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It's All in the Game: A 3D Learning Model for Business Ethics

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Abstract

How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. To achieve this, we designed and built an immersive 3D simulation game in the style of a visual case. The effectiveness of the game was evaluated using a mixed methods approach measuring recognised and adapted constructs from the technology acceptance model. Results demonstrate that students found the game beneficial to their learning of ethics with the development of knowledge and skills applicable to the real world and that they engaged with the process due to game elements. Findings demonstrate the potential for the development of simulated games to teach ethics at all levels and modes of delivery and the contribution of this type of visual case model as a pedagogic method.

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Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Suzy Jagger.

Additional information

The software development was part of a matched funding project between the University of Roehampton, the UK Higher Education Academy, and a European NGO, ORT France, and involved the design of a pedagogic framework and accompanying web-based interactive 3D animated game to support and develop ethical decision-making skills and moral sensitivity set within a professional business context.

Appendices

Appendix 1

Measurement construct

Acronym/code

Description

Ease-of-Use (TAM)

EOU

Ease-of-use is where participants feel that minimal effort is required to learn the Game

Perceived Playfulness (TAM)

PP

Perceived enjoyment in playing the game (hedonic)

Perceived Practicability of Learnt Skills and Knowledge (New Constructa)

PPSK

Drawn from the items that represent the U and TS constructs and thus is defined as the extent to which respondents believe the game was useful in acquiring and relating knowledge and practical ethical skills to business decisions

Reward (Yusoff et al. 2010)

R

The feedback arrangement in the game to encourage participants and keep motivation high to complete

Situated Learning (Yusoff et al. 2010)

SL

The provision of a gaming environment or world where the participants can relate their learning to their needs and interests in the outside world

Transfer of Learnt Skills (Yusoff et al. 2010)

TS

Perception of use to relate learned knowledge and skill to business decisions

Perceived Usefulness (TAM)

U

Participants’ belief that using the game helps them in making better business ethical decisions

Glossary of constructs

  1. aNew construct derived from factor analysis

Appendix 2

Appendix 3

Measurement scale

Initial

Extraction

EOU1

.698

.447

EOU2

.843

.791

EOU3

.891

.839

EOU4

.907

.781

EOU5

.865

.730

U1

.899

.784

U2

.890

.843

U3

.887

.830

U4

.863

.744

TS1

.926

.848

TS2

.943

.840

TS3

.951

.771

TS4

.953

.805

R1

.823

.751

R2

.933

.869

R3

.926

.860

R4

.872

.773

SL1

.908

.837

SL2

.894

.868

SL3

.864

.881

SL4

.761

.595

Extraction method: Maximum likelihood

Communality scores of scale items

Appendix 4

Construct

Sample question

Total  % for each construct

Agree

Disagree

Neither

Un-answered

EOU

I find this game easy to use.

66

15

10

9

PP

This game makes completing a task fun and entertaining

70

12

9

9

R

I felt rewarded when I got points

71

6

16

7

SL

After playing this game, I feel that I have learned new skills which I can apply in different situations

69

7

10

14

TS

I feel that I have acquired new knowledge that is useful in day-to-day business decisions.

64

10

17

9

U

This game can help me make better ethical decisions

62

7

18

13

Sample questions by construct and results (n = 103)

Appendix 5

Research question and sub questions

Focus group questions—Semi-structured—be flexible in terms of order of questions to promote discussion

How and to what extent can an immersive interactive Business Ethics game contribute to the development of knowledge, skills and values of Business Ethics students?

 How effective it is in aiding students’ development of ethical sensitivity? (skills)

What were the ethical concepts you experienced in the first level (the office)?

What were the ethical issues you experienced in the park?

What were the ethical issues you experienced in the party?

Were you able to identify the ethical issues or did you get help from a friend?

 How does it contribute to the development of students’ situated learning of ethics? (skills)

Did the game help you identify the ethical issues in each level? If so, in what way?

Do you think there are any benefits to the game approach to understanding ethics?—establish whether there was any personal involvement—If so, did this help you relate to the ethics in the situation?

If so what elements made you feel this way?

Does this prepare you for the work environment?

 What impact does game progression have on deep learning of ethical constructs? (gamification)

Were you motivated to complete the game? If so, what made you carry on? If not, what stopped you?

How did your motivation impact on your learning? [was it negative or positive?] In what way?

Who chose to hack into the system? Ask why

Who chose to use Gilly’s company instead? Ask why

Did the ending have an impact on your ethical insights/values? [make you think again about the issue]?

How does use of a computer game contribute to the learning experience?

 What are the benefits of using a computer game over more traditional methods?

Would you have preferred this exercise as a text document/case study? If so why or why not?

What extra benefit (if any) does the game provide?

Do you think the functionality could be improved and, if so, would this make it of more benefit?

What would you like to see changed?

 How does it contribute to knowledge acquisition?

Do you remember anything from the game with regard to assessed knowledge? If so, ask them what

Are there improvements you would recommend to improve your retention of knowledge?

Did you read the quiz feedback?

Was this useful or not?

Did you engage with the quiz or just click anything to get through?

[If clicked anything]—why do you think that was?

What would motivate you to actually do the quiz?

Do you think the quiz is important for learning?

 What contribution can a computer game offer within the context of a blended learning course?

Do you think the game should be blended with classroom discussion or do you think it can stand on its own as a learning tool?

Focus Group Semi-Structured Question Sheet

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Jagger, S., Siala, H. & Sloan, D. It's All in the Game: A 3D Learning Model for Business Ethics. J Bus Ethics 137, 383–403 (2016). https://doi.org/10.1007/s10551-015-2557-9

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  • DOI: https://doi.org/10.1007/s10551-015-2557-9

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