Professionalism in Computing: A Web-based Learning System

Author(s): John A. Lee


Abstract

Starting from a project to develop a digital library for a Computer Science course studying social impact and computer ethics, the paper describes a highly interactive Web-based, active-learning system that is a highly developed work-in-progress. Capable of supporting a variety teaching/learning environments, the system is intended to support courses in Computer Science, Computer Science teachers whose primary disciplinary interest is other than social impact, and ethics and students in the discipline who have a need to understand the implications of their acquired technology.

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The Problem

In 1984 there was considerable concern throughout the computer industry regarding the emergence of computer users who saw the networking of computers as a challenge to their ingenuity and to their expertise in circumventing security systems. These provocateurs were dubbed "hackers" by the press, using a term that had previously been applied to intelligent, innovative, but generally benign, pranksters. While the problem of securing computer systems was by no means new in the mid-1980s, the advent of the personal computer and the inexpensive modem opened up opportunities for nefarious users to extend their reach beyond their personal domain. At the same time, though again not a new phenomenon, it was understood that the reach of the computer would have extensive social impact on the society into which it was infiltrating, far beyond the extent that had been realized in the more restricted domain of main frame computers.

Against this background the Computer Science Accreditation Commission (CSAC) included, as part of the requirements of the curriculum of an accredited Computer Science, coursework in ethical and societal impact. Over the past 15 years this has manifested itself in Computer Science programs either as a single (usually 3-credit) course or as a special topic in several courses. Sometimes it is taught at the freshman level to "inoculate" students against inappropriate actions, or as a "capstone" course for upper division students who then have a better idea of what the technology can support.

The potential social impact of the computer had been recognized as early as the mid-1960s (Licklider, Fano, Gotlieb), though their negative expectations were not as severe as we have actually experienced in the past 30 years. In response to the CSAC requirements, it was only those institutions with sufficient faculty resources that were ready to provide ethical and social impact studies to their students. In only a few cases was there an existing course in the curriculum of Computer Science majors. Moreover there was a stigma associated with those scientists who were perceived to belittle their credentials by turning their attention to non-scientific subjects such as ethics and social impact; for faculty concerned with their tenure or re-appointment this was a distinct deterrent notwithstanding their personal disposition. Even today there is still only a tiny cadre of Computer Science faculty in US universities and colleges who are interested in the topic and even fewer who have the opportunity to teach it. At the same time there is occasional opposition to permitting faculty from other disciplines to teach "Computer Ethics" or "Social Impact", on the grounds that they are not sufficiently familiar with the special environments of the computing field. In the distributed model it is inconceivable that an ethicist be recruited to teach the occasional class in (say) the data base course.

Whether the ethics curriculum is provided in a concentrated single source of study or is distributed in scenarios across a number of courses, there still exists a need for support for the discipline specific teacher. This paper describes the steps taken to develop a Web site at one institution, but with aspirations of expansion, to satisfy not only these two styles of presentation but also to support many other educational paradigms.

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The Opportunity

Teacher preparedness to manage a learning experience in almost any subject is a function of the ready availability of support materials and their ability to make the best use of those resources. At the same time that there is a need to extend the curriculum of all computer-related learning experiences to include a study of computer ethics and social impact, educational technologies are changing and the teaching/learning environments are being reformed repeatedly. The most successful teacher is frequently the one that has the best access to background resources and, in the case of ethics and social impact, keeps up-to-date on contemporary issues. Textbooks can provide the core resource for a course, but current topics require an on-line reporter, analyst, and librarian to add new materials as they become available. As new topics arise (such as the repeated Congressional attempts to develop a Computer Decency Act and the challenges to freedom of expression) they initially receive a great deal of attention in the press and frequently corresponding commentary in newsgroups, but there is rarely a responsible observer who will maintain a on-going summary of the status of the incident and ultimately to produce a closure statement. Even in cases where there is a definitive end to the event, such as the resolution of a dispute through the US Supreme Court, the story of the development of the outcome is an important part of the understanding needed in the study of ethics and social impact. While threads in newsgroups collect the commentaries into a single line, the analysis and evaluation of arguments and situations is necessary to create a learning environment regarding the subject. The fluidity of the topics in ethical standards and social impact in computing creates an opportunity where students can use unbounded collections of reports to develop their own analytical, evaluative, and presentation skills.

Incorporating resources into meaningful learning experiences and developing active learning scenarios by which students can be involved in their learning opportunities is a process that has not been a part of the training of most Computer Science professors. The newcomer's major expectation is that given knowledge of the topic, their transformation to teacher from learner is straightforward. This itself is a compliment to their teacher who did not over-emphasize the teaching methodology to the detriment of the learning experience. Consequently in providing a topical resource today there is a distinct need to go beyond the provision of a knowledge base for information identification and coalescence, so as to provide an appropriate means for the disseminating that information. The system must be able to support the "traditional" lecture class, through distance learning presentations, to self-learning situations. A knowledge of computer ethics and social impact is an important subject for study in disciplines beyond Computer Science since the computer has entered into the toolbox of most professionals. The existence of a source of classroom materials and information related to computer usage will assist in spreading the word that there are standards for the use of computers and the expectations of clients who are served by computer systems.

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The Initial Work

Starting in 1994 the Department of Computer Science at Virginia Tech undertook a National Science Foundation project in Educational Infrastructure (EI) to investigate the application of digital libraries to Computer Science education. This project, which completed its term in 1997, commenced its work contemporaneously with the "opening" of the World Wide Web and quickly turned its attention to the use of the Web as the delivery mechanism for digital libraries. Since that time the principal investigators and associated research assistants have applied digital library and Web technology to the presentation of course materials for 75% of the courses in the curriculum of Computer Science majors at Virginia Teach. The work moved from the use of a passive system to provide an alternative means to paper hand-outs, to a system with much greater interactivity. Initially this involved the integration of World Wide Web presentations with Internet tools, and expanded to take advantage of the CGI and form capabilities of second generation Web browsers (using PERL and C++), and later to Web Applets implemented in Javascript and Java. Among the tools developed and given limited application were an on-line testing mechanism and an on-line debate systemize front page is shown in the next figure.

Starting in Fall 1994, a digital library in support of a junior-level major's course entitled "Professionalism in Computing" was developed and used as the vehicle for a number of experiments in the use of the Web for course support. This development continued throughout the term of the NSF project, eventually resulting in a collection of over 3000 Web pages. The collection is organized into a number of directories and into two major sections corresponding to topics of general interest and those specific to Virginia Tech. From the beginning, the applicability of the resource to a variety of environments was of paramount importance. The NSF project involved three institutions who expected to benefit from the results, and it was realized that it would not always be the same faculty member at each institution who would have the responsibility of managing the course. Moreover it was recognized that the number of topics to be covered in class could only be a subset of the topics available. A more complete coverage of the topic then required that not only could the course manager select those subjects that are to be used in face-to-face encounters, but those same resources could be used as the crux of (say) take-home assignments or on-line discussions.

From the beginning it was expected that these materials would be used by different faculty at Virginia Tech who would put their own "twist" on the course. No matter how good the textbook, how extensive the resources, how detailed the notes, every faculty member has their own way of presenting materials, adding their own imprimatur and incorporating their own experiences. It was important therefore to modularize the digital library so as to allow each teacher to organize the materials according to their own desires. However, it was realized as the library developed that in moving from a lecture presentation mode of learning to a self-paced, Web-based learning environment, the peculiar influence of the librarian/Webmaster diminishes and the needs of the learner could be fulfilled better with a less structured strategy. This approach also has the advantage that, by eliminating a fixed structure, the content can be readily updated as new problems arise, new laws are promulgated, precedents are established in court cases, or international diversity is recognized. On the other hand, within each module there is structure in the form of a sample class outline, a set of class notes, a bibliography, and a collection of in-class projects.

The content modules (or directories) related to the social impact and ethics course currently cover the following topics:

Ethical Issues:

  • Campus Ethics
  • Community Values
  • Computer Crime
  • Computer Ethics
  • Hacking and Security
  • Social Impact
  • Computer Ethics and Social Impact in K-12 Education*
  • World Codes

Social Issues:

  • Censorship
  • Disabilities
  • Freedom of Speech
  • Green Machines
  • Privacy
  • Professional Topics:
  • Copyrights, Patents, Trademarks, Intellectual Property
  • Discrimination and Harassment
  • Fraud and Dishonesty in Business
  • Liabilities
  • Licensing of Programmers and Software Engineers
  • Netiquette
  • Professional Responsibilities
  • Personal Relationships
  • Safety Critical Systems
  • Viruses
  • Whistle Blowing*
  • Workplace Issues*
  • The Millennium Problem (Y2K)
  • History of Computing

Each module is currently organized to include seven major files composing the nub of a learning experience:

  • class.html: the introduction, giving the goals and objectives of the class, links and references to basic readings, and a link to a set of class notes
  • notes.html: the class notes in a form that can be used for overheads for a lecture or as a set of notes for student self-paced learning.
  • bibliography.html: a bibliography relevant to the topic especially emphasizing links to on-line resources so as to provide additional reading materials in support of the class. As far as possible, the majority of the on-line references in this file are contained in the same directory as the bibliography, though copyright restrictions have limited the accessibility of some material. Links are also included to items stored in the digital libraries developed through the ENVISION and SUCCEED projects that contain many articles originating in the journals and magazines of professional organizations.
  • projects.html: a collection of in-class projects. Some require groups of participants to review the pertinent materials and then prepare a class presentation on some particular aspect of the topic, while others are active learning projects, including those from the USF workshop (see a later description of the workshop).
  • scenarios.html: a collection of synthetic and real-life scenarios for use in in-class discussions or for use in the debate system.
  • examinations.html: examination questions. This section is being modified into an on-line self-testing area, with a view of using it as a means of providing self-testing for learners, and eventually as a means of managing learning progression through modular testing.
  • current.html: the current topics area is maintained as an attempt to keep up-to-date in the area of concern. This area provides an opportunity for students to be involved in the maintenance of the site by providing links and reports. In fact, our management of the course provides opportunities in each assignment for the expansion of the site through student contributions.

A special directory that is a part of this library is a collection of Codes of Practice, Ethics, or Conduct that is maintained on behalf of the International Federation for Information Processing (IFIP) Technical Committee on the Social Impact of the Computer (TC-9).This collection of codes was originally developed as a part of an international effort to develop a common code of ethics for national computer societies. While that effort did not result in a common code, the collection of codes forms a valuable source of materials for the comparative study of national attitudes towards the use of computers. The collection has been extended to include the codes of many other non-computer related professional organizations. Also included is the "Toronto Resolution", a guideline for the development of codes of ethics developed in 1992 by an interdisciplinary meeting of scientists and professionals. This page is credited with assisting the Philippine Computer Society to develop a code for their membership. The collection can also be used by students to study existing codes and their application to ethical situations. Recent additions have included the "Hacker's Code of Ethics" developed by Steven Levy, Gene Autry's Cowboy Code, and a growing collection of codes of appropriate computer usage from universities, colleges, and public schools.

The "institution-specific" section of the Web site incorporates not only administrative materials such as the university required syllabus, grading policies, and course policies, but also topics that are peculiar to the Virginia Tech curriculum requirements. Two subjects that are regarded as peculiar are the portions of the course on careers and the history of computing. The directory on "careers" prepares students for their senior year of interviewing and career decision making. It involves support for students in preparing their resum&#eacute;s, writing cover letters, interviewing and reviewing employment contracts. The history web site has taken on a life of its own and now gets the greatest number of hits per month of any other collection of course materials in the department .Part of this success is attributable to the growing interest in the subject since the 50th anniversary of the computer got a great deal of attention in 1996, and as the professional societies recognized their own roots. Other directories in this section concentrate on writing and presentation competencies that are part of the skills practiced in the Virginia Tech version of this course. It was envisaged that this "front end" could be replaced by other teachers from within the institution to organize the course to match their own teaching style.

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Collaborative Development

The general interest section of the digital library has been expanded by collaboration with faculty at several other institutions. From Spring 1995 a collaborative arrangement with the MIT Computer Science Laboratory has allowed the two institutions to share resources, some of it in the form of links from the general interest section to pages stored at MIT and the mirroring of some pages so as to ensure the preservation of the materials in one place. An agreement with Florida Atlantic University provides a directory on "Netiquette" to both institutions. In Fall 1996 the IEEE Computer Society Press published Ethics and Computing by Kevin Bowyer of the University of South Florida (USF), the first comprehensive textbook that matched the goals and syllabus of the Web materials developed within the EI project. It was decided to make some minor modifications to the general interest directories and to collaborate with Prof. Bowyer in using the Web as support for the textbook. The class notes on the Y2K problem were provided by Cmdr. Michael J. Holden at the Naval Postgraduate School in Monterey, California. As part of a 1998 NSF-funded summer workshop at the University of South Florida under the direction of Kevin Bowyer, twenty colleagues were recruited as collaborators in the development of active learning scenarios in support of the individual topics. The primary repository of this collection is located at USF ; the individual scenarios are linked from the projects.html pages in the Virginia Tech library.

In the Spring semesters of 1995 and 1996 the technique of developing individualized 'front ends' was used by different faculty within the Virginia Tech Department of Computer Science to organize their classes. In Fall 1996 the course materials availability was extended to two other institutions who created front ends in their local server with links to the directories in the general interest section stored at Virginia Tech. Norfolk State University (Virginia), a partner in the NSF project, managed a seminar course with 20 participants which used the directories , and Heritage College (State of Washington) involved 15 students in a self-paced course .Both institutions reported a favorable response from their students. At Heritage College the entire Computer Science program is populated by a single full-time faculty member and three adjuncts who simply did not have the time or resources to offer a course in computer ethics and social impact. Using the materials as a Web-based learning medium, the course provided the first exposure to the topic for students in an environment where the resources are not sufficient to support a faculty member with the necessary expertise.

The goals for the inclusion of two other institutions in the use of the materials were twofold:(1) evaluate the ability of other faculty and students to assimilate the course library, and (2) expand the on-line debate population. On the latter point, it was recognized that the student population at Virginia Tech is primarily white and conservative. Norfolk State University is a traditional black institution in Tidewater Virginia serving an urban community of students with a very different social background from those at Virginia Tech. Heritage College is a unique liberal arts college located where no other four-year college exists. Fifty percent of the college's undergraduate students are either Native American or Hispanic Americans. Eighty-five percent are the first persons in their families to attend college and sixty percent live below the poverty level. Many Heritage students are farm workers and/or single mothers; women make up 70 percent of the undergraduate student body.

Each institution used the course library in a different manner. While Virginia Tech had moved to a Web-based course style using classrooms with Computer Assisted Teaching Systems (CATs), Norfolk State and Heritage used a seminar format in which students studied topics using the Web-based materials (in an order of their own choosing). These groups met once a week with a faculty member to discuss their findings. An attempt was made to involve the three groups of (roughly 100) students in joint on-line debates (see the next section), with the hope that these three disparate populations would come down on different sides of certain issues. Three debate topics were chosen for these joint debates dealing with current issues in computing: a case of the appropriateness of minority representation on the Board of Directors of a major computer corporation (based on actual correspondence between the company's President and a stockholder, with permission of both parties), cryptography and the clipper chip, and a charge of plagiarism against an unnamed student who copied the format and background of another student in preparing a home page. While the debate topics were well covered, the differences in student backgrounds did not emerge as vividly as expected. This may be partially the result of a more restricted access to terminals at Norfolk State and Heritage than is common at Virginia Tech. It is hoped that through this project, this experiment can be repeated with improved access facilities.

In evaluating their involvement Richard Barnhart of Heritage College reported:

"It was interesting over the course of a couple of weeks to see the class's attitudes changing over the plagiarism/copyright/"look and feel" question. Their initial reaction was "get a life". They came to understand that there are many such issues that they will face, especially since most of them will be "the" computer person for some company or department, and that people will have questions and issues come up constantly. These students very frequently will have network privileges into all parts of the corporation; many of them had never thought of this in the context of ethics.

Perhaps we could use your model and do something more "local"; or maybe it's feasible for Tech to handle it. As you probably realize, it's a long ways between places out here, even in Washington which is the smallest of the Western states. It's 4 1/2 hours to Whitworth (in Spokane), 3 1/2 hours to George Fox (in Oregon), 3 1/2 hours to any Seattle/Tacoma schools, etc. There are dozens of small colleges that could benefit from an interchange of ideas."

Unsolicited responses were received from other institutions who had used the materials but had not 'registered' with us as participants in the experiment. Typical of these (and most interesting) is the comment from the United Arab Emirates : 'just a quick note to say that I really have enjoyed visiting your site, and in particular reading the student responses to your ethical dilemmas. I am trying to build a similar (if lower level) course on computer ethics for some Higher Diploma Information Administration students in Abu Dhabi, United Arab Emirates and think that your idea of creating an on-line discussion group is an excellent way of making the students come to grips with ethical dilemmas in a way which extends far beyond a listing of the 10 commandments... This should be interesting as my students are all women, have very strict Muslim social codes and have in many cases have led very sheltered lives.' During the 1997 Spring semester the library was used by a University Honors Colloquium on 'internet Issues' organized by a faculty member from the Department of Chemistry, and since Spring 1998 it has been a resource for a Science and Technology Studies (STS) course entitled "Computerization, Self, and Society."

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Active Learning

As noted above the primary impetus for the inclusion of active learning activities within the site came from the NSF sponsored workshop at the University of South Florida. A major portion of that workshop was spent in the development of projects that could be used in Computer Science courses. The work on developing activities has continued and in particular has been incorporated into the lesson plans for most topics. The projects.html page of most directories now contains back links to the USF compendium as well as additional local developments.

In general our experience shows that it is essential that students have a pre-class activity prior to a class that will involve active learning so that they are ready to participate. Attempting to not only provide the fundamentals of the subject and motivate participants to be involved in an active learning experience followed by a summary and assessment simply does not fit into a single class period. On the other hand, the pre-class activity imbues a commitment on the part of the students to learn more about the topic and to be more involved in the activity.

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Collaborative Learning and Managed Discussion

The development of a digital library to support teaching and learning in computer ethics and the social impact of a computer through the earlier NSF grant has now reached the point where it is moving from a primarily passive system to a much more interactive arrangement. Initially interaction was provided through the development of an on-line debate system modeled after the CERN product WIT. Prior to the development of Web-based resources, this course had used an 'Oxford Union' style debating system to discuss ethical scenarios and current issues. With restricted class time, this provided the opportunity for only a limited number of students to participate, and much of the discussion relied on spur of the moment reactions in order to contribute to the argument. A survey of student participation revealed that the debates were dominated by extroverted white males while more thoughtful women, and students whose first language was not English, were at a considerable disadvantage. By putting the debate on-line and allowing several days for asynchronous participation, it was immediately apparent that there was a wider diversity of opinion and more reasoned contributions. The latter benefit was partially instigated by the requirement that the price of participation was the inclusion in each contribution of either a (preferably Web-based) reference or a conjunction of the argument with an ethical principle. Moreover 'me-too' statements were outlawed and negative contentions were required to be accompanied by a rationale. Initially the debate system was organized as four tree structured threads, the initial node of each branch being one of four primary position statements developed by the student-led debate management team, followed by the point and counterpoint statements from the class participants. As other courses began to use the system as a collaborative development methodology, it was modified to permit a number of different arrangements basically varying from the strict discipline of the debates to the 'free-for-all' of a chat room. The system has also been used by other courses as a collaborative development tool, and in other situations as a decision-making vehicle. A typical debate tree is shown above.

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The Next Step

Building on the digital library, the next step was to extend the learning environment to take advantage of the emerging interactive facilities of the World Wide Web and their supporting browsers to create a Web-based learning facility. The digital library was already modularized to give emphasis to specific topics, and this was further subdivided in order to focus a learner's attention to threads of interest or to localize current issues during their development phase. The emerging system will eventually incorporate self-paced learning modules, on-line self-evaluation, on-line testing, discussion groups, debate systems, mechanisms for on-line updating and extension of modules, mechanisms to build study threads through the libraries of materials, topical issues forums, and survey mechanisms.

Web-based learning is a growing phenomenon that has yet to reach its full capability. Much has been made of the Web simply as a passive searchable resource, and our experience already records that many learning opportunities have been satisfied through this mechanism, but data 'mining' is truly only a precursor of data analysis and refinement. Substantive learning can only be achieved through the management of data acquisition, and the collaborative development and reinforcement of concepts. The general tenets of Computer Aided Instruction (CAI) can now be implemented in a Web-based learning environment built and maintained on the basis of a digital library. An important component of the social impact and ethics learning environment is the statistical survey generation and polling system. Within the topic of social impact and ethics, surveys can be used to examine public and changing attitudes toward certain issues. For example, one class undertook to examine student attitudes towards the 125 year-old University honor system. To the astonishment of the class it was revealed that over 50% of their colleagues had cheated on examinations or tests, and the majority agreed that they would not turn in colleagues whom they discovered to be cheating. These results were later confirmed in a national study by the Josephson Institute. The recent experiences of the students at Smoky Hill School in Aurora, Colorado, who implemented a survey system as part of their CyberDome Web pages, were positive. While they chose to restrict their surveys to members of the school system, the responses were very revealing of attitudes and opinions of the peers. One use of the polling system has been to survey the opinions of the participants to be used in a subsequent class. For example, the module on 'community Values' includes a pre-class activity on values that is then used for discussion later. The mechanism can also be used as a course or module pre-test for assessment purposes.

A major part of the assembled materials in each directory is a collection of scenarios or cases that pertain to the topic. These comprise two forms of case: an actual case history or a synthetic scenario. An actual scenario in the collection is the article on the Therac 25 incident which has been used as a case study for several years. Other cases include (1) the story of PGP (Pretty Good Protection) developed by Philip Zimmerman and the subsequent problems with the classification of the encryption system as an 'armament' and the consequential limitation of its exportation through the Internet, (2) the case of a student at the University of Michigan who published a poem in a newsgroup that visualized violent acts against a named student in one of his classes, and (3) the case of Bob Morris who inserted a worm into the Internet and caused the overloading of a large number of UNIX servers.

Such cases are particularly important since they show learners that social impact and ethics is not simply a subject of academic interest but rather is part of the daily life of computing. Conversely the synthetic cases are designed to provide 'food-for-thought' in discussion groups and are generally designed to present two reasonable diverse viewpoints. The inclusion of such case reports in the library is an important element of the collection project. From these will come case studies developed by the participants, and retained in the library for other students to review and build upon. In fact, the retention of student contributions in the library is an integral part of this project. This helps not only in expanding the content but also creates a model for others to emulate in their own research, study and writing.

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Future Developments

At this time the organization of the ancillary articles in the directories is essentially planar, the only structure coming from the links in the basic readings list and the bibliography. Our experience in building a Virtual Computer Museum shows that it is possible to create on-line threads or routes through the material through the use of keywords and codes that provide attribute information regarding the content of the articles. These mechanisms will be installed as a part of the work of the next stage through the use of Applets that may interlink pages (and segments thereof), and providing each page with the ability to have their characteristics modified during their lifetime. This mechanism can also be used to rank articles in the order of their frequency of usage or by other criteria that can be determined by the user , by the learner or the learning manager. This information will be important in maintaining the course materials and in assessing the effectiveness of the thread systems.

Through the mechanisms for teachers and learners to develop their own 'front ends' to the library of materials, and means to navigate the collected items in different manners, several styles of presentation are possible:

  • Self-paced, "Keller" plan learning
  • In-class active learning projects
  • Seminars
  • Conventional lecture plans
  • Web-based learning
  • Distributed learning (in several courses)
  • Distance learning
  • Collaborative learning
  • Collaborative development

Other institutions are invited to use the present digital library in different manners, to test the adaptability of system. To ensure that front ends are developed correctly, it will be necessary to provide Web page authoring facilities that will ensure that all the appropriate pages in the administration section are modified.

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Outcomes

As a result of this project the Computer Science curriculum across the US, and possibly across many other countries, can be refined and improved by the availability of a central repository and directory of learning materials that will support the efforts of faculty in Computer Science who are not primarily trained in ethics and social impact. In turn this will lead to the greater infusion of the topics into the curriculum of Computer Science programs. Graduates of Computer Science programs will have a deeper understanding of their responsibilities and liabilities, and during their academic career will be more aware of the standards that should guide their behavior. It has been our experience, reflected in the assessment from Heritage College, that many students have a 'oh yeah!' encounter during this class. At Virginia Tech, where a large proportion of students are involved in cooperative education, it is not uncommon for students to reflect on their industrial activities and realize that already they have been put into unethical situations because of their lack of understanding of proper procedures and codes of conduct.

The Computer Science curriculum, apart from the single requirement for exposure to social impact and ethics, concentrates on technical learning based on formal logic, mathematical theory and statistics. Decision making in the technological arena is based on well established data, and so for the Computer Science major analytical reasoning in a more subjective discipline occurs only in this one course. As an outcome of this learning experience, provided that there is more to the learning than just data collection, Computer Science majors can further expand their abilities in analytical reasoning and evaluation of arguments. The on-line debate system formalizes argumentation and reasoning to a greater degree and is more effective as a learning tool than the 'seat-of-the-pants' and 'instant-reaction' class discussion. Especially for Computer Science and Computer Engineering majors who are more fluent on the Internet than they are face-to-face, this provides an outlet that they would not have otherwise. For students who are participating in a self-paced or distance-learning experience, their involvement in on-line debates must be an important part of their learning. For this reason, the administration of the site must include on-going debates or discussion groups to accommodate individual learners who are not necessarily a part of a larger class. Similarly debates among students hosted in several different institutions, such as the community of colleges suggested by Heritage College, can be organized through the on-line debate systems. No matter how learned the teacher of a course or the leader of a seminar, the involvement of students in a debate that includes students from other institutions will assist in widening their multicultural viewpoint.

Some institutions choose to distribute the study of social impact and ethics across several courses, relating the presentations to the topics within technical courses. A discussion of Netiquette, for example, is perhaps best introduced at the time that students are first introduced to Internet communication through e-mail, newsgroups, and LISTSERVÆ systems. Security, hacking and viruses are pertinent to the study of operating systems, while intellectual property is appropriate to programming when students first produce objects that are their personal property. There is no reason why this approach to studying the social impact and ethics cannot benefit from the centralized digital library. For example, a course entitled 'The Introduction to Computer Science', commonly called CS1 after the designation of the course in the ACM/IEEE-Computer Society curriculum, in a Web-based environment may include links to certain elements of social impact and ethics Web-sites without passing through the front ends expected of comprehensive courses. Already this approach is in use building Web-sites for courses which have other courses as prerequisites. Reminding students of the knowledge presumed in the second course by linking back to the prerequisite course is an excellent means of forming an educational continuum unbounded by semesters and time.

For some years this author has pushed for the inclusion of ethical considerations and exposure in pre-college institutions. We have likened computer education to sex education and driver education; each introduce students to techniques and equipment. In sex education and driver education the teachers accept that there is more to learning the subject that simply learning the theory and mechanics; both require the discussion of moral and ethical issues. Computer education is no different. Like the faculty of college Computer Science departments, teachers in public schools are equally unprepared to teach the social and ethical dimensions of computing. In the school system, the case study approach is most effective. The availability of scenarios and cases on the Web-site especially when supported by analyses and commentaries will assist in getting the message about the appropriate uses of computers to students during their early years of using computers at the time when their concepts about computers are being formed.

The tools necessary to effectively support this project also have effective applications in other areas, such as chemistry, biology, or engineering. On the one side this model has application in the development of similar sites relating to the social impact and ethics in other disciplines. The tools will have application in the development of Web-sites for topics other than social impact and ethics.

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Dissemination

In the summer of 1997 the current Educational Infrastructure grant closed its term with the organization of a workshop for faculty interested in Web-based learning techniques in which the use of the social impact and ethics system were presented. In 1998 the USF workshop provided another opportunity to advertise the availability of the Web site and to recruit additional contributors.

From one point of view it is possible to argue that the use of the Web for the presentation of course materials on social impact and ethics is an automatic means of dissemination. Those interested will find their way to the site. However, the mere existence of a site on the Web does not means that it is necessarily used appropriately. For the most part the World Wide Web is a passive medium whereas what is needed here is a pro-active approach to dissemination. Even within a single course it is necessary to use other means of communications than just the Web. For example, we started with the concept that changes and modifications to the Web pages could be announced most easily by the introduction of a special Announcements page. While this is useful as a tracking device for those who are not 'registered' to use the materials, the fundamental passive nature of the Web must be supplemented by the use of more pro-active e-mail, LISTSERVÆ, or newsgroup communications.

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Long-Time Support

Following the completion of this project, it is hoped that Virginia Tech and other participating institutions should be ready to provide a Webmaster for the Web-pages and the maintenance of the supporting system. The faculty involved in teaching and managing courses based on the collection of materials and tools should be expected to continue to contribute to the collection and to continue to develop learning modules. It is intended that the course materials will be available at several mirror sites and thus will provide a distributed long-lasting archive. The history pages are already the subject of a potential collaboration with a long-established distance learning organization.

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Conclusions

A major criticism of our approach to teaching ethics and social impact in a single course is that this has also become the "dumping ground" for other subjects that do not necessarily fit easily into other courses. Writing and oral communication were an early addition, and today we find ourselves being asked to be the departmental flagship for the issues of diversity and internationalism. With these concerns and ever increasing enrollments, the time pressures are becoming difficult to manage. University administrations seem to believe that by using a web-based approach the load on the faculty decreases and the bandwidth of the communication channel broadens so as to be able to involve more students with fewer resources. This is simply not the case. The initial development took over 2000 man-hours to create a passive environment. At least another 2000 hours have been spent on inserting a small measure of interaction, and several hours each day are spent in keeping up with current events.

Web-based learning systems have the capability of being more than simply a passive information system through which students browse randomly to locate useful data. The social impact and ethics courseware that was developed at Virginia Tech as a digital library is now moving towards a more interactive system that can be used in a variety of teaching/learning environments to the benefit of both the teacher and the student. As a topic that is still emerging as an object of study in universities and colleges, replete with developing legal precedents and new instances of challenge from a highly innovative sub-culture of hackers, social impact and computer ethics cannot be solely encapsulated in a paper medium. A "living" medium of delivery is essential.

This paper is a progress report on the road from an almost obsolete technology of 1993 to the learning environment of the 21st century. What we accomplish here will be a model for other university courses, and eventually for classes at other levels. The study of the social impact of the computer and computer ethics should not be limited to post-secondary computer education, but should be available to all users of computers. Through this system perhaps we can find ways to incorporate elements of computer ethics into many courses.

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References

  • Fano, R. M. 1967. 'The Computer Utility and the Community', 1967 IEEE International Convention Record, Part 12, pp. 30-34.
  • Gotlieb, C.C., and A. Borodin. 1973. Social Issues in Computing, Academic Press, New York.
  • Laughlin, Stuart C. 1996. The Design and Use of Internet-Mediated Communication , Applications in Education: An Ethnographic Study, doctoral dissertation, Department of Computer Science, Virginia Tech.
  • Lee, J.A.N. 1997. 'Professionalism in Computing: A Web-Based Learning System', Selected Papers from the Eighth National Conference on College Teaching and Learning, Florida Community College at Jacksonville.
  • Lee, J.A.N.,E.A. Fox, N.D. Barnette, C.A. Shaffer, L. Heath, W. Wake, L.T. Nowell, D. Hix, and H.R. Hartson. 1995. 'Progress in Interactive Learning with a Digital Library in Computer Science', Invited paper, Proc. ED-MEDIA 95, World Conference on Educational Multimedia and Hypermedia, Graz, Austria, June 17-21, 1995, pp. 7-12.
  • Levy, Steven. 1984. Hackers: Heroes of the Computer Revolution, Doubleday Press, 1984.\
  • Licklider, J.C.R. March 1960. "Man-Computer Symbiosis", IRE Transactions on Human Factors in Electronics, volume HFE-1, pages 4-11.
  • Luotonen, A. 1994. 'World Wide Web Interactive Talk (WIT)', http://www.w3.org/pub/WWW/WIT/User. (last accessed 1996).
  • Project Envision Final Report, NSF Grant IRI-9116991, http://ei.cs.vt.edu/papers/ENVreport/final.html, 15 October 1995.
  • Project SUCCEED, http://succeed.engr.vt.edu/index.html, 28 January,1996.

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Author information:

J.A.N. Lee is a member of the faculty of the Department of Computer Science at Virginia Tech, and a collaborator in the Center for the Study of Science in Society. He has served as the Vice President of both the Association for Computing Machinery and the IEEE Computer Society. Most recently he served as the secretary of the IFIP Technical Committee 9. The Social Impact of the Computer. The author is cooperating with the Virginia Department of Education to modify the K-12 'Standards of Learning' in computers and technology to incorporate an ethics and social impact module.

E-mail: janlee@cs.vt.edu ; URL: http://ei.cs.vt.edu/~janlee

John A. Lee

Department of Computer Science and Center for the Study of Science in Society

Virginia Tech Blacksburg VA 24061-0106

Cite this page: John A. Lee "Professionalism in Computing: A Web-based Learning System" Online Ethics Center for Engineering 6/26/2006 2:42:57 PM National Academy of Engineering Accessed: Tuesday, January 06, 2009 <www.onlineethics.org/CMS/computers/compessays/profincomp.aspx>


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