Educating moral sensitivity in business: An experimental study to evaluate the effectiveness of a serious moral game
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
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in: Computers and Education, Jahrgang 178, 104381, 01.03.2022.
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
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TY - JOUR
T1 - Educating moral sensitivity in business
T2 - An experimental study to evaluate the effectiveness of a serious moral game
AU - Tanner, Carmen
AU - Schmocker, David
AU - Katsarov, Johannes
AU - Christen, Markus
N1 - Publisher Copyright: © 2021 The Authors
PY - 2022/3/1
Y1 - 2022/3/1
N2 - Serious games have emerged as a promising new form of education and training. Even though the benefits of serious games for education are undisputed, there is still a further need for research on the efficacy of such games. The main goal of our research is to examine the effectiveness of a serious moral game—uFin: The Challenge—that was designed to promote moral sensitivity in business, a precondition of ethical decision-making and behavior and a core moral competency of moral intelligence. A second goal is to examine the role of metacognitive prompting and prosocial nudging in influencing learning effectiveness. Participants (N = 345) took part in an experimental game-based intervention study and completed a pre- and post-test questionnaire assessing moral sensitivity. The analyses of both questionnaire and game data suggest that merely playing this game is effective in promoting moral sensitivity. Neither self-reflection nor exposure to prosocial nudges, however, were determined to be factors that improve learning effectiveness. In contrast, those interventions even decreased the learning outcome in some cases. Overall, findings demonstrate the potential for game-based learning in the moral domain. An important avenue for future research is to examine others ways of increasing the effectiveness of the game.
AB - Serious games have emerged as a promising new form of education and training. Even though the benefits of serious games for education are undisputed, there is still a further need for research on the efficacy of such games. The main goal of our research is to examine the effectiveness of a serious moral game—uFin: The Challenge—that was designed to promote moral sensitivity in business, a precondition of ethical decision-making and behavior and a core moral competency of moral intelligence. A second goal is to examine the role of metacognitive prompting and prosocial nudging in influencing learning effectiveness. Participants (N = 345) took part in an experimental game-based intervention study and completed a pre- and post-test questionnaire assessing moral sensitivity. The analyses of both questionnaire and game data suggest that merely playing this game is effective in promoting moral sensitivity. Neither self-reflection nor exposure to prosocial nudges, however, were determined to be factors that improve learning effectiveness. In contrast, those interventions even decreased the learning outcome in some cases. Overall, findings demonstrate the potential for game-based learning in the moral domain. An important avenue for future research is to examine others ways of increasing the effectiveness of the game.
KW - 21st century abilities
KW - Adult learning
KW - Games
KW - Post-secondary education
KW - Teaching/learning strategies
KW - Management studies
UR - http://www.scopus.com/inward/record.url?scp=85120972259&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/8d915478-7222-3e64-bb12-1f49b55a6fc4/
U2 - 10.1016/j.compedu.2021.104381
DO - 10.1016/j.compedu.2021.104381
M3 - Journal articles
AN - SCOPUS:85120972259
VL - 178
JO - Computers and Education
JF - Computers and Education
SN - 0360-1315
M1 - 104381
ER -