Role-Play Case Studies to Teach Computing Ethics: Theoretical Foundations and Practical Guidelines

dc.contributor.author Hingle, Ashish
dc.contributor.author Johri, Aditya
dc.date.accessioned 2023-12-26T18:46:00Z
dc.date.available 2023-12-26T18:46:00Z
dc.date.issued 2024-01-03
dc.identifier.isbn 978-0-9981331-7-1
dc.identifier.other bac26bc7-8832-42f9-89e2-ff2c9f97552e
dc.identifier.uri https://hdl.handle.net/10125/107005
dc.language.iso eng
dc.relation.ispartof Proceedings of the 57th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Computing Education
dc.subject computing ethics
dc.subject role-play case studies
dc.subject situated learning
dc.title Role-Play Case Studies to Teach Computing Ethics: Theoretical Foundations and Practical Guidelines
dc.type Conference Paper
dc.type.dcmi Text
dcterms.abstract The use of computing shapes all aspects of life and society. Consequently, the future computing workforce must be trained to design and implement computing technology ethically and responsibly. Specifically, the design and use of algorithms require closer attention given their increased use across applications and systems. In this paper, we report on the effectiveness of role-play case studies, an innovative pedagogical method, to teach the ethics of algorithms to technology and computing students. We present findings from a three-year design and implementation effort. Rooted in theoretical research on situated learning, role-play case studies provided students the capability to employ perspectival thinking, link micro, meso, and macro level concerns, and use an ethical mindset to examine a case. In practical lessons from our work, we discuss the importance of collaborative learning, designing interest-based situations, and role preparation. Finally, we outline different methods for assessing student learning.
dcterms.extent 10 pages
prism.startingpage 5174
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