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An Experiential, Game-Theoretic Pedagogy for Sustainability Ethics

Overview of attention for article published in Science and Engineering Ethics, August 2012
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (91st percentile)
  • High Attention Score compared to outputs of the same age and source (90th percentile)

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1 news outlet
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Citations

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128 Mendeley
Title
An Experiential, Game-Theoretic Pedagogy for Sustainability Ethics
Published in
Science and Engineering Ethics, August 2012
DOI 10.1007/s11948-012-9385-4
Pubmed ID
Authors

Jathan Sadowski, Thomas P. Seager, Evan Selinger, Susan G. Spierre, Kyle P. Whyte

Abstract

The wicked problems that constitute sustainability require students to learn a different set of ethical skills than is ordinarily required by professional ethics. The focus for sustainability ethics must be redirected towards: (1) reasoning rather than rules, and (2) groups rather than individuals. This need for a different skill set presents several pedagogical challenges to traditional programs of ethics education that emphasize abstraction and reflection at the expense of experimentation and experience. This paper describes a novel pedagogy of sustainability ethics that is based on noncooperative, game-theoretic problems that cause students to confront two salient questions: "What are my obligations to others?" and "What am I willing to risk in my own well-being to meet those obligations?" In comparison to traditional professional ethics education, the game-based pedagogy moves the learning experience from: passive to active, apathetic to emotionally invested, narratively closed to experimentally open, and from predictable to surprising. In the context of game play, where players must make decisions that can adversely impact classmates, students typically discover a significant gap between their moral aspirations and their moral actions. When the games are delivered sequentially as part of a full course in Sustainability Ethics, students may experience a moral identity crisis as they reflect upon the incongruity of their self-understanding and their behavior. Repeated play allows students to reconcile this discrepancy through group deliberation that coordinates individual decisions to achieve collective outcomes. It is our experience that students gradually progress through increased levels of group tacit knowledge as they encounter increasingly complex game situations.

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 128 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 6 5%
Mexico 1 <1%
Denmark 1 <1%
Brazil 1 <1%
Unknown 119 93%

Demographic breakdown

Readers by professional status Count As %
Student > Master 26 20%
Student > Ph. D. Student 25 20%
Student > Doctoral Student 13 10%
Researcher 11 9%
Professor > Associate Professor 8 6%
Other 28 22%
Unknown 17 13%
Readers by discipline Count As %
Psychology 20 16%
Business, Management and Accounting 18 14%
Social Sciences 17 13%
Environmental Science 11 9%
Engineering 10 8%
Other 30 23%
Unknown 22 17%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 15. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 02 January 2014.
All research outputs
#2,188,828
of 23,911,072 outputs
Outputs from Science and Engineering Ethics
#183
of 947 outputs
Outputs of similar age
#12,625
of 151,219 outputs
Outputs of similar age from Science and Engineering Ethics
#1
of 10 outputs
Altmetric has tracked 23,911,072 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 90th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 947 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.3. This one has done well, scoring higher than 80% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 151,219 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 91% of its contemporaries.
We're also able to compare this research output to 10 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them