Course Overview
Ethics and Information Technology concerns the ethical dilemmas that exist where human beings,
information objects, and social computing technologies interact. The course introduces students to a
variety of ethical models from historical and cross-cultural perspectives and then explores the
relevance of these models to a variety of new and emerging technologies that are inherently social in
their construction and use. Initial examples of issues that the course covers in discrete modules
include:
-
interpersonal engagement through online games and virtual environments
- the integrity of digital content in a networked world
Students examine the technological underpinnings of associated technology systems, experiment
with individual and group interaction with technologies, and examine the mechanics of ethical and
unethical behaviors. Writing assignments reinforce learning through the construction of a code of
ethical behavior, collaborative editing, an essay on the notion that traditional ethical norms may or
may not be relevant in the new technology environment.
Course Objectives
Learning outcomes
- Demonstrate knowledge of current models of information and computer ethics.
- Apply ethical theories to interpret personal and group behavior when using a variety of
information technology tools.
- Evaluate the nature of ethical choices made by self and others when serving various roles
that expose social and multicultural differences.
- Construct written arguments in a variety of formats on the evolving nature of ethical norms
relating to new technologies.
Instructional objectives
- Integrate opportunities for direct
hands-on technical experiences, in order to enhance
understanding of ethical challenges presented by new information technologies.
- Foster intense participation in course learning activities via in-class discussions, posts
submitted to an online discussion boards, and longer written assignments; in order to
encourage multimodal contributions by students.
Grading Overview
- Overall participation in class 20%
- Preparation, discussion, pre-and post-test
- Module 1 25%
- In-class exercises
- Lab exercises (avatars, gaming)
- Module 2 25%
- In-class exercises
- Lab exercises (image manipulation, wikis)
- Written assignments 30%
- Code of gaming ethics
- Collaborative drafting and editing
- Essay on ethical norms and new technology