Paper Type
Complete
Paper Number
1437
Description
Among various pedagogical tools for teaching ethics, games have gained significant attention, especially in the context of social learning, due to their advantages in simulating real-world ethical dilemmas and perpetuating individual and social reflection. While different reflective pedagogy may have differing learning outcomes, when embedded in the context of game-based learning they may also differently give rise to experiences induced by games. Therefore, this study conducts a two-factor (i.e., intransigence and compromise) within-subjects design experiment on the differences in overall and sub-dimensions of gameful experiences stemming from the different ethical sense-making styles the games provide (i.e., non-social approach, intransigence, compromise, and principled negotiations). The results indicate both intransigence and compromise have significant main effects on accomplishment, challenge, immersion, playfulness, and social experience, while a significant interaction effect was observed only for the social dimension of gameful experience.
Recommended Citation
Zvereva, Galina; Tang, Hairui; Xi, Nannan; and Hamari, Juho, "Gameful Experience in Game-Based Ethics Learning: Comparison between Intransigent and Compromise Types of Ethics Sense-Making Activities" (2024). PACIS 2024 Proceedings. 24.
https://aisel.aisnet.org/pacis2024/track19_userbeh/track19_userbeh/24
Gameful Experience in Game-Based Ethics Learning: Comparison between Intransigent and Compromise Types of Ethics Sense-Making Activities
Among various pedagogical tools for teaching ethics, games have gained significant attention, especially in the context of social learning, due to their advantages in simulating real-world ethical dilemmas and perpetuating individual and social reflection. While different reflective pedagogy may have differing learning outcomes, when embedded in the context of game-based learning they may also differently give rise to experiences induced by games. Therefore, this study conducts a two-factor (i.e., intransigence and compromise) within-subjects design experiment on the differences in overall and sub-dimensions of gameful experiences stemming from the different ethical sense-making styles the games provide (i.e., non-social approach, intransigence, compromise, and principled negotiations). The results indicate both intransigence and compromise have significant main effects on accomplishment, challenge, immersion, playfulness, and social experience, while a significant interaction effect was observed only for the social dimension of gameful experience.
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