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  PhD Studentship in teaching ethics through simulation, digital games and social media


   Faculty of Business and Law

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Ms C Strevens  No more applications being accepted  Funded PhD Project (European/UK Students Only)

About the Project

This studentship provides an opportunity for a scholarly examination of teaching ethics through the use of simulation, digital games and social media in work-based training and education contexts.

In order to define the term digital games we will adopt Salen and Zimmerman’s (2004) definition of games, which is a “system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome” (p. 80) and add to it the use of technology. In doing so we might argue the importance of ‘a quantifiable outcome’ in order to exclude such digital simulations like second life and those games used in education purely to enhance motivation. However in the teaching of ethics it might be preferable to avoid a measureable outcome.

Five major claims are made to support engagement with digital games by those in education and training: Games are built on sound learning principles.; Games provide personalized learning opportunities; Games provide more engagement for the learner; Games teach 21st century skills; and Games provide an environment for authentic and relevant assessment. For a full discussion see McClarty K., Orr A., Frey P., Dolan R., Vassileva V., McVay A., (2012) A Literature Review of Gaming in Education Research Report can be found at http://education.pearsonassessments.com/hai/Images/tmrs/Lit_Review_of_Gaming_in_Education.pdf
The use of social media and new technologies for communication will become essential for innovation and thus of great importance for those educating the business leaders of the future. According to Michael Thomas, Howard Thomas, (2012) “Business schools which use social media as a medium to build and enhance relationships with industry will become differentiated from those which chose not to do so.”

By simulation we mean any activity, be it assessed or non-assessed, which requires students to engage in activities that replicate real life whether or not it relates to practice. Such simulations may, but need not, include an on-line element.

Research direction

This studentship is predicated on the view that in a social-media and technology enabled society such as UK, and with the ever growing importance of ethics and corporate governance in the business world, and considering the wide use of video, on line and other technology enhanced games, using digital games and other forms of simulation will assume increasing prominence as a teaching tool.

Funding

The studentship will cover tuition fees and an annual grant equivalent to that offered by the ESRC – currently £13,590 per annum for a maximum of three years. UK/EU residence eligibility conditions apply.

Applications

Applications should be sent to: Melanie Lang, Postgraduate Centre, University of Portsmouth, Richmond Building, Portland Street, Portsmouth, PO1 3DE (applications can be submitted electronically to [Email Address Removed] and copied to [Email Address Removed]).

Funding Notes

This full-time studentship is open to Home / EU students. Applicants will have a good first degree (minimum 2.1 or equivalent) and/or Masters in the Business and Management or Business Education subject areas.
Applications should include:
• A full CV including personal details, qualifications, educational background, where applicable, any employment or other relevant experience
• Contact details for TWO referees able to comment on your academic performance
• A 1000 word project proposal outlining your proposed project, identifying the objectives of the research; discussing how the work will build on or challenge existing research in the above field.