gaming, texting, learning? teaching engineering ethics through students’ lived experiences with...
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ORI GIN AL PA PER
Gaming, Texting, Learning? Teaching EngineeringEthics Through Students’ Lived Experiences WithTechnology
Georgina Voss
Received: 24 January 2012 / Accepted: 29 April 2012 / Published online: 16 May 2012
� Springer Science+Business Media B.V. 2012
Abstract This paper examines how young peoples’ lived experiences with per-
sonal technologies can be used to teach engineering ethics in a way which facilitates
greater engagement with the subject. Engineering ethics can be challenging to teach:
as a form of practical ethics, it is framed around future workplace experience in a
professional setting which students are assumed to have no prior experience of. Yet
the current generations of engineering students, who have been described as ‘digital
natives’, do however have immersive personal experience with digital technologies;
and experiential learning theory describes how students learn ethics more suc-
cessfully when they can draw on personal experience which give context and
meaning to abstract theories. This paper reviews current teaching practices in
engineering ethics; and examines young people’s engagement with technologies
including cell phones, social networking sites, digital music and computer games to
identify social and ethical elements of these practices which have relevance for the
engineering ethics curricula. From this analysis three case studies are developed to
illustrate how facets of the use of these technologies can be drawn on to teach topics
including group work and communication; risk and safety; and engineering as social
experimentation. Means for bridging personal experience and professional ethics
when teaching these cases are discussed. The paper contributes to research and
curriculum development in engineering ethics education, and to wider education
research about methods of teaching ‘the net generation’.
Keywords Engineering ethics � Group work � Curriculum development �Case-studies � Experiential learning
G. Voss (&)
Faculty of Arts, University of Brighton, East Sussex BN2 0JY, UK
e-mail: [email protected]
123
Sci Eng Ethics (2013) 19:1375–1393
DOI 10.1007/s11948-012-9368-5
Introduction
Today’s engineering students have more personal experience with technologies than
ever before. They come to class with internet-enabled smartphones, tablets and
laptop computers; they share photos and messages with their friends through social
networking sites, blogs and micro-blogs, and instant messenger programs; and they
play online social multiplayer computer games such as World of Warcraft. The
current generation of 18-29 year-olds—who have been variously described as
‘millenials’, ‘digital natives’ and the ‘net generation’ (Jones et al. 2010)—are more
likely to use cellphones, laptops, games consoles and social networking sites than
any other age group (Pew Research Center 2010; Zickhur 2011). Educators have
explored the use of new learning technologies which make the most of students’
increased technological engagement (Greenhow et al. 2009; Jelfs and Colbourn
2002; Mason and Weller 2000) and many universities are now incorporating blogs,
chat-rooms and wikis as instructional tools (Patchin and Hinduja 2010). These
technologies also offer valuable opportunities for developing engineering ethics
curricula which is relevant and meaningful for students.
Engineering ethics can be a tricky subject to teach. It is meant to provide
knowledge of the applied professional ethical issues which students will face in their
future careers (Barry and Ohland 2009); yet students are themselves merely
apprentices who do not yet have professional experience to use as a context for these
issues. As a result, if engineering students fail to see the relevance of engineering
ethics to their own lives they may view the subject as abstract and irrelevant
(Abraham et al. 1997). Engineering ethics curricula has been taught to mixed
reception: some students say that it is the least interesting and most trivial part of the
curriculum, and they would rather be learning engineering than ‘wasting time’ on
ethics (Newberry 2004). However, others have found ethics instruction to be a
positive and enjoyable experience, often because it is so different from the technical
courses which make up the rest of their workload (Lau 2004).
Teaching engineering ethics in a way which is relevant for students who have had
not yet had ‘on-the-job experience’ (Pfatteicher 2001) and who may also, due to
their youth, also lack the maturity, wisdom and background to analyze ethical issues
(Smolarski and Whitehead 2002) can therefore be challenging. Recent work has
indicated that students may waver throughout their courses about whether they
wanted to become professional engineers, even if this is a path that they then follow
after graduation (Lichenstein et al. 2009). Drawing on students current experiences
with technology can be an effective way of increasing participation and enjoyment
in this complex subject, demonstrating how what they have experienced in their
daily lives has relevance to future engineering work environments if they choose to
enter them.
This paper argues that engineering students’ digital and technological practices
can be used as a personal context to teach engineering ethics through experiential
learning; and that by doing so, students may be more likely to engage and learn than
with either hypothetical or historical material. I first describe and review theories of
active and experiential learning to show how students’ experiences are effective
learning tools, and discuss how the content of engineering ethics curricula has often
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focused on preparation for future work rather than drawing on current experience.
I then examine the extent of technological engagement that young people currently
have, and how these technologies have been used in the classroom to date. Three
teaching case-studies are developed based on young people’s use of social
networking sites, multi-player role-playing online computer games, and digital
music, illustrating how they can be used to explore key parts of the engineering
ethics curricula (risk and safety, engineering as a social experiment, and group-work
and communication). Finally, I discuss the differences between personal experience
and professional ethics, and explore means for bridging the two in the classroom.
The paper contributes to the engineering ethics literature by describing how
experiential learning techniques based on lived experiences can provide a way to
increase interest and engagement in engineering ethics, and thus teach the subject
more effectively. It also contributes to the wider work on learning technologies by
suggesting that the social digital technologies can be used both as a platform and a
topic of education delivery. The paper is therefore relevant to current debates about
the role of technology in the classroom, and how best to educate the ‘net
generation’.
Engineering Ethics and Experiential Learning
There has been growing awareness since the 1980s of the importance of ethics in
engineering education (Herkert 2002) as educators recognize that engineering
students need to look beyond technical issues to have awareness of the greater social
context of their work (Colby and Sullivan 2008). Ethics is, however, a difficult
subject to teach to engineering students. To be taught successfully the topic must be
made relevant to students so that they can engage with it on both emotional and
intellectual levels (McDonald and Donleavey 1995; Barry and Ohland 2009). Yet
for students who are accustomed to laboratory work, quantitative analysis, and goals
with clearly defined outcomes, engineering ethics can be a ‘messy’ subject that they
have difficulty in becoming engrossed in, despite finding the general subject area
interesting (Newberry 2004; Harris et al. 1996; Billington 2006).
Active and experiential learning methods are powerful tools for challenging this
mindset (Sims 2002). In active learning students explore their own experience,
attitudes and values to develop higher order learning skills of analysis, synthesis and
evaluation (Bonwell and Eison 1991; Smart and Csapo 2007). Experiential learning
also draws on lived experience, transforming into knowledge through a process of
active testing, concrete experience, reflective observation and abstract hypotheses
(Kolb and Kolb 2005; Kolb 1984). There is a correlation between the use of these
methods and how much is remembered, as experience provides a resource for
learning that helps students understand and retain knowledge (Dewey 1938; Santi
2000). In ethics education these methods allow students to draw on their own
immediate personal experience around the subject as a focal point for ‘giving life,
texture and subjective personal meaning’ to the seemingly abstract concepts of
ethical theories and principles (Smart and Csapo 2007). The ‘here and now’
concrete experience also provides a publically shareable reference point for testing
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the implications and validity of ideas created during the learning process, leading to
more effective understanding of theories. Engineering students in particular learn
effectively when they are able to relate material to their own personal experience;
and experiential learning methods are valuable for engineering students who are
more likely to be ‘sensing, inductive and active’ learners who are likely to forget
something that is ‘just said to them’ (Felder and Silverman 1998).
Kolb (1984) argues that effective student learning therefore happens when it is
grounded in experience, and ideas are formed and re-formed through ongoing
reflection. However, the engineering ethics curricula have been developed to
prepare students for the challenges that they will encounter in their future lives as
professional engineers. Engineering ethics courses have become integrated into
capstone courses as a means of professionalization (Simonson 2005), preparing
students for the ‘real life’ engineering experiences including working collabora-
tively with others, communicating effectively and thinking as part of a team in
social processes (Jonassen et al. 2009; Dym et al. 2005; Devon 1999). Much of this
is predicated on the assumption that whilst engineering students will go on to
become professional engineers, they do not yet have professional and personal
experience in that area, and Vesilind (1996) describes how ‘students cannot identify
with problems facing the practicing engineer since they have never been in that
role’. Some scholars go even further to argue that as engineering ethics is a
professional subject, it is impossible to learn outside of either professional school or
practice (Colby and Sullivan 2008). This is however, a limited view of what an
engineering faculty provides for instruction in both ethics and engineering,
particularly given that these are both applied subjects which are learnt through
ongoing practice. As Feisel and Rosa (2005) describe, engineering students go to
labs to learn something that practicing engineers are already assumed to know and
to learn through doing via simulation exercises. Similarly, classroom-based ethics
instruction provides a group environment which familiarizes students with standards
of conduct and ethical judgment which, as Davis (2006) notes, will improve with
use:
If an instructor gives a student a chance to make ethical judgments, explain
them and compare them with those that other students make, the student is
more likely to learn well than if she gets no such experience.
Like lab-work, classrooms are therefore critical for providing a safe space in
which students can gain such experiences about ethics without wider judgment or
impact of their activities, enabling a ‘safe’ transition into professional working life.
Academics therefore face a challenge in creating an engineering ethics
curriculum that moves beyond abstraction and esoteric arguments to resonate with
students (Lincourt and Johnson 2004). Much of the teaching content for engineering
ethics courses has been based on the assumption that, without professional
experience, students must learn how to identify ethical problems, make ethical
decisions, and understand the wider importance of engineering ethics through other
means. Well-known and visible disasters—including the Challenger and Columbia
space shuttle disasters and the Bhopal chemicals leak—have been popular with
students, but Haws (2001) argues that a wholly ‘disaster-driven engineering
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curriculum’ isn’t necessarily appropriate as it doesn’t given students the practical
tools to deal with issues in their own work. Games and role-play have also offered a
way to engender active learning through hypothetical situations, and Lloyd and van
de Poel (2008) advocate games as a way of teaching the practical aspect of ethical
decision making, where the theory, guidelines, codes and cases are ‘one step
removed from any practice-based ethical situation’. Internships and summer
projects have also been used as sites of ethical learning: Boeing introduced a
summer fellowship program which included an ethical component, with the
intention that students would concurrently learn about ethics as they were working
on a technical problem (Gorman 2001); and the VaNTH summer research
experience for undergraduates combined bio-engineering practice with instruction
in ethics and communication in a community of practice, allowing students to
identify ethical issues within the research community that they were based in
(Hirsch et al. 2005). Community service may not be a suitable site for ethics
teaching as, in practice, faculty find it more valuable than the students that they
supervise (Bauer et al. 2007). The culture of the university itself can also be utilized
as an ethical learning environment, allowing students to engage in ethical learning
throughout their degrees, whether through research experience for undergraduates
(REUs) (Acharya et al. 1995) or laboratory work (Feisel and Rosa 2005).
Beyond the university, engineering students do already encounter ethical issues
in their daily lives which could be used as the context for experiential ethics
learning. As Pfatteicher (2001) says, one of the ways to ‘accomplish the difficult
task of teaching engineering ethics is to illustrate that engineering practice does not
begin with the job; it is something that [students] have already begun whilst they are
in school’, and she encourages the use of real-life experiences such as cheating and
binge-drinking to illustrate ethical dilemmas. Despite not being fully-fledged
professional engineers, engineering students do already have extensive experience
with technologies through their phones, their laptops, their online social networks,
and the Internet. These technologies provide an excellent opportunity for learning
tools to be developed around students’ active participation with these technologies,
analysis and reflection around what happens when there are used, and applications
of the principles learnt (Laditka and Houck 2006).
Young People and Technology
Today’s young people have been described as a new ‘net generation’ who have
grown up digitally (Heverley 2008), raised in an internet-enabled world where their
social lives and personal interactions can take place via blogs, social networking
sites and smartphones (Hinduja and Patchin 2008). By the time they arrive at
university, the current cohorts of engineering undergraduates are part of a
demographic which has greater and more intense use of digital technologies than
any other age group: they are more likely to use the internet; own a gaming console
and a portable gaming device; go online wirelessly (via laptops or cellphones); share
digital content; own an iPod or other mp3 player; make use of social networking
sites such as Facebook; and download ‘apps’ onto smartphones (Zickhur 2011).
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These patterns have been driven in part by the increasing presence of internet
connectivity in the home and schools, and lowered cost around the ownership and
maintenance of devices. The social nature of the technologies is also a massive
incentive for use—texting is the most popular cellphone feature, and the typical US
teenager will send over 50 texts in 1 day, mostly to friends (Pew Internet 2010).
Young people have embraced the concept of creating ‘virtual presences’ in a digital
world, and have become the driving force behind the development of online
communities and social networking sites (Boyd 2006).
Education establishments have responded to this new generation of ‘digital
natives’ by developing new forms of education delivery methods including wikis,
blogs and virtual worlds; although recent research has indicated that although
students do use digital technologies for leisure and social purposes, they don’t use
them for educational purposes (Bennett et al. 2008). There are ongoing debates
about whether the use of electronic devices in class is actually a help or a
hindrance (Yardi 2008). Livingstone (2008) challenges the ‘myth of the cyberkid’,
arguing that the young people who are engaging with social digital technologies
are not digital experts, but are still negotiating the rules and norms around them.
Digital technologies therefore have the potential to be used as reflexive instruction
tools around the social aspects of the use and engagement with the technologies.
Through the use of social network platforms such as MySpace and Facebook,
young people can learn to appreciate and respond to differing viewpoints, and
develop and refine their own self-identity (Patchin and Hinduja 2010). Hinduja
and Patchin (2008) argue that these tools can therefore be used to teach youth
about various social and emotional skills such as tolerance and communication,
based on their own lived experiences. The social nature of young people’s
engagement with digital technologies and content therefore has potential as an
instructional tool for ethics education, as the way that young people use social
networking sites and online games are key ways in which they ‘grow into adults
who manage, produce and consume technology intelligently on a daily basis’
(Cassell and Cramer 2008).
Whilst the purpose of engineering ethics instruction has been widely debated
(e.g. Scheurwater and Doorman 2001; Lincourt and Johnson 2004; Pfatteicher 2001)
there is broad consensus that this topic should familiarize students with the types of
ethical issues that emerge within the profession, the means of judging and acting on
them, and the value of doing so. Teaching material based around students’ lived
experiences with technologies therefore needs to be framed by this set of issues,
rather than solely as a means to raise students’ critical awareness about their own
behaviors (although there is overlap between the two, as discussed later). In the
following part of this section common experiences which young people have around
computer games, social networks and digital content sharing are described. Three
case-studies are presented to demonstrate how these experiences can be incorpo-
rated into three key parts of the engineering ethics curriculum: group work and
communication; risk and safety; engineering as social experimentation. The relevant
ethical issues, potential teaching formats and learning outcomes for each case are
also described with details summarized in Table 1, with discussion-based seminar
groups being the most useful format as means for students to share and compare
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their own experiences with their peers within the specific context of each case. In
preparing ethics curricula around students’ experiences with digital technology, it is
important to recognize that student experiences are not homogenous but are affected
Table 1 Teaching format and learning outcomes for cases
Case 1: Online gaming
Ethical themes Group work and communication
Teaching
format
Assess prior experience of online games (Before class)
Large group discussion of purpose of group work, tutor-led
Small group reflection on experience of collective play in online games.
Large group discussion, tutor-led: examine differences between context of online
games and professional engineering practice.
[Supplementary: Teacher-designed group work in game such as Minecraft]
Learning
outcomes
Students should be able to:
Understand and describe the importance of group work and coordinated activities in
engineering projects.
Understand and describe the importance of practices including communication,
knowledge sharing and group-norms for effective group work, and means and
challenges of achieving them.
Case 2: Social networking platforms
Ethical themes Risk and safety
Teaching
format
Introduction of definitions of social construction of risk, safety and ‘acceptable’ risk.
Discussion of the ways in which students use social media platforms and perceived
risks, tutor-led. Examination of cyber bullying, and loss of control.
Discussion about how notions of ‘risk’ and ‘safety’ are socially constructed and change
with context; what that tells us about how (and whether) risk and safety can be
calculated; and the responsibilities of that engineers have in creating ‘safe’ products.
Learning
outcomes
Students should be able to:
Understand and describe the terms ‘risk’, ‘safety’ and ‘acceptable risk’.
Critically evaluate how risk perception of technologies such as social networking
platforms is affected by context of use.
Understand and evaluate the role and responsibilities of engineers in creating ‘safe’
products.
Case 3: Digital music
Ethical themes ‘Social experimentation’ in engineering
Teaching
format
Write short reflection of expectations and practices around sharing digital content
(Before class).
Introduction to the concept of ‘engineering as social experimentation’
Case analysis of the development of iTunes and Napster, drawing in students’ short
reflection.
Discussion of long-term impact, control and uses of technologies; and the
responsibilities that software engineers have in these processes.
Learning
outcomes
Students should be able to:
Understand and describe the differences and similarities between social and lab-based
experiments (e.g. control, consent, length and scale of impact) around technologies
such as iTunes and Napster.
Critically evaluate the role and responsibilities of engineers in social experimentation.
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by factors including gender, nationality, ethnicity and social background. The
prevalence of digital technologies provides a starting point for reflection and guided
discussion in each case, rather than being developed on the assumption that all
students in each class will have identical experiences.
Case 1: Group Work, Communication and Computer Games
The industry case for engineering ethics has been strengthened by perceptions from
the engineering industry that new graduate engineers have weak communication
skills, and little skill or experience of working in teams (Knox et al. 1995). Social
ethics and the norms of engagement are now an important part of engineering ethics
education, as much of ethical decision making in engineering is done as part of a
team rather than in isolation (Devon 1999). Engineering students need to learn how
to co-operate because, as professional engineers, they will mostly work in groups
and must gain experience of collectively sharing responsibility (Springer et al.
1999). The first case presents a way to explore the norms around communication
and group work through community practices in multiplayer online computer
games.
Computer games are extremely popular with young people, and teenagers are
more likely than any other age group to own a games console (e.g. Microsoft’s
XBox) or a portable gaming device (e.g. Nintendo DS) (Zickhur 2011). But they are
not just passive players: the role of users—and especially younger users—in
creating and modifying computer games has been widely acknowledged. Users,
rather than manufacturers, have been credited with inventing the first computer
games and have had an active role in developing them since (Jeppesen and Molin
2003). Many recent versions of games, including ‘The Sims’, have encouraged these
activities by incorporating digital ‘toolkits’ within them which allow people to work
with in-game scripting language to develop personal modifications and develop-
ments. In ‘The Sims’—a strategic life-simulation game—players create virtual
people (‘Sims’) and direct them through various social and emotional activities, and
the toolkit allows users to modify their Sims’ appearance, including hair colour and
clothing. However, users often go beyond the official company toolkits, which have
limited functionality and outcomes, to create kits based around their own personal
needs and preferences. This development, like many other user innovation activities
(e.g. Rodeo kayaking, music software), often happens in a community where users
are able to support each other by providing feedback and sharing innovations with
each other (Prugl and Schreier 2006).
Collaborative practices are also explicitly designed into many multiplayer online
computer games. ‘World of Warcraft’ (WoW) is the largest of the massive
multiplayer online role-player games (MMPORG), with over 11 million subscribers
globally (Cifaldi 2011). Players control a character in a virtual world where they
have the choice of simply exploring the environment, or can engage in ‘quests’
throughout the world which involves developing new skills, exploring new areas
and inevitably involves fighting with monsters and other players along the way.
Participants have the option of playing alone or with others—however, many
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challenges are designed in such a way that they can only be overcome through
collective group activity. Players therefore often join together in either permanent
guilds or temporary parties and groups, and can talk with other members via the in-
game chat or out-of-game chat channels to co-ordinate their activities together.
‘Minecraft’ is another multiplayer online game which was released by Mojang in
2009, and has, at the time of writing, sold over 4 million copies. The game is
focused around creativity and construction, as players use resources such as tools
and weapons to build things out of cuboid ‘blocks’ whilst fending off attacks by
monsters. As in WoW, players can collaborate with each other to build together and
collectively protect and defend each other from danger. Industry commentators
have stated that the reason why Minecraft is so successful is that it appeals to the
‘basic human activities’ of exploration and collaborative co-construction (Edwards
2011).
Online in-game user communities therefore provide a familiar means for students
to explore the ethical issues around the importance of group work and commu-
nication for engineering projects, as summarized in Table 1. Prior to teaching this
case, instructors should assess who in their teaching group has experience of in-
game user communities, and which ones (e.g. Minecraft, WoW, Sims). The class
itself can begin with a discussion facilitated by the instructor about the purpose of
group work in engineering practices, and the perceived challenges to that way of
working. Instructors can then divide the class into smaller groups, with each group
containing a variety of experience across different gaming communities. Students in
each group are asked to share and compare their stories of working and playing
collectively in online games including details of how they picked their team; what
their mission was; why they needed to work in a group (i.e. What they were unable
to achieve on their own); what the team learnt from each other; and how they
managed group dynamics when there was friction between players. Points for
discussion can include reflection on the ways in which in-game groups enable
players to learn about how best to communicate problems by improving skills
around language, behavioral codes, and social norms (NESTA 2009). Based on their
reflections, each small group should develop a shortlist of answers to the questions:
What are the benefits of working in groups? What are the challenges? What have
they learnt from their experiences of collective online playing? These answers will
be brought back into a final discussion with the entire class where students reflect on
these answers, and examine how these issues will vary between the context of
online games, and of real-life engineering practice. Tutors can also supplement
these discussion-based activities with additional game-play with tools like the
MinecraftEdu customized modification which allows tutors to easily set up
situations in the Minecraft game, whereby set groups of students will need to
work collectively in order to complete their goal. These activities will further
complement the above discussions by allowing students to reflect on whether the
experience of group working was different when they were working with people
that they already knew from their course and potentially saw on a more regular
basis. The darker sides of these group dynamics in social technologies can also be
explored in the second case study on cyber bullying.
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Case 2: Risk, Safety and Social Networking Platforms
In the engineering ethics curriculum, risk and safety are treated as social constructs
that are shaped by factors including voluntarism and control, available information,
social and work-based context, and magnitude and proximity (Rowe 1977). Risks
are often framed in terms of physical safety (e.g. Exposure to asbestos), but
technologies also have the potential to facilitate economic, social and psychological
harms too. This is particularly true for digital media, where images and texts can be
sent rapidly to scores of people across digital networks; and teenagers frequently use
the Internet and phones to send these types of messages to each other (Cassell and
Cramer 2008).
Through these practices, the prevalence and low cost of smartphones, and
emergent understanding of social issues around privacy and control, ‘cyber
bullying’ has emerged. This is a form of harassment in which people make use of
the Internet, cellphones or other technologies to post text or images intended to hurt
or embarrass another person (Moessner 2007). Unlike ‘traditional’ forms of
bullying, cyber bullying doesn’t involve physical violence—although it may allude
to the threat of physical harm—but instead focuses on threats, rumor and gossip
(Wolack et al. 2007). Victims may have embarrassing or compromising photos of
themselves posted onto social networking sites such as Facebook, or be sent abusive
and threatening text messages. In an important minority of cases the perpetrator is
anonymous which can cause further distress to the victim (Ybarra et al. 2007).
Cyber bullying is not just a schoolyard problem but a system of abuse that continues
out of the high school and onto campus, with between 10 and 15 % of university
students reporting online harassment (Finn 2004).
Heverley (2008) argues that when young people speak about digital media, they
speak of it as something that they use with little recognition that it may use them.
This is a particularly pertinent point when teaching risk, as risk is evaluated in terms
of control and people are more likely to engage in risky behavior if they feel they
have choice and control (Slovic et al. 1980). Young adults are becoming
increasingly concerned about how much choice they have over privacy of personal
information on social networking sites. The factors which affect how much
information they reveal include whether the benefits of revealing to strangers
outweighs the cost of privacy; apathy towards personal privacy; and trust in the
social network hosts (Gross et al. 2005). Young people are increasingly likely to
protect themselves as, like adults, they face issues around safety, privacy and
audience management. Students may therefore view the use of Social Networking
Sites (SNS) as low risk as they feel that they have control about what they are
revealing. Similarly, 93 % of 18–29 year-olds own a cellphone, and texting and
photo functions are the most popular activities (Zickhur 2011)—as young people
perceive that they have control over what messages they take and what text
messages are sent, it may be seen as a safe activity. In the case of cyber harassment,
control is wrested from victims and put into the hands of bullies.
This case allows students to explore the ethical issues around how familiar
technologies such as social media which are ‘safe’ in one context become risky in
another, as the acceptability and control of the risks and harms changes; and the
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implications for designing ‘safe’ products and services. At the beginning of class
(summarized in Table 1) the themes of risk and safety can be introduced, defining
how ‘acceptable’ risk and safety can be socially constructed, and how perceptions of
risk change according to different factors. This leads to a tutor-led discussion which
draws on the material presented in the case above which explores students’ use of
social media platforms, and how risky or safe they perceive such spaces to be and in
what circumstances. Students will be asked to reflect on issues including whether
they use different platforms in different ways (e.g for social or professional
purposes); whether they have any private or anonymized profiles and how that
affects the types of behaviors that they engage in; and how much control that they
feel that they have when using these platforms. The topic of cyber bullying should
then be introduced, with questions posed to students about who has control of
information in that situation and how perception of risk might change if exposed to
such behavior. Students should also consider whether their experiences with these
platforms means that they feel a greater sense of safety in using them than other
parties (e.g. their parents, the media). In the final part of the class, students should be
asked to build on this discussion to reflect on how the use of social media platforms
can be constructed as ‘risky’ or ‘safe’ in certain circumstances, and the implications
for engineers when constructing ‘safe’ products. The ways in which the meaning
and use of a technology change depending on context are also examined in the final
case.
Case 3: Social Experimentation and Digital Music
The conceptualisation of engineering as a social experiment is found in many
engineering ethics curricula (Martin and Schinzinger 2005), and relates to concepts
from science and technology studies (STS) about the social construction of
technological systems (Bijker et al. 1989). Like laboratory-based experiments,
social experiments are carried out in partial ignorance and have uncertain outcomes
that require monitoring and feedback. The concept allows students to explore how
the long-term impacts, social and otherwise, of an engineering project can never be
known until it is released into society and raises questions about what responsibility
engineers ultimately have for their work. Products can be put to new uses that their
designers did not intend or imagine; for example, the Ford Model T automobile was
adapted by rural users in North America for various novel uses including acting as a
tractor and as a washing machine (Kline and Pinch 1996). The development of the
Napster file-sharing network and subsequent changes in music-consumption habits
provides an example of the uncertain uses, policing and long-term social impact of
technologies. This is a particularly relevant case for young people who are more
likely to view music and other digital media content as a shareable resource, rather
than privately owned property. Teenagers and young adults are more likely to own
an iPod or other MP3 player than any other age group (Pew 2010). They are also
more likely to engage in downloading copyright-protected music (Madden and
Lenhart 2004) and are confused by what is legal and what is illegal when it comes to
downloading music (Atkinson 2004).
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These changing social expectations around the consumption of digital content
have been driven by the diffusion of technologies such as Napster which facilitate
widespread downloading, copying (‘ripping’) and sharing. Napster was developed
in 1998 and launched in 1999 by Shaun Fanning, and was a computer program
which allowed users to share and swap music files through a centralised file service.
Fanning had, like many user-innovators (von Hippel 2005), developed the
technology as a response to the difficulty that he had experienced and downloading
music online. The service was massively popular, particularly with college students
who were able to take advantage of the fast internet connections available on
college campuses; and by December 2000 there were an estimated 50 million
Napster users, according to the service (Bergman 2004). However, Napster also led
to massive copyright violations as users bypassed the established incumbent paid
market for music and instead downloaded (rather than streaming) content from other
users. Following initial action by musicians including Metallica and Dr Dre, Napster
was subsequently sued by several recording companies for copyright infringement
under the Digital Millennium Copyright Act. The company lost the case, shutting
down its services in July 2001.
Despite its short-lived and illegal lifespan, Napster generated a lasting legacy
around the consumption of music by creating a widespread shift in the shared
practices and expectations around online music sharing services. Users now
expected that they would be able to download music straight to their computers,
rather than purchasing it from a store; and that they would be able to access vast
online catalogues which also included unreleased recordings and older songs. These
practices were adopted and developed into commercial products by other companies
and, without Napster, Apple would not have been able to develop its own music
downloading service, iTunes (Flowers 2008). Other peer-to-peer music sharing
services were also set up in the wake of Napster’s demise, including LimeWire and
Kazaa—as one industry commentator noted, record companies may have won the
battle against Napster, but they lost the war against online music services.
As this case demonstrates, technologies have unexpected potential uses and
widespread social impacts which can be difficult to control. The long-term
consequences of engineering projects can also be hard to predict, as can be seen
with the way that Napster led to a change in the way people purchased and
consumed music and the subsequent knock-on effects for the structure and business
models of the music industry. This case allows students to draw on the ethical theme
of ‘engineering as social experimentation’ to reflect on their own consumption
habits and expectations around digital music, examining how they have developed
and been reinforced by emergent technologies, and the wider implications for
professional engineering practice. Prior to the class (overview in Table 1), students
should write a short reflection on how they consume and share digital content—for
example, whether they digitally share files with friends—and whether they think
that their expectations about these processes differs from other social groups. As
with the previous cases, the class should begin with an overview of the concept of
engineering as social experimentation (Martin 2005) and how it differs from
laboratory-based experimentation. Students should then work through the case of
the development of Napster and iTunes, considering questions about who had
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control and responsibility over these technologies, and at what times (e.g. Apple,
Shaun Fanning, users); who was affected by the technologies (e.g. users, musicians,
music companies) and whether they consented to be affected; who gained
knowledge as the ‘experiment’ progressed (e.g. Apple learning about user
expectations); and whether the long-term impacts of these technologies could have
been predicted. Students should also draw on their short reflection to discuss where
and how their own norms and expectations around digital content consumption have
been shaped by the emergence of these technologies. To conclude, the tutor can
draw the case and personal reflections back to the beginning of the class, and lead
discussion about how the emergence of Napster and iTunes could be viewed as a
social experiment in terms of its long-term and wide-scale impact; and the role and
responsibilities of software engineers in this process. This final point is particularly
important as, like all the cases presented here, students are asked to reflect on their
experiences as users of different types of digital technologies. Yet as professional
engineers, they will have a different set of responsibilities around the design,
research and development and management of these technologies and thus different
ethical issues to grapple with. In the following section, the ways in which personal
experience and professional ethics can be bridged in these cases will be discussed in
further detail.
Between Personal and Professional Ethics
An individual’s participation in a profession is embedded within the full narrative of
their lives (Martin 2002). The three cases presented here frame students’ personal
experiences with digital technologies within important constructs in the engineering
ethics curricula. This framing is critical as students need theoretical grounding in
order to allow them to formulate, articulate and defend ethical resolutions to a
broader community (Haws 2001). This section discusses how to facilitate translation
between personal experience and personal ethics, to the professional ethics of the
engineer. As Pfatteicher (2001) notes, a core part of this subject is providing
students with an understanding of the nature of engineering ethics, questioning
whether the topic only includes the technical work that engineers do as part of their
job, or whether it also includes what engineers do in their personal lives. This is key
as, although engineering ethics can be described as a form of professional ethics, the
divide between personal and professional ethics is fuzzy—engineers face problems
which are unique to their profession, but the solution to these problems may be the
same as those to comparable problems elsewhere (Bouville 2008).
There are direct links between the ethical problems which are commonly
encountered by students and those encountered by professional engineers, and
instructors must be able to make these bridges visible through classroom activities
(Vesilind 1996). Some scholars advocate that it can be useful for these discussions
to be led—at least in the first instance—by students or faculty with industry
experience, as younger undergraduates simply don’t ‘‘get’’ the difference between
personal and professional ethics without this guidance (Abraham et al. 1997).
Others argue that students are able to reconcile the social expectations of engineers
Gaming, Texting, Learning? 1387
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together with their own personal identity, as part of a process of role acquisition;
and that they themselves are able to see how the skills that they have learnt in the
classroom—working in teams, being neat and conscientious—can be transferred
into their professional lives (Loui 2005). Pfatteicher (2001) describes the types of
discussion that might be introduced to tie together issues around personal ethics
with professional ethics; here I build on her work to develop four areas of
questioning for each of the three cases, detailed in Table 2, which can be used in the
group discussions to draw out the links between the ethical facets of the cases and
broader professional practice.
Exploring how students might recognize and react to ethical dilemmas, and what
the consequence of both action and inaction are, allows students to explore the
notion of uncertainty in engineering situations. This is particularly important
because engineering students need to become comfortable with ambiguity, learning
that there is no single ‘best way’ which happens when the ‘right’ principles are
applied (Pfatteicher 2001, Rabins 1998). Understanding the nature of the
professional responsibilities associated with these issues is also critical in moving
discussion beyond personal responsibilities to consider the responsibilities that they
will hold as a professional engineer—as Schlossberger (1995) notes, engineers do
not act as individuals, but from a position of public trust. Considering the wider and
temporal nature of ethical actions and responsibilities allows students to consider
whether the impact of their professional activities will be felt in the near or far
future; and whether they would respond differently to a similar situation in several
years’ time. This follows the recommendations of institutions such as the Delft
University of Technology who advocate that future engineers be capable of
envisioning the ethical consequences of the actions in the context of their future
professional activities (Scheurwater and Doorman 2001). Finally, by considering the
location of these activities students can explore whether there is anything more, or
less, ethical about them occurring as part of their working professional lives and
thus prepare students for being able to identify ethical issues within their own
workplace (Lincourt and Johnson 2004). When facilitating the discussions around
these questions it is also important to draw on concepts and language that are used
in everyday life when talking about moral problems (Harris et al. 1996), such as
‘‘drawing the line’’ to describe which actions are acceptable and unacceptable, and
‘‘conflict’’ when talking about how individuals can be pulled in different directions
by competing considerations.
Conclusion
In this paper I have examined the literature around experiential learning and young
people’s extensive engagement with current digital technologies and platforms, to
develop case-studies describing how these experiences can be drawn on to develop
engineering ethics curricula based on technology practice and lived experience. The
paper also adds to the body of work around the role of learning technologies,
showing how contemporary digital technologies can be used as platforms for
learning delivery and sites of experiential learning.
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Sandvig (2008) argues that the linkage of play, young people and innovation in
digital media is ordinary and not transformative—students see nothing unusual
about the way that they engage with smartphones, computer games and social
networking sites. It is precisely this ordinariness which makes these practices so
valuable for ethics education. Aspects of ‘ordinary’ mundane everyday life can be
Table 2 Questions to bridge personal experience and professional ethics (drawing on Pfatteicher 2001)
Case 1: Online gaming—group work and communication
Identifying and responding to
ethical problems
How can you improve communication in your group? How can you
tell when a group is working poorly together? Do you have a
responsibility to resolve tension and friction within your group, and
if so how?
Professional responsibilities
and consequences
Do professional engineers have a responsibility to work well together?
How would your career be affected by weak group work?
Wider impacts over time Who is affected by your group’s activities, and does this change over
time? Do you think that you will get better at working in groups as
your career progresses?
Work-based context Would you treat your work colleagues differently to the members of
your gaming group? Is good communication more important in the
workplace than in online games, and why?
Case 2: Social networking platforms—risk and safety
Identifying and responding to
ethical problems
What are the risks around the use of social networking platforms? Can
users change their behaviour to make social networking platforms
safer, and should they have to? Can social networking platforms, or
other technologies, ever be designed to be completely safe?
Professional responsibilities
and consequences
Do engineers have a responsibility to create safe products and
services? What would the professional consequences be of producing
unsafe technologies?
Wider impacts over time Do the risks associated with technologies change over time? Are
technologies seen to be safer if people have a choice about whether
to use them?
Work-based context How much control and responsibility do engineers have around
whether the products that they design are used safely? Do engineers
and users have different perceptions about how safe these products
are?
Case 3: Digital music—engineering as social experimentation
Identifying and responding to
ethical problems
Who benefitted from the development of Napster, and who was
adversely affected? Was the response from recording companies and
Apple appropriate and if not, what could have been done differently?
Professional responsibilities
and consequences
What responsibilities do engineers have for the long-term impact of
their projects, and can these impacts ever be predicted? How can the
unexpected uses of technologies affect the engineers who developed
them?
Wider impacts over time How do technologies affect the ways in which social norms and
expectations change over time? Which different groups of people are
affected by the impact of technology in society, and in what ways?
Work-based context What can engineers learn from the social impact and unexpected uses
of the technologies that that they develop? Who do engineers have a
responsibility to when they design products (e.g. users, employers,
shareholders)?
Gaming, Texting, Learning? 1389
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harnessed into means of experiential learning, allowing students to draw on their
own experiences around contemporary technologies to create a focal point and
meaning around abstract ethical concepts. Engineering students are already aware of
the social qualities of technology via their use of personal digital technologies and
social media, and it seems counter-intuitive not to draw on this experience when
teaching engineering ethics. In the cases presented here, students will be able to
engage in active learning as they look beyond ‘just the facts’ to explore the
motivations, relationships, place, emotional and sociological factors at play in their
own lives (Menkel-Meadow 2000), and translate these personal experiences into
knowledge about professional engineering ethics. As Lincourt and Johnson (2004)
note, in order to successfully prepare students for professional work, engineering
ethics education must de-emphasize hypothetical cases and abstraction.
The cases presented in this paper are also primarily focused on digital technology
practices, rather than being representative of work found in the wider engineering
profession itself (e.g. Large scale projects, practices around mechanical and
electrical engineering). They are therefore intended to complement current
engineering ethics teaching content, drawing on personal experiences in a way
that will resonate with students and will allow them to view ethical behavior as an
ongoing and pervasive aspect of engineering practice.
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