published on September 9, 2020
Michael D. Baumtrog, Hilary Martin, Zahra Vahedi, Sahar Ahadi
Is There a Case for Gamification in Business Ethics Education? An Empirical Study
This study compares two uniquely developed tools for engaging undergraduate business ethics students in case discussions: paper-based (static) 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.