1. What are the contributions in this paper?
The aim of this study was to investigate the use of a newly 3 developed design game called BLOCKS to stimulate awareness of ethical 4 responsibilities amongst engineering students.. Before the end of the 7 game, additional constraints were introduced to the teams such that they faced 8 similar ambiguity in the technical facts that the engineers involved in the 9 Challenger disaster had faced prior to the space shuttle launch.. After the teams had made their decisions, a video of the 12 Challenger explosion was shown followed by a post-game discussion.. The 13 students ’ opinion on five Statements on ethics was tracked via a Five-Item Likert 14 survey which was administered three times, before and after the ethical scenario 15 was introduced, and after the video and post-game discussion.. The results from 16 this study indicated that the combination of the game and the real-life incident 17 from the video had generally strengthened the students ’ opinions of the 18 Statements.
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2. What was the name of the game?
The game developed was called ‘BLOCKS’ and was based on the concept of 16 constraint satisfaction, where the students had to arrange pieces of colored paper 17 according to a set of constraints.
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3. How many completed questionnaires were obtained in Rounds 1 and 2?
Although a total of eighty-eight students 3 participated in the game, only eighty-one completed questionnaires were obtained 4 in Rounds 1 and 2, and eighty completed questionnaires were obtained in Round 5 3.
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4. What would be the likely requirement for the inclusion of different pedagogical tools?
The 30 incorporation of different pedagogical tools, such as different case studies, would 31 most probably be required to allow students to enhance their analytical and critical 32 skills and increase the value of the games experience.
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