showed a decrease (although not significant). Both studies indicated mean scores far below the American averages.
Research limitations/implications
As both studies involved relatively small sample sizes, the results are indicative rather than conclusive. However, they bring to light issues associated with the test, in both American and non‐American research, indicating that lower than average mean scores could be due to cross‐cultural and situational variations.
Practical implications
The paper questions the premise of stage theory as a method for measurement within a cross‐cultural context; and the usefulness of measuring one component of moral development (moral judgment) in isolation.
Originality/value
The paper proposes that tests based on more discipline‐specific skills, rather than stage theory, would be of greater use in evaluating student levels of moral development.
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The purpose of this research paper is to examine the early stages of a research project aimed at evaluating the pedagogic effectiveness of a teaching module in computing ethics.
Abstract
Purpose
The purpose of this research paper is to examine the early stages of a research project aimed at evaluating the pedagogic effectiveness of a teaching module in computing ethics.
Design/methodology/approach
Scores of students' cognitive capabilities to make moral judgements were measured before and after they had taken the module by means of the “Defining Issues Test” (DIT). This is a standard test of students' capability to make moral judgement based on the work of Lawrence Kohlberg. Interviews were then used to help understand the results of the test.
Findings
Results revealed low mean scores of post‐conventional (P Score) thinking skills and wide variation in overall scores of capability for moral judgement. Interviews with the students about the course and the test revealed the importance of understanding students' beliefs about the importance of ethics in interpreting the results.
Research limitations/implications
Difficulties in matching “before and after” results for each subject limited the sample size in what was an early step in the overall research project.
Practical implications
The results point towards the importance of addressing students' own understanding of the importance of ethics when teaching computing ethics.
Originality/value
The paper reveals some of the limitations of tests of capabilities for moral judgement which rely on strongly individualistic notions of ethics. It enables a new appreciation to be made of the strengths and weaknesses of assessing student moral development in higher education in terms of cognitive factors.
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The purpose of this viewpoint paper is to provide an overview of three papers included in a Special Issue of the Journal of Information Communication Ethics and Society, entitled…
Abstract
Purpose
The purpose of this viewpoint paper is to provide an overview of three papers included in a Special Issue of the Journal of Information Communication Ethics and Society, entitled Ethics in the Virtual World.
Design/methodology/approach
The papers were chosen because they reflect three key themes in computing, ethics and society. These are: the explosion in the number of opportunities for accessing sensitive data in the health sector; the risks inherent in designing information systems through technical procedures that fail to address the human character of the environments they are intended to serve; and the need to teach computing ethics to students of computing. All three articles draw on philosophical approaches to ethics and well as technical aspects of system use, system design and pedagogy, respectively.
Findings
The papers demonstrate the interdisciplinary nature of computing ethics and the contested political issues at stake in using and designing information systems.
Originality/value
This editorial viewpoint paper presents the hypothesis that the ethical issues once embodied in socio‐technical systems theory have a particular salience for the contemporary ethical debates concerning computing ethics.