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Technology in Responsible Management Education

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19
Technology in Responsible
Management Education
Peter Jack Gallo, Raquel Antolin-Lopez
and Ivan Montiel

INTRODUCTION The importance of context has always been


a unique attribute of management education
Technology can be crucial to enhance the as a whole. The role of introducing context
learning process required for effective when teaching new management theories and
responsible management education (RME). skills explains why the case study, borrowed
Despite the interdisciplinary nature of RME from Harvard Law School (Hoskin, 1998),
and the various tensions between sustainabil- became such an integral part of management
ity, responsibility and ethics; the three dimen- pedagogy. However, the written case study
can only go so far in helping students grasp
sions of RME do share one commonality.
the multiple perspectives and various con-
This commonality is the role of interrelating
texts of management, and thus technology
the perspectives of multiple actors in the
has increasingly played a role in the manage-
solution of sustainability, responsibility and
ment classroom.
ethics challenges. It is exactly this type of
relational competence (Laasch & Moosmayer,
2016) for which technology provides very
specific means of learning, application and History of Technology in RME
assessment. Whether it is the use of pre-pro- Probably the earliest example of technology
grammed actors in games and simulations, or applied to management pedagogy is the use of
the social network building of Web 2.0, a audio-visual equipment. That is, using videos
variety of new technologies facilitate the to supplement students grasp of contextual
introduction of multiple actor perspectives elements of a given case study or management
and dynamic environmental contexts that are issue (Lacho & Herring, 1996). Videos can
crucial in honing essential RME skills. include interviews with managers, employees

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316 The SAGE Handbook of Responsible Management Learning and Education

and customers that help students get a richer While videos still represent a useful technol-
grasp of the issues, emotions and perspectives ogy applicable to the RME classroom, a num-
of various parties in a management situation. ber of technological advances have introduced
Videos have become such an accepted tech- new opportunities for management pedagogy.
nology that some cases now include video These include the rapid development and
supplemental material. In RME, context is acceptance of the World Wide Web, starting in
equally as important but perhaps more com- the mid-1990s to the explosion of portable com-
plex to grasp. Each element of RME intro- puting power made available from the smart-
duces multiple additional and sometimes phone revolution of 2007. The Internet proved
conflicting dimensions that require consider- useful in a number of ways critical to RME
able effort to make sense of. Sustainability, for pedagogy, not the least of which included the
example, introduces a focus on the triple greater availability of firm specific information
bottom line that requires an understanding and (annual and sustainability reports) available at
analysis of the social, environmental and corporate websites. Professors could supple-
financial dimensions inherent in a particular ment discussion of particular RME practices
management decision. With sustainability with exercises that challenged students to
alone, the challenge of designing a 30-page identify and criticize the practices of specific
written case study that can elucidate all of firms through searches of corporate websites.
these dimensions is quite challenging. This is The Internet also provided a new means of
not even considering the contextual variety distribution for management simulation soft-
needed to understand the stakeholder value ware, rather than requiring individual software
optimization of responsibility and the moral purchases or that course simulation assign-
excellence challenge of ethics (Laasch & ments be run exclusively on a university server.
Conway, 2015). Therefore, the use of video Finally, the early web provided blogging sites
technology has been a very important element that could be utilized to encourage student dia-
in successful RME pedagogy. logue and discussion through blog post entries
Since RME requires an understanding of (Quible, 2005). Since discussions of RME can
dynamic and multiple perspectives on both include topics of ethics and personal morals,
the physical and social environment; a num- students may be less likely to share in class-
ber of video sources are available that convey room discussion. Therefore, online blog dia-
these complexities to students. Excerpts from ries or discussions allow students the digital
the evening news that portray any number of distance to open up more than they might in
social or environmental challenges that face face-to-face discussion.
managers or result from management deci-
sions can be utilized. Additionally, docu-
mentaries (Comer & Holbrook, 2012) and Assessing Current State of
Hollywood movies can be utilized to convey
Technology in RME
social and environmental realities relevant
to a particular RME challenge or theory. All of these historical technologies continue to
For example, in expressing the devastation be a part of the RME classroom, however the
of corporate environmental disasters certain dynamics of Web 2.0 and mobile computing
movies provide excellent portrayals, such power have contributed multiple new peda-
as Silkwood (1983) or Bhopal: A Prayer for gogical opportunities. In today’s RME
Rain (2013). While dramatizations may not courses, instructors have the option of multi-
be historically accurate, they provide a level ple new technologies that can be accessed via
of detail and emotional impact that cannot students’ own devices and are available out-
be captured solely in written case studies or side of classroom management software and
class discussion. traditional text and case publishers. These new

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Technology in Responsible Management Education 317

technologies provide great learning opportu- improve at the game, and have to solve a
nities, however they can also present consider- challenge that has to be solved through their
able new challenges in course design and progress at the game (Buckley & Doyle,
course management. Despite these challenges, 2016). Gamification promotes active partici-
a comprehensive introduction to the emerging pation, personal experience and problem-
technologies used in today’s RME classrooms based learning (Hansmann, 2010).
will provide any instructor the ability to com- Specifically, technological advances have
bine the exact mix of pedagogies to achieve contributed to the spread of online and digital
their teaching goals. games and gaming-based software that involve
The use of multiple and innovative modern media as a means to improve instruc-
pedagogies is linked to positive learning tion and the learning experience in higher
outcomes in the educational psychology lit- education (Fletcher & Tobias, 2011), becom-
erature (Khoo & Bonk, 2014). Therefore, ing a trend on business education (Seaborn
teaching effective responsible management, & Fels, 2015; Veltsos, 2017). Examples of
as with many topics, requires using a wide digital games used in management-related
range of approaches (Figueiró & Raufflet, classes are World of Warcraft, railroad tycoon
2015; Starik, Rands, Marcus & Clark, 2010). and civilization. Gaming-based software and
Technology has introduced a number of novel digital games not only provide the advantages
learning tools to the management classroom, derived from using gamification but also fit
and today’s students are more and more com- well the new types of students, digital native,
fortable shifting between the various learning that prefer and widely use new technologies in
environments provided by different technolo- all aspects of their daily life (Rodriguez, Ajjan
gies. Understanding the depth of technology & Honeycutt, 2014; Wankel, 2009). However,
options available, and how they may work in their potential for learning remains underex-
conjunction to create a holistic learning envi- ploited (Pivec, 2007).
ronment is essential for RME. To that end,
this chapter will evaluate the effectiveness of
three such interactive technological tools cur- Digital Simulations in Responsible
rently used in RME courses: games/simula-
Management Education
tions, social media and mobile apps.
Recent studies have also proposed digital
games as an effective and engaging approach
in responsible management education; for
ONLINE GAMES/SIMULATIONS example, in the domain of corporate sustain-
ability learning (e.g. Dieleman & Huisingh,
Gamification consists of the introduction of 2006; Gatti, Ulrich & Seele, 2018; Heuer,
game elements, characteristics and dynamics 2010; Mercer, Kythreotis, Robinson, Stolte,
into non-game contexts, for example in an George & Haywood, 2017) or business ethics
educational context (Buckley & Doyle, learning (e.g., Dubbelt, Oostrom, Hiemstra
2016). Learning through games falls into the & Modderman, 2015; Jagger, Siala & Sloan,
category of experiential learning of Kolb’s 2016). Within digital games, the use of simu-
(1984) model, since learning takes places not lation games as a teaching methodology is
only by reading and studying material, but increasingly becoming a trend in responsible
also by reflection on doing – playing. leadership, business ethics and sustainability
Students learn by playing, which helps to related courses. The main reason is their abil-
engage and motivate students since they per- ity to imitate the operation of real-world
ceive the learning process as fun, obtain complex processes or systems (Doyle &
rapid and continuous feedback on how to Brown, 2000; Salas, Wildman & Piccolo, 2009).

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318 The SAGE Handbook of Responsible Management Learning and Education

Simulation games provide a realistic busi- present ethics and sustainability-related chal-
ness environment that resembles real life lenges that they can only solve through the
where students have to make decisions or development of mindsets capable of dealing
solve challenges organized as a sequence or with complexity. In other words, simulation
steps involving different thinking processes, games promote the development of systems
knowledge and skills (decision-making, criti- thinking that is required for effective respon-
cal thinking, problem-solving, etc.) and can sible management, compared to other teach-
experiment with the consequences of their ing methods focused solely on the acquisition
choices and actions (Salas et al., 2009). This of factual knowledge. Creating responsible
is important because ethics and sustainability management solutions requires the ability to
are complex domains that require more deal with the complex dynamics that charac-
dynamic and holistic pedagogical approaches terize the world in which we live and focus
to understand their multi-dimensional and on the world as a whole, considering both
inter-temporal characteristics (Starik et al., immediate problems and long-term conse-
2010), as well as, their cognitive and emo- quences that decision-making processes
tional effects (Montiel, Antolin-Lopez & could generate, and the interconnectedness
Gallo, 2018; Shrivastava, 2010). of multiple factors exerting influence on it.
Recent studies have recognized that despite Students must learn that a business is part of
effort and research, to date, the Principles of a much larger system involving other com-
Responsible Management Education have petitors, a wide variety of stakeholders and
not significantly impacted practice (Hibbert natural ecosystems.
& Cunliffe, 2015; Hilliard, 2013). According Scholars have acknowledged a number of
to Hilliard (2013) the existing disconnect specific learning advantages of simulation
between responsible management theories games for responsible management learn-
and their application in real-life organiza- ing. First, multi-player simulation games can
tions is due to the complexity and holistic create shared learning experiences that allow
nature of the field. Simulation games might bringing students together to reach solutions
be an effective teaching tool to educate man- (Dieleman & Huisingh, 2016). Students make
agers and students to behave responsibly decisions whose outcomes on their organiza-
and significantly impact practice since they tion, society and the natural environment are
might help build bridges between knowledge constantly updated, not only on the basis of
and practice in responsible management. the results of their own decisions but with the
Simulation games engage students to develop results of the other participating groups or
a critical reflexive practice about business, students. If the dilemma is raised in an inter-
sustainability and ethics issues (Gatti et al., national context, simulation games have the
2018), a key competency recently identi- potential of contextualizing transboundary
fied as essential to achieving transforma- and cross-cultural conflicts as well. In addi-
tional learning that leads to the development tion, some simulation games even allow for
of more responsible behaviors (Brunstein, performing different roles with varying points
Sambiase & Brunnquell, 2018; Hibbert & of view that interact with complex respon-
Cunliffe, 2015). sible management issues that do not have
a single correct outcome (Maier, Baron &
Games/simulations learning McLaughlan, 2007). This is an important ped-
advantages for RME agogical advantage because most of the ethics
The main pedagogical potential of simula- and sustainable challenges require agreement
tion games as a teaching tool in responsible and collaboration from multiple organizations
management education is their ability to and stakeholders with conflicting interests.
place students in learning environments that For example, the United Nations included

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Technology in Responsible Management Education 319

‘partnerships for the goals’ as the 17th goal in resides in that games allows students to learn
its list of Sustainable Development Goals to by doing, as previously stated, but also learn-
emphasize the role of collaboration and coop- ing by failing, an important aspect of learning
eration to address global sustainability-related (Dieleman & Huisingh, 2006). Trial and error
grand challenges. is a core characteristic of game playing since
Furthermore, simulation games help to pro- the main goal of games is to develop a positive
mote an interdisciplinary learning since they relationship with failure by creating rapid feed-
present scenarios where students can learn that back cycles and promoting reflection (Buckley
developing responsible management solutions & Doyle, 2016). Just-in-time feedback about
require handling multiple and diverse factors success or failure helps students develop a
(Dieleman & Huisingh, 2016; Gatti et al., systemic understanding of the consequences
2018; Heuer, 2010). For example, simulation of their actions when dealing with ethics and
games can be helpful in responsible manage- sustainability issues without negative conse-
ment learning on corporate sustainability since quences to the real world. However, learning
they provide students with the opportunities by failing is frequently absent in traditional
to struggle with how to integrate dynamic pedagogical approaches (e.g. in corporate sus-
natural systems and complex social dilemmas tainability classes) since failure usually leads to
with profit-oriented management. The skills lower grades (Mercer et al., 2017).
required for an effective integration of multi- Games also promote self-knowledge in
ple, often opposing, factors in the design of a different personal spheres. When addressing
responsible organizational strategy can only be complex decision-making, interacting with
learned through experience. Simulation games students from different backgrounds, and
allow the students to see, feel and experiment observing the consequences of their actions,
several aspects of the systemic behavior. students develop knowledge on themselves,
Third, simulation cases also seem to be well for example about their own values, beliefs,
suited to help students to learn about the inter- and attitudes. Simulation games create reali-
temporality nature of responsible manage- ties where students can put themselves in
ment. Irresponsible business practices have other shoes, developing an emotional under-
negative consequences in the short-term, but standing of their and others’ behaviors (Jagger
also mid- and long-term effects that are dif- et al., 2016). This creates an emotional link
ficult to observe and learn though traditional and allows for really experiencing emotions
teaching methodologies. Even changes in connected with ethics and sustainability. For
one dimension of responsible management example, horror when experiencing a natural
might have consequences in other dimensions catastrophe derived from their decision mak-
that are only felt in the long term. For exam- ing or hope when developing a technology
ple, the importance of time and the interac- that allows for the integration of sustainability,
tion between its dimensions over time have responsibility, and ethics. This is important
recently been proposed as one of the major because responsible management is strongly
issues to take into account for a comprehen- connected with values and personal attach-
sive understanding of corporate sustainability ment. For instance, recent scholars in the
and its practice (Bansal & DesJardine, 2014; corporate sustainability domain of responsi-
Sweeney & Sterman, 2000). Through different ble management education have highlighted
rounds of decision-making that represent dif- the need for developing and using teaching
ferent time horizons, simulation games allow methodologies that help students not only to
students to learn about the consequences of engage in cognitive, but also emotional learn-
their decisions in the short, mid and long-term. ing (Montiel et al., 2018; Shrivastava, 2010).
Another advantage of using simulation Taken all together, simulation games
games for responsible management learning might be seen as an effective tool to learn

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320 The SAGE Handbook of Responsible Management Learning and Education

about the complexities of responsible man- helps to understand the trade-offs between
agement related dilemmas since they can the triple bottom line at a country level: social
foster integrative values and cognitions that well-being, GDP growth and environmental
can lead students towards a transformational progress. Students perform the role of country
learning necessary for behavioral change leaders as decision-makers that have the main
towards responsible behaviors (Mercer et al., aim of turning their countries into prosperous
2017). Traditional pedagogical methods, for but sustainable economies. By playing this sim-
instance the case method, might be less effec- ulation game, students learn about the interplay
tive to address systemic nature and complex- and trade-offs between the economic, social
ity that responsible management requires. and environmental dimensions of sustainability.
The rest of the simulation games add
Games/simulations examples for complexity to students’ decision-making by
RME covering the three pillars of sustainability
We provide a list of simulation games that might but also business ethics or corporate social
be used in the classroom to teach responsible responsibility. For example, Sustentics is an
management. Table 19.1 describes the domains appealing simulation software that combines
of responsible management they help to cover the learning advantages of the case method
and specific themes within them explain the with the potential of simulations to enhance
simulation games in terms of the context, objec- the use of case studies in the classroom. It
tive and game process description, and provide consists of a simulation software system
the link where they can be found. that supports decision-making derived from
Fishbanks, World Climate, Shortfall and cases studies. Students first read the cases
Cesim SimPower might be excellent simula- that present ethical and sustainability dilem-
tion games to learn about environmental sus- mas, and then, Sustentics is used as a digi-
tainability as students assume the role of a tal platform that allows different rounds of
business leader making decisions involving decision-making, which allows students to
trade-off between environmental and eco- see the impact and consequences of their
nomic aspects in different organizational con- decisions and lead them to different subse-
texts. For instance, Fishbanks is a simulation quent scenarios. Therefore, decision-making
game used in corporate sustainability courses is expanded compared to the traditional use
to explain a core foundation of environmental of the case method, making the case method
sustainability: The Tragedy of the Commons more dynamic and interactive.
(Hardin, 1968). Students play the role of fish- Napuro is another interesting example of a
ermen that make decisions on buying, selling, simulation game that can be applied in respon-
building ships, where to fish, participate in sible management education. It presents stu-
policy options, etc. All these decisions have dents with a futuristic scenario where they run
an impact on the natural environment and the companies that produces sustainable clean-
availability of natural resources. If decisions ing robots. Their main goal is developing a
are made from a profit-maximizing perspec- sustainable strategy that allows for success
tive, students will face the problem of the in their competitive environment. It involves
depletion of fishery resources which challenge many aspects connected with business ethics
their survival. Students learn that the lack of a and corporate sustainability such as design-
sustainable management of natural resources ing a sustainability strategy, both internal and
hampers carrying out their business goals. external actions connected with sustainability
As can be seen in the table, Social Progress and ethics, stakeholders’ management, govern-
Index takes a step further by involving the ance, etc. It is a complete simulation with a lot
three elements of sustainability in decision- of potential to bring the student closer to busi-
making. It is a digital simulation game that ness realities.

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Table 19.1 Examples of games/simulation to teach sustainability, responsibility and ethics
Simulation game RME field Specific themes Context Objective Description Further information

Fishbanks Environmental Tragedy of Commons Participants play the role Maximizing the net worth Different years (rounds) of https://mitsloan.mit.
sustainability Managing resources of fishermen that as they compete choices on boats purchases, edu/LearningEdge/
sustainably make decisions on against other players place of fishing, etc. simulations/Pages/
buying, selling, building and deal with variations Sustainability.aspx
ships, where to fish, in fish stocks and their
participate in policy catch
options, etc.

BK-SAGE-MOOSMAYER_ET_AL-190341-Chp19.indd 321
World Climate Environmental Climate change World Climate is a team This exercise provides Participants play negotiators https://mitsloan.mit.
sustainability Stakeholders role- play simulation participants the chance representing countries and edu/LearningEdge/
involvement and of the international to explore the risks regional blocks that work simulations/
cooperation climate change of climate change to create an agreement that worldclimate/Pages/
Environmental impact negotiations and the challenges limits climate change by default.aspx
Emotions and of negotiating reducing GHG emissions.
sustainability international Proposals are tested using
agreements to reduce a climate policy simulation
greenhouse gas (GHG) model that provides
emissions. They have to participants science-based
come to an agreement feedback on the implications
on the quotas by of their proposals for
country atmospheric carbon dioxide
concentrations, global mean
surface temperature, sea
level rise, and other impacts
Shortfall Environmental Green supply chain Students ran an automobile Developing a supply chain The game is played in a series http://www.coe.neu.edu/
sustainability Sustainable manufacturer company that is sustainable and of rounds, each of which Groups/shortfall/
manufacturing in a competitive economically profitable represent a fiscal quarter. In
Technology in Responsible Management Education

environment. They the final round, teams ‘sell


have to plan and off’ their companies, and the
make decisions that team with the most money
involve economic and and that perform well
environmental trade- environmentally wins
offs along the supply Students play in teams
chain
321

(Continued)

03/04/20 6:07 AM
Table 19.1 Examples of games/simulation to teach sustainability, responsibility and ethics (Continued)
322

Simulation game RME field Specific themes Context Objective Description Further information

Cesim Sim-Power Environmental Renewable energy Students teams manage a The success of the teams There are different rounds of https://www.cesim.com/
sustainability investment power utility that has is measured by their decision-making. During simulations/compare-
Environmental its own production with ability to generate the rounds, participants business-simulations
sustainable policies coal-fired, gas-fired, sustainable shareholder experience how variations
Risk-management and wind power plants returns. The returns in the electricity spot price,
The company uses are dependent on pricing policies to customers,
forward contracts for how teams are able customers demand for
hedging against market to incorporate the renewable energies, and

BK-SAGE-MOOSMAYER_ET_AL-190341-Chp19.indd 322
price fluctuations and impact of regulatory regulations impact the
it operates in markets policies, customer company’s profits
where greenhouse gas preferences, sustainable
regulations and carbon development and risk-
emissions trading take management policies
place in their investment
decisions
Social Progress Sustainability Social progress: basic In a fictional country, Becoming an economic The instructors determine http://processimlabs.
Index (SPI) human needs, health players make prosperous society that the length of the game in com/
status, economic, social and is also sustainable terms of years (different
Economic growth: GDP environmental decisions The simulation shows the generations) and the
Environmental progress: The conditions are interdependency of number of rounds (choices).
future generations’ endogenously multiple variables and Students are divided into
resources, long- determine, with no economic sectors at teams where they can play
term environmental price shocks or variance country level different roles
impacts in the relationships
Cleanstart Sustainability Sustainable venture Participants play the role Developing the technology In each year quarter, teams https://mitsloan.mit.edu/
Ethics creation (Sustainable of the founder of a new into a successful must set prices, hire LearningEdge/
entrepreneurship) startup company in the company engineers and sales people, simulations/Pages/
Business ethics clean tech sector set compensation, (salary, Sustainability.aspx
decisions: employee stock, options and profit
salaries, firing, etc. sharing), select sources of
funding, etc.
The SAGE Handbook of Responsible Management Learning and Education

03/04/20 6:07 AM
Napuro Sustainability Sustainability strategy It simulates a set of four Developing a sustainable Students have to make different http://www.simxp.com/
CSR design to six companies of the strategy that allows decisions regarding both SimulationExperience/
Sustainability future that produces them being successful internal and external factors en/catalogue-with-
communication sustainable cleaning in the competitive for strategy making and our-selection-of-
Sustainability practices robots competing in environment. execution. The simulation our-ready-to-play-
Relationships with one common market. Companies have to takes places in different simulations-and-
stakeholders (e.g. The companies can be profitable, while years. games/11-napuro/
clients, NGOs) distinguish themselves sustainable, and Students play in teams
Product sustainability through defining manage well the The game lasts 4-8 hours
Governance internal and external relationships with the

BK-SAGE-MOOSMAYER_ET_AL-190341-Chp19.indd 323
measures for corporate stakeholders
sustainability
Sustentics Sustainability Universal principles (life, It is a simulation system Students read cases In each case there are three http://sustentics.
CSR peace, justice, liberty that makes the use that present ethical decisions moments. Each aguascordobesas.
Ethics and love) of case studies more and sustainability alternative represent a com.ar/course/index.
Ethics (personal, social, dynamic and interactive. dilemmas and then different path with its own php?categoryid=2
global) Decision-making is use Sustentics to make implications and unique
Sustainability extended and the choices that generate scenario
Development Goals choices are followed by impacts and observable Student feedback is based on
(e.g. water security, different implications consequences eight badges
health, etc.) and scenarios Example of cases:
Paradoxical Blessings,
Indupalma, Coca Cola
Technology in Responsible Management Education
323

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324 The SAGE Handbook of Responsible Management Learning and Education

SOCIAL MEDIA which may only require learners to become a


fan of a particular Facebook page, or follow
In the past 10–15 years, social media plat- a particular Instagram or Twitter account. In
forms of different nature have emerged to fact, it is likely that most leaners will appre-
become the most used communication and ciate the bundling of educational content into
information sharing tools globally. People, their daily routines of checking their differ-
especially the younger generations, e.g. mil- ent social media accounts. The learning
lennials, spend substantial time in social experience becomes embedded into their
media platforms. In fact, millennials, who lives rather than having to deal with the usual
were born between 1980 and 1999, are often divide between personal and educational/
called ‘digital natives’ because they grew up professional informational platforms.
with digital technology in their homes and Second, social media platforms have the
they are likely to turn to technology when ability to enhance collaboration between
gathering any type of information (Hesel & learners as these platforms are based on
Williams, 2009). This new reality needs to be interaction between users to function. For
recognized and embraced as significant novel example, in business communication courses
opportunities to educate managers and future the use of social media has facilitated group
managers can emerge from an effective use decision making but also generated individ-
of social media platforms in responsible ual responsibility for their ideas (Buechler,
management education. 2010). In addition, previous studies have
In addition, the use of social media plat- noted positive reasons to educate students on
forms such as Facebook and Twitter to the appropriate use of social media as they
enhance student interaction in manage- should learn how to use the different plat-
ment courses is becoming a trend (Lantz- forms responsibly (Hagler, 2013).
Andersson, Vigmo & Bowen, 2013). It is
therefore very important for educators to Social media examples for RME
understand how different social media plat- Several studies have already showcased the
forms like Facebook, Twitter, or Instagram opportunities that social media platforms
work as they may offer opportunities for a provide for responsible management educa-
more holistic experiential learning experi- tion. Here we provide a couple of examples
ence that may enhance responsible manage- from three of the most used social media
ment behaviors. platforms: Facebook, Instagram, and Twitter.
Facebook was released in 2004 as a social
media and networking service that quickly
grew to become the number one global social
Social media learning advantages media platform. In January 2018, Facebook
for RME claimed to have more than 2.2 billion
Using social media provides several peda- monthly active users. Of those users, many of
gogical advantages in responsible manage- them consider Facebook as their ‘home site’
ment education. First, the convenience of and visit the sites multiple times throughout
such platforms for learners who are already the day. Facebook has been adopted by com-
users. Most learners are already predisposed panies for marketing and communication
to use social media platforms for educational purposes because it provides a rich user envi-
purposes as they already spend substantial ronment to disseminate information about
amount of time checking their different their products and services, to build brand
social media accounts like Facebook, awareness and to establish relationships
Instagram or Twitter. Thus, there will be only with consumers (Hyllegard, Ogle, Yan &
an extra-step to reach relevant information Reitz, 2011). Furthermore, Facebook offers

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Technology in Responsible Management Education 325

extensive learning opportunities for responsi- information in a very fast fashion. Users
ble management. The platform is easy to use, interact by posting and re-posting short mes-
most people are already part of the network sages, ‘tweets’, that were originally limited
and it includes tools to create closed groups to 140 characters but later this limit was
to share materials, comment and engage doubled. Twitter has since become a very
in conversations about any relevant topic powerful communication tool, with the most
on responsible management. Additionally, relevant example being the US President,
students can be asked to analyze the social Donald Trump, who is an avid Twitter user to
network strategies of different organiza- quickly disseminate any type of information
tions and their legitimacy. In the context of or thought that crosses his mind. Ten years
sustainable development agendas, learners ago, shortly after Twitter had been released,
can be assigned to analyze how companies Reuben (2008) predicted the immense poten-
develop legitimacy using social media when tial of Twitter as a learning tool and Dunlap
addressing stakeholders’ multiple demands and Lowenthal (2009) pointed out how Twitter
(Castelló, Etter & Årup Nielsen, 2016). would become a powerful tool to enhance
Instagram was launched in 2010 as a photo social presence. In fact, no global company
and video-sharing social media platform and or CEO can exist these days without a Twitter
was quickly acquired by Facebook in 2012. account and this provides enormous opportu-
This social media app has recently gained pop- nities to create exercises around responsible
ularity to become the most popular platform management education. For example, stu-
among younger generations, the post-millen- dents can analyze how different companies
nials. It has even helped create a new market- and business leaders disseminate informa-
ing figure, the ‘influencer’ – individuals and tion about their corporate social responsibil-
organizations with a large number of follow- ity and sustainability practices. Alternatively,
ers who can be used to disseminate ads and students can also examine how different
information very efficiently. In fact, according business crisis have been managed in Twitter,
to a recent study, 78% of the social influenc- the types of responses that companies have
ers for brand collaboration use Instagram as released and how their followers have reacted
their preferred social media platform (Zine, to such responses. Another interesting exer-
2017). The opportunity that Instagram offers cise could involve testing the effectiveness
for responsible management education relies of such tools and how responsive companies
on identifying the right influencers for learn- and executives are to questions raised by their
ers to follow, those that can enhance educa- followers. Students could test communication
tion on responsible management topics. These effectiveness and responsible management
influencer accounts can be either individuals by tweeting questions to specific companies
or organizations that post pictures and vid- or CEOs and analyzing their responses (or
eos with relevant content. Some examples non-responses) to their requests as well as
include B Corporation (@bcorporation), UN different communication strategies between
Sustainable Development Goals (@sdgac- competing companies.
tion) or individual influencers in areas like
environmental sustainability and zero waste.1
Identifying the right accounts and influencers
to follow can be an effective way to ensure that MOBILE APPS
users receive relevant information to become
more responsible managers. In addition to the social media explosion, the
First released in 2006, Twitter is a micro- use of smart phones has also brought additional
blogging service that has become extremely technology tools for information dissemina-
popular as a form of disseminating concise tion: the mobile app. Recent statistics show that

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326 The SAGE Handbook of Responsible Management Learning and Education

60% of the time spent by Americans on the importance of all the different stakeholders
Internet is done through their smartphones since they cover issues related to different
(Techcrunch, 2014), which explains why stakeholders such as government, employ-
smartphone app design is one of the fastest- ees, consumers, communities, civil society
growing tech industries. For instance, since organizations (NGOs), and the natural envi-
2008, over 100 billion apps have been down- ronment. Next, we provide a few examples
loaded (The Economist, 2016). Academics that try to tackle different aspects of ethical
have also started to investigate the potential of business, corporate social responsibility and
mobile apps to be used in management educa- environmental sustainability.
tion. For example, a recent call for papers on Philanthropy apps are apps aimed at facili-
‘There is an App for that! The use of new tech- tating philanthropic activities of different
nologies and apps for ethics, CSR and sustain- types of organizations such as non-profits or
ability education’ was recently released at the private companies. Some examples include
Journal of Business Ethics (Montiel, Delgado- Donate a Photo and Google One Today.
Ceballos, Ortiz-de-Mandojana & Antolin- Donate a Photo is an initiative developed by
Lopez, 2020). Johnson & Johnson that takes phones and
turns them into a way to do good. For every
photo shared through the Donate a Photo app,
Johnson & Johnson donates $1 to the charity
Mobile apps learning advantages of choice such as Save the Children or Girl Up.
for RME Similarly, Google One Today facilitates users
This technology boom founded on the devel- to support nonprofit causes they believe in.
opment of smartphones and mobile apps has Employee fair wages apps provide a mecha-
also created new opportunities in responsible nism for consumers to learn about fair wages
management education (Montiel, Delgado- by providing information on wages. For exam-
Ceballos & Ortiz-de-Mandojana, 2017). ple, ROC United (Restaurant Opportunities
Some have a pedagogy component (e.g. math Centers United) is a mobile app that provides
fluency apps for children, language-learning information on whether a particular restaurant
apps or brain-training apps for seniors), and is paying fair wages or not to its employees.
instructors may benefit from them. Some of Another interesting app named Sweatshop
these mobile apps may offer the opportunity allows users to play the role of a sweatshop
to educate managers in responsible manage- owner who has to hire staff, make them work
ment. Mobile apps are very convenient to use and make decisions of sales and salaries.
since everyone now has a mobile device and Consumer protection apps are apps aim-
they are already using those devices at all ing at providing transparent and accurate
times. The identification and use of apps that information to consumers. For example, the
can help educate managers on responsible GoodGuide is an app developed at Berkeley
behaviors seems natural. University that provides health attributes
information on food and other consumer
Mobile apps examples for RME goods when user scan the products barcodes.
Mobile apps may offer the opportunity to Piensa en Clima app was developed by a
educate managers in responsible manage- Spanish non-profit, Fundacion Economia y
ment. In fact, within the entire university of Desarrollo to help consumers in their pur-
mobile apps that are currently available in chasing decisions. The apps provide informa-
our smartphones, one can find multiple apps tion on the climate change actions (or lack of)
that are useful to educate on different aspects undertaken by corporations.
of responsible management. These apps are Business political involvement apps are
also useful to educate managers about the apps that provide information on the political

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Technology in Responsible Management Education 327

involvement of businesses. For example, the additional context that we mentioned as


BuyPartisan in the United States allows being lacking in written case studies and tradi-
users to scan a product’s barcode and find tional class discussion. We see two themes
out the political contributions of each com- emerging from these technologies: first there
pany’s CEO, Board of Directors, political are the technologies that achieve a connection
action committees and employees. Similarly, between the management challenge being
Dollarocracy is an app developed by studied and the student’s personal life. The
OpenSecrets.org that provides information location apps that allow learners to connect
about money in politics in the United States. sustainability concepts with their daily con-
Both apps aimed at providing more transpar- sumption, philanthropic decisions and waste
ency to the American political process. disposal decisions are just one example of
Community activism apps provide opportu- making the issues of a particular RME issue
nities to engage users in community activism concrete and relevant for the student’s daily
in different ways. For example, the Buycott life. The second theme emerging from this
app is an app with barcode scan capabilities group of current technologies is the connec-
that suggests whether consumers should buy tion with the perspectives, needs and desires
or avoid a particular product based on how of others; separate from the personal experi-
well it aligns with the consumer’s values and ence of the student. Social media interaction is
principles. The app also allows consumers to a perfect example of how the technology can
join boycott campaigns to express their sup- help expose the student to issues and beliefs
port or opposition to various issues. Joulebug outside of their own lived experience and
is an app game that helps users to be more allow them to approach management deci-
sustainable and compete with their friends sions with the multiple perspectives of various
and contacts towards being more environ- stakeholders. It is through this enhanced expo-
mentally sustainable in their daily lives sure to personal connection and outsider per-
at work and at home. Users gain points by spectives that these technologies allow for
changing their behaviors towards being more better engagement with the sustainability,
environmentally sustainable. responsibility, and ethics pillars of RME.
Finally, there are hundreds of apps avail- While we cannot fully speculate about what
able that aim at helping users becoming more great technologies are around the corner that
environmentally sustainable. For example, may benefit management education, there are
Seafood Watch is an app developed by the certain technologies that are almost reaching
Monterey Bay Aquarium in California that the level of maturity needed for effective uti-
provides information on how to consume sea- lization in the management classroom. As we
food and fish in a sustainable way. It reveals look at these maturing technologies, we can
whether a particular seafood item can be identify direct connections with the two con-
consumed in sustainable way in a particular textual themes of personal connection and
season. Another example is Air4U, an app outsider perspective we found in the current
developed at the University of California, technologies. The two technologies we see as
Los Angeles, that provides real-time air qual- having a significant potential to impact RME
ity information based on location. pedagogy in the future are virtual reality
(VR) and artificial intelligence (AI). We see
these technological advances less as stand-
alone pedagogical technologies and more as
FUTURE TRENDS advancements that may influence some of the
tools we have already identified.
The technologies we have discussed in the Virtual reality is the use of technology to
RME environment are focused on providing simulate a 3D immersive experience for the

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328 The SAGE Handbook of Responsible Management Learning and Education

user of the technology. This is separate from shopping, these future technologies might
virtual worlds, which are simulated artificial allow the instructor to create an overlay that
environments that exist in a digital space and highlights environmental or social issues as
have been used by businesses to create simu- the student passively goes by their daily life.
lated meeting or teamwork environments. For example, such AR may highlight a diesel
These virtual worlds do not necessarily include bus with text or colors to suggest their nega-
the level of sophisticated visual immersion of tive environmental impact in comparison to a
virtual reality. The focus on immersion and natural-gas bus. Again, this focuses on bring-
rich visual detail makes VR a perfect extension ing the classroom material alive for the student
of the traditional use of videos in the manage- throughout their daily life which allows them
ment classroom. Rather than observe a video to reinforce cognitive learning and build a per-
of a manufacturing process, customer service sonal emotional connection with RME con-
interaction, or human resource management cepts of sustainability, responsibility and ethics.
situation, VR would allow students the oppor- The second maturing technology that has
tunity to experience these management sce- significant implications for RME pedagogy
narios as if they were real to life. Using VR is artificial intelligence (AI). There are a mul-
technology, a professor can expose students to titude of different opinions and definitions of
a rich experience that might not be possible to AI, but in the simplest terms it concerns the
recreate through field-trips or other pedagogi- simulation of human intelligent behavior. AI
cal tools. For example, a VR experience could can refer to physical robots, but the technol-
place a student in the heart of the Bhopal dis- ogy is equally impressive even if it only exists
aster, rather than watch a Hollywood film. VR as a software program that one interacts with
technology has a significant impact for RME through voice or type inputs. As computing
pedagogy specifically because it can place power grows, and programming prowess
the student in an interactive environment that improves these simulations can appear more
might not be easily experienced in the real and more realistic. The Touring test refers to
world (Eschenbrenner, Fui-Hoon Nah & Keng a diagnostic process whereby an AI is tested
Siau, 2008). to see whether it can appear indistinguishable
VR technology builds on those technolo- from an actual human subject to an outside
gies that seek to build a personal connection observer. These ever more realistic AI tech-
for the student with the material being studied. nologies have significant implications for the
Obviously, the material will be more immer- game/simulations we have covered exten-
sive than videos or images on Facebook and sively in the earlier sections of this chapter.
Instagram, however it is unclear whether the Most of those simulations rely on simplistic
greater depth of immersion heightens the learn- agent behavior models or at most some sto-
ing and personal connection of the manage- chastic processes in their interaction with stu-
ment material. Studies have shown that VR dents. However, more sophisticated AI would
can improve students’ enjoyment and interest significantly impact the quality of interaction
with the learning material but has no improved in these simulations and would go much
impact on reliability and understandability further in exposing students to the dynamic
(Lee, Sergueeva, Catangui & Kandaurova, perspectives of various stakeholders. RME
2017). A counterpart to VR technology is aug- simulations based on advanced AI could truly
mented reality (AR), which provides the user duplicate the complex and unpredictable
with additional objects and environments over- behaviors of various stakeholders faced with
laid with their true reality. This technology has an ethical challenge, sustainability misstep,
implications for the ability to introduce class or effort to create shared stakeholder value.
concepts to the student’s everyday life. Rather AI technology is also playing an ever-
than ask students to utilize a mobile app when increasing role in mobile app technology.

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Technology in Responsible Management Education 329

From music apps that help you identify new them in the management classroom. Finally,
music that fits your past tastes, to virtual we argue that these technologies address the
assistants that automate some of your daily need for introducing two main contextual ele-
tasks. Therefore, advances in AI may modify ments to RME courses: a personal connection
the existing mobile apps we have identified to the material and a greater exposure to out-
in this chapter, or more interestingly, allow sider perspectives on the material.
for the development of new apps that provide
further opportunities to explore RME issues.
Imagine an app that is designed to play an
Note
ethical devil’s advocate. Students may be
tasked to make an ethically challenging man- 1  www.skinnyfit.com/blog/eco-friendly-influencers/.
agement decision. After applying all course
tools in a comprehensive analysis, students
may then be challenged to justify their deci- ACKNOWLEDGMENTS
sion to this devil advocate app. Finally, they
could then provide a written reflection on the We acknowledge the financial support from
outcome of the AI assisted discussion. the Spanish Ministry of Economy, Industry
Both virtual reality and artificial intelligence and Competitiveness, Agencia Nacional de
have been around for many years, therefore Investigación-AEI, and the European Regional
we are not predicting the emergence of new Development Fund-ERDF/FEDER-UE (R&D
technologies. However, if these technologies Project ECO2015-66504).
follow their existing development curves, they
will inevitably play a greater role in the man-
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