@inproceedings{Levina2023, author = {Levina, Olga}, title = {Operationalizing Ethics for Information Systems Design - A Tool for Ethical Software}, series = {Konferenz: Twenty-ninth Americas Conference on Information Systems (AMCIS), Panama, 2023}, booktitle = {Konferenz: Twenty-ninth Americas Conference on Information Systems (AMCIS), Panama, 2023}, pages = {4}, year = {2023}, abstract = {Propagation of information technology in the increasingly diverse domains, raises question concerning moral implications. While the number of ethical principles in the IT design is growing, they do not necessarily apply to specific products, which means developers and e.g. purchasing agent need to contextualize them for each specific IT product. This paper describes an actionable artifact that allows assessment of ethical non-functional requirements of an information system through operationalization of ethical values, Ethical Software Assessment Tool (ESAT). It is based on a survey of values that are currently considered in research and practice as well as in legal initiatives in IT context. The ethical approach and principles operationalized in ESAT are presented and discussed.}, language = {en} } @inproceedings{VeldyaevaFitzScheeg2024, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Gamifying IT Service Management Education for Future IT Professionals}, series = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, booktitle = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, pages = {1 -- 9}, year = {2024}, abstract = {IT Service Management (ITSM) education is nowadays an established subject of IT-related higher education programs worldwide. The recent years have witnessed significant developments in software and ITSM frameworks, which underscores the importance of adapting educational formats to meet the latest standards. Recent developments include the introduction of practice-oriented approaches and case-based learning. Building upon previous literature, this study describes and evaluates the first iteration of a teaching case integrating a simulation game for practicing ITILĀ® 4 foundations in an undergraduate ITSM curriculum. The game-based approach shows scalability and dynamism, fostering high student engagement and content comprehension. It represents a promising avenue for training IT workers and contributes to ongoing ITSM education development.}, language = {en} }