Using 3D Virtual Reality Technology in Cyber Ethics Education: How Can We Really Evaluate and Change Students’ Attitudes?

Toshiki Matsuda (Tokyo Institute of Technology, Japan), Hiroshi Nakayama (Tokyo Denki University, Japan), and Kazue Tamada (Edogawa University, Japan)
Copyright: © 2013 |Pages: 308
EISBN13: 9781466642973|DOI: 10.4018/978-1-4666-2815-1.ch012
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In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.
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