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

Suzanne Jagger, Diane Sloan

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review


    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.
    Original languageEnglish
    Title of host publicationHigher Education Conference 2016 Proceedings
    Publication statusPublished - 13 Jul 2016

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