Mock trials and role-playing in computer ethics courses

Author(s):  
Roxanne L. Canosa ◽  
Joan M. Lucas
2008 ◽  
Vol 40 (1) ◽  
pp. 148-152 ◽  
Author(s):  
Roxanne L. Canosa ◽  
Joan M. Lucas

2014 ◽  
Vol 12 (1) ◽  
pp. 60-75 ◽  
Author(s):  
Katerina Zdravkova

Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback. Originality/value – The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.


2020 ◽  
Vol 26 (6) ◽  
pp. 2911-2926
Author(s):  
Katie Shilton ◽  
Donal Heidenblad ◽  
Adam Porter ◽  
Susan Winter ◽  
Mary Kendig

AbstractThere is growing consensus that teaching computer ethics is important, but there is little consensus on how to do so. One unmet challenge is increasing the capacity of computing students to make decisions about the ethical challenges embedded in their technical work. This paper reports on the design, testing, and evaluation of an educational simulation to meet this challenge. The privacy by design simulation enables more relevant and effective computer ethics education by letting students experience and make decisions about common ethical challenges encountered in real-world work environments. This paper describes the process of incorporating empirical observations of ethical questions in computing into an online simulation and an in-person board game. We employed the Values at Play framework to transform empirical observations of design into a playable educational experience. First, we conducted qualitative research to discover when and how values levers—practices that encourage values discussions during technology development—occur during the design of new mobile applications. We then translated these findings into gameplay elements, including the goals, roles, and elements of surprise incorporated into a simulation. We ran the online simulation in five undergraduate computer and information science classes. Based on this experience, we created a more accessible board game, which we tested in two undergraduate classes and two professional workshops. We evaluated the effectiveness of both the online simulation and the board game using two methods: a pre/post-test of moral sensitivity based on the Defining Issues Test, and a questionnaire evaluating student experience. We found that converting real-world ethical challenges into a playable simulation increased student’s reported interest in ethical issues in technology, and that students identified the role-playing activity as relevant to their technical coursework. This demonstrates that roleplaying can emphasize ethical decision-making as a relevant component of technical work.


1974 ◽  
Vol 38 (8) ◽  
pp. 451-455 ◽  
Author(s):  
JA Gershen ◽  
SL Handelman

1972 ◽  
Vol 17 (12) ◽  
pp. 696-697
Author(s):  
MORTON G. HARMATZ
Keyword(s):  

1970 ◽  
Vol 15 (8) ◽  
pp. 521-521
Author(s):  
HAROLD B. PEPINSKY
Keyword(s):  

Author(s):  
Edward C. Stewart ◽  
Jack Danielian ◽  
Robert J. Foster

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