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Creators/Authors contains: "Krutz, Daniel"

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  1. Research has demonstrated that much of the software being created today is not sufficiently inclusive, unbiased and equitable. This has been found to frequently result in real-world implications such as prejudice against women or people of color, and software that is inaccessible to people with disabilities. Preliminary research has found that empathyfocused experiential educational activities can be beneficial for not only creating empathy, but in advancing the participant’s interest and knowledge retention over traditional non empathy-building interventions. This work will provide a foundational background on the current research in the intersection of experiential learning and empathy-building interventions in computing education. We will also present several important questions that still must be explored, thus serving as the foundation for future work in this area. 
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  2. Inequitable software is a common problem. Bias may be caused by developers, or even software users. As a society, it is crucial that we understand and identify the causes and implications of software bias from both users and the software itself. To address the problems of inequitable software, it is essential that we inform and motivate the next generation of software developers regarding bias and its adverse impacts. However, research shows that there is a lack of easily adoptable ethics-focused educational material to support this effort.To address the problem of inequitable software, we created an easily adoptable, self-contained experiential activity that is designed to foster student interest in software ethics, with a specific emphasis on AI/ML bias. This activity involves participants selecting fictitious teammates based solely on their appearance. The participant then experiences bias either against themselves or a teammate by the activity’s fictitious AI. The created lab was then utilized in this study involving 173 real-world users (age 18-51+) to better understand user bias.The primary findings of our study include: I) Participants from minority ethnic groups have stronger feeling regarding being impacted by inequitable software/AI, II) Participants with higher interest in AI/ML have a higher belief for the priority of unbiased software, III) Users do not act in an equitable manner, as avatars with ‘dark’ skin color are less likely to be selected, and IV) Participants from different demographic groups exhibit similar behavior bias. The created experiential lab activity may be executed using only a browser and internet connection, and is publicly available on our project website: https://all.rit.edu. 
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  3. null (Ed.)
    Our Accessibility Learning Labs not only inform participants about how to properly create accessible software, but also demonstrate the need to create accessible software. These experiential browser-based activities enable students, instructors and practitioners to utilize the material using only their browser. This tutorial will benefit a wide-range of participants in the software engineering community, from students to experienced practitioners who want to ensure that they are properly creating inclusive, accessible software. Complete project material is publicly available on the project website: http://all.rit.edu 
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  4. Studies indicate that much of the software created today is not accessible to all users, indicating that developers don’t see the need to devote sufficient resources to creating accessible software. Compounding this problem, there is a lack of robust, easily adoptable educational accessibility material available to instructors for inclusion in their curricula. To address these issues, we have created five Accessibility Learning Labs (ALL) using an experiential learning structure. The labs are designed to educate and create awareness of accessibility needs in computing. The labs enable easy classroom integration by providing instructors with complete educational materials including lecture slides, activities, and quizzes. The labs are hosted on our servers and require only a browser to be utilized. To demonstrate the benefit of our material and the potential benefits of our experiential lab format with empathy-creating material, we conducted a study involving 276 students in ten sections of an introductory computing course. Our findings include: (I) The demonstrated potential of the proposed experiential learning format and labs are effective in motivating and educating students about the importance of accessibility (II) The labs are effective in informing students about foundational accessibility topics (III) Empathy-creating material is demonstrated to be a beneficial component in computing accessibility education, supporting students in placing a higher value on the importance of creating accessible software. Created labs and project materials are publicly available on the project website: http://all.rit.edu 
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