Below are posts associated with the “ethics” topic.
Ellulian provocations for educational technology and higher education
Jacques Ellul, a 20th century French academic, is best known for his writing on technique, understood as both individual means to ends and an all-encompassing system that prioritizes efficient solutions to problems. While Ellul’s terminology is not necessarily familiar in contemporary educational technology research, it represents traditional understandings of individual tools as a subset of instructional systems and captures the field’s emphasis on finding more efficient and efficacious means of teaching and learning. However, Ellul’s writing on technique is largely skeptical, creating an opportunity for educational technology researchers to turn a more critical eye towards our emphasis on solutions to problems. This essay argues that while an increased emphasis problems over things is welcome, Ellul’s writing invites more careful consideration of what it means to solve problems. In particular, I draw on Ellul to ask three provocative questions: which problems should we solve, who should solve those problems, and is solving problems always good?
Information flow solipsism in canvas: An exploration of student privacy awareness
The proliferation of learning analytics (LA) in higher education has relied on data from learning management systems (LMS) like Canvas and Blackboard. Despite widespread LMS usage, students often lack clarity on what specific data is collected and who has access to it. This study explores undergraduate students’ understanding of data collection practices within the Canvas LMS. We analyzed survey responses of nearly 600 students, examining students’ awareness of the various roles within Canvas and their corresponding data permissions. The results reveal that students exhibit a general awareness of data collection practices but are unsure about the extent of their data’s use and misinterpret the use of data analytics, highlighting a a greater need for critical data education in universities and other educational contexts. These findings suggest a critical need for universities to enhance transparency and educate students on data privacy and LMS functionalities.
Platforms, perceptions, and privacy: ethical implications of student conflation of educational technologies
Purpose: The purpose of this paper is to examine how higher education students think about educational technologies they have previously used – and the implications of this understanding for their awareness of datafication and privacy issues in a postsecondary context. Design/methodology/approach: The authors conducted two surveys about students’ experience with the ClassDojo platform during their secondary education. In both surveys, the authors included a question asking students to identify which ClassDojo-like platform they used in school. For this study, the authors examined responses to these screening questions, identifying the technologies that responses referred to and sorting technologies into categories. Findings: Students identified a wide range of technologies when prompted to identify a technology similar to ClassDojo. Many responses suggested students have a broad, monolithic understanding of educational technology. This suggests the prevalence of a utilitarian tool perspective (rather than a platform perspective) that may be entrenched by the time that students reach higher education, hampering efforts to inform and educate them in that context. Originality/value: To the best of the authors’ knowledge, there are few studies of students’ conflation of educational technologies in the extant literature. Furthermore, the platform perspective emphasized in this manuscript remains relatively rare in many fields associated with educational technology.
Deep assumption and data ethics in educational technology
Deeper assumptions frequently shape the ways educational technology stakeholders collect and use data. This influence of assumptions on data decisions makes it critical that educational technology stakeholders engage with deeper assumptions as part of ethical considerations; indeed, they are key to ensuring that stakeholders engage with structural issues in education and educational technology rather than use ethical compliance as a superficial nod to questions of justice, harm, and power. In this chapter, I illustrate the relationship between deep assumptions and data ethics by considering assumptions related to four broad questions about the purpose of education, the purpose of educational technology, the determination of quality in educational (technology) research, and who has what say in these domains. Debates about data ethics are often better understood as debates about these deeper assumptions, which must be surfaced to consider data ethics in our field thoroughly.
Influences of game design and context on learners’ trying on moral identities
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and asked what influenced their perception of the game’s ethical significance. After coding interview transcripts using an established framework of design and contextual features related to serious games, I found that environmental constraints, formal constraints, goals, and the game context all influenced whether students tried on moral identities during the game, suggesting a complicated relationship between player identity, game design, and game context.
Affordances and constraints of analog games for ethics education: Dilemmas and dragons
Today’s students face a wide range of complex moral dilemmas, and games have the potential to represent these dilemmas, thereby supporting formal ethics education. The potential of digital games to contribute in this way is being increasingly recognized, but the author argues that those interested in the convergence of games, ethics, and education should more fully consider analog games (i.e., games without a digital component). This argument draws from a qualitative study that focused on the use of an analog roleplaying game in an undergraduate activity that explored ethical issues related to politics, society, and culture. The results of this study are examined through an educational technology lens, which suggests that games (like other educational resources) afford and constrain learning and teaching in certain ways. These results demonstrate that this game afforded and constrained ethics education in both ways similar to digital games and ways unique to analog games.