© NeilsonJournals Publishing All Rights Reserved
NeilsonJournals Publishing
The Americas + Rest of World
Currency:
Handling:
Delivery:
Currency:
Handling:
Delivery:
EURO €
(included)
Electonic
Currency:
Handling:
Delivery:
ORDER ARTICLE PERMISSIONS/REPRINTS/OFFPRINTS
To order inspection copies, and/or permissions to include this article in textbooks, edited volumes, course booklets, online/digital course packs, etc., and/or to order multiple individual hard copies for classroom use, please use the appropriate form available on the Order Forms page or alternatively, contact the Publishing Editor, Peter Neilson, pneilson@neilsonjournals.com directly.
“Call of Duty” in the Classroom: Can Gamification Improve Ethical Student Learning Outcomes? A Pilot Study
Kimberly Carbo Pellegrino, Robert Pellegrino, and Debra Perkins
Florida Memorial University, USA
Volume 11: 2014, pp. 89-104: 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.
ARTICLE REF.: JBEE11-0RA4