Using classroom based research to inform learning and teaching – using an ethics simulation game to design an effective learning experience

Sloan, Diane and Jagger, Suzy (2016) Using classroom based research to inform learning and teaching – using an ethics simulation game to design an effective learning experience. In: The Higher Education Conference, 13-15 July 2016, Amsterdam.

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Abstract

This session addresses the conference theme by showcasing current class based teaching practice at a micro level to develop a research project to support learning and teaching design. Acknowledging societal and accreditation agendas calling for educators to produce ethically minded graduates, the presentation will demonstrate how research on a web based 3D game ‘Marketing Mayhem’, has been designed and developed to address the issues of engagement and understanding when delivering Business Ethics to undergraduate students. Using a quasi-experimental study the findings evaluate different approaches in pedagogic online delivery. Practice based research shows that a macro level change is needed in business ethics curriculum teaching structures and processes to allow for effective integration of online technologies. Showing that when correctly implemented, the nature of pedagogic delivery can have a strong impact on improving the learning experience of business students developing the ethical sensitivity and decision-making skills of future managers of industry.

Item Type: Conference or Workshop Item (Paper)
Subjects: X900 Others in Education
Department: Faculties > Business and Law > Newcastle Business School > Business and Management
Depositing User: Becky Skoyles
Date Deposited: 26 Sep 2016 14:07
Last Modified: 15 Nov 2017 11:06
URI: http://nrl.northumbria.ac.uk/id/eprint/27832

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