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Constructing Design Principles for Developing Gaming Instructional Materials for Making Cyber Ethics Education Authentic
PROCEEDINGS

, , Tokyo Institute of Technology, Japan

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Honolulu, Hawaii, USA ISBN 978-1-880094-90-7 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Because cyber ethics education currently conducted in schools tends to emphasize negative instructions such as, “Do not ...,” it is impossible to develop students’ abilities to use information and communication technology to cultivate their problem-solving skills. In order to improve this situation, we propose a new instructional method that integrates judgment of cyber ethics problems on the basis of “three types of knowledge” into teaching of “informatic and systematic thinking.” We also confirm that students tended to conduct cyber ethics judgment in the conception process with regard to possible alternative plans, diverse merits, and trade-off relations. In this study, we developed e-learning material for a new topic in order to make students consider cyber ethics problems in every situation. In order to examine how this would function, we conducted an experiment in a university.

Citation

Hirabayashi, S. & Matsuda, T. (2011). Constructing Design Principles for Developing Gaming Instructional Materials for Making Cyber Ethics Education Authentic. In C. Ho & M. Lin (Eds.), Proceedings of E-Learn 2011--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1280-1288). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 30, 2021 from .

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