A hands-on embedded computing project is introduced into an undergraduate social sciences course. In the pilot module, nine student teams created working prototypes, using the technology to address social, ecological and ethical issues. The teams included freshman to senior level computer science majors, other technical majors, and non-technical students. Most students became highly engaged in the activity, developed exciting ideas, and reported improved learning in the social sciences. Categories and Subject Descriptors K.3.2 [Computers and Education]: Computer and Information Science Education—computer science education, curriculum, literacy; K.4 [Computers and Society]: General General Terms Design, Human Factors Keywords Ethical/Societal Issues, Active Learning, Non-majors, Gender and Diversity Issues, Pedagogy, Robotics, Sustainability
Fred G. Martin, Sarah Kuhn