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Record W4414872686 · doi:10.1145/3736251.3754330

Hands-on Strategies for Teaching Social and Societal Impacts of Computing

2025· article· en· W4414872686 on OpenAlexaff
Stan Kurkovsky, Manee Ngozi Nnamani, Aaron Hunter, Olatunde Sobomehin, Grant Braught, Michael Goldweber

Bibliographic record

Venuenot available
Typearticle
Languageen
FieldSocial Sciences
TopicGender and Technology in Education
Canadian institutionsBritish Columbia Institute of Technology
FundersNational Science Foundation
KeywordsViewpointsAgency (philosophy)Experiential learningSocietal impact of nanotechnologyBridge (graph theory)Cognitive reframingFlexibility (engineering)Empathy

Abstract

fetched live from OpenAlex

The topic of hands-on strategies for teaching the social and societal impacts of computing is of growing interest to the computer science education community because it addresses a critical gap in traditional CS curricula. While technical skills remain central, educators increasingly recognize the need to prepare students for the ethical, social, and human-centered challenges posed by modern computing technologies. From AI-driven decision-making to digital accessibility and data privacy, computing profoundly affects individuals and communities, making it essential for students to engage with these issues through experiential learning. Different viewpoints on this topic emerge based on pedagogical approaches, disciplinary perspectives, and technological optimism or skepticism. Some educators advocate for integrating service-learning and community-based projects, arguing that real-world engagement fosters empathy and ethical awareness. Others emphasize case studies and simulations, providing structured exposure to societal challenges without the unpredictability of external partnerships. Additionally, viewpoints may diverge on the role of AI: while some see AI tools as an opportunity to enhance social good, others worry they may exacerbate biases and reduce human agency in computing. Despite these differences, there is broad agreement that computing education must go beyond technical training to include a deeper understanding of computing's role in society. To bridge this big-picture overview with practical action, the panel will discuss six complementary, hands-on strategies ranging from service-learning studios and virtue-anchored 3Cs project lessons to indigenous game modules, intergenerational tech pop-ups, humanitarian FOSS work, and ethics-infused case-study frameworks. Together, they offer diverse yet transferable ways to tackle the shared challenge of embedding social impact into computing coursework.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.635
Threshold uncertainty score0.426

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0010.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.035
GPT teacher head0.409
Teacher spread0.374 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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