“Call of Duty” in the Classroom: Can Gamification Improve Ethical Student Learning Outcomes? A Pilot Study

Journal of Business Ethics Education 11:89-104 (2014)
  Copy   BIBTEX

Abstract

Increased emphasis has been placed on teaching ethics in business schools. A recent meta-analysis of business ethics instruction indicated that instructional programs have a minimal impact on improving ethical behaviors (Waples et al. 2008). One of the newest trends in MBA education is gamification which allows instructors to employ video game concepts to engage students in serious business problems. Educators are attempting to harness a similar sort of power exhibited by games like FarmVille or Call of Duty and translate this power into improved educational outcomes. This trend leads to the question; can gamification improve ethical learning outcomes? Using a single cohort of MBA students, ethics instruction in the MBA program was gamified and then operationalized in the students’ first required class and last required class. Although the sample was limited to a single cohort of students, results were promising, indicating improvement in ethical decision making and warranting further study.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,349

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

A framework for teaching business ethics.Alfonso R. Oddo - 1997 - Journal of Business Ethics 16 (3):293-297.
Service learning in business ethics.Marilynn P. Fleckenstein - 1997 - Journal of Business Ethics 16 (12-13):1347-1351.

Analytics

Added to PP
2015-08-19

Downloads
35 (#443,848)

6 months
10 (#257,583)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

Add more citations

References found in this work

No references found.

Add more references