We contend a better way to teach ethics to freshman engineering students would be to address engineering ethics not solely in the abstract of philosophy or moral development, but as situated in the everyday decisions of engineers. Since everyday decisions are not typically a part of university courses, our approach in large lecture classes is to simulate engineering decision-making situations using the role-playing mechanic and narrative structure of a fictional choose-your-own-adventure. Drawing on the contemporary learning theory of situated learning, such playful learning may enable instructors to create assignments that induce students to break free of the typical student mindset of finding the “right” answer.
Mars: An Ethical Expedition! is an interactive, 12 week, narrative game about the colonization of Mars by various engineering specialists. Students take on the role of a head engineer and are presented with situations that require high-stakes decision-making. Various game mechanics induce students to act as they would on-the-fly, within a real engineering project context, using personal reasoning and richly context-dependent justifications, rather than simply right/wrong answers. Each segment of the game is presented in audio and text that ends with a binary decision that determines what will happen next in the story. Historically, this game had been led by an instructor and played weekly, as a whole-class assignment, completed at the beginning of class. The class votes and the majority option is presented next. In addition to the central decision, there are also follow-up questions at the end of each week that provoke deeper analysis of the situation and reflection on the ethical principles involved.
This prototype was initially developed within a learning management system, then supported by the Twine™ game engine, and studied in use in our 2021 NSF EETHICS grant. In 2022-23 the game was redesigned and extended using the Godot™ game engine. In addition to streamlining the gameplay loop and reducing the set-up and data management required by instructors, this redesign supported instructors with an option to allow the game to be student-paced and played by individual students or to keep the instructor-led 12 week whole-class playstyle.
Our proposed driving research question is "In what ways does individual student play differ from whole class instructor-led play with regard to learning that ethical behavior is situated?" In the next phase of our ongoing investigation, we plan to further evaluate the use of playful assessment to estimate its validity and reliability in comparison to current best practices of engineering ethics assessment.
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