This study explores the potential of virtual reality (VR) as an educational tool to enhance university students’ understanding of artificial intelligence (AI) ethics. A VR game was developed to immerse players in a polluted marine environment, where they encounter ethical dilemmas related to AI control. By engaging with AI-powered robots within the game, students are encouraged to critically examine the power of AI and human accountability. Employing a mixed-methods approach, the study assessed the game’s effectiveness in shaping students’ perceptions of AI-related ethical issues or problems. Pre- and post-game questionnaires measured changes in awareness, while semi-structured interviews provided in-depth insights into participants’ experiences. Results showed a significant shift in students’ recognition of AI-related ethical issues, moving from concerns about “unemployment” to “AI power and excessive control of society,” aligning more closely with the ethical themes presented in the VR game. Interviews highlighted VR’s engaging nature and its ability to boost learning motivation, while also noting challenges such as the high cost of VR technology and the abstractness of some VR content. These findings contribute to the growing body of research on VR in education and offer valuable recommendations for designing effective VR experiences for AI ethics education in higher education settings.

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Enhancing University Students’ Awareness of AI Ethical Issues Using Virtual Reality: A Preliminary Study

  • Alex Pak Ki Kwok,
  • Siu Yu Mui,
  • Mian Yan

摘要

This study explores the potential of virtual reality (VR) as an educational tool to enhance university students’ understanding of artificial intelligence (AI) ethics. A VR game was developed to immerse players in a polluted marine environment, where they encounter ethical dilemmas related to AI control. By engaging with AI-powered robots within the game, students are encouraged to critically examine the power of AI and human accountability. Employing a mixed-methods approach, the study assessed the game’s effectiveness in shaping students’ perceptions of AI-related ethical issues or problems. Pre- and post-game questionnaires measured changes in awareness, while semi-structured interviews provided in-depth insights into participants’ experiences. Results showed a significant shift in students’ recognition of AI-related ethical issues, moving from concerns about “unemployment” to “AI power and excessive control of society,” aligning more closely with the ethical themes presented in the VR game. Interviews highlighted VR’s engaging nature and its ability to boost learning motivation, while also noting challenges such as the high cost of VR technology and the abstractness of some VR content. These findings contribute to the growing body of research on VR in education and offer valuable recommendations for designing effective VR experiences for AI ethics education in higher education settings.