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The major objective of the module CS1105“Computing and Society” is to expose students
to broad societal issues surrounding the use of
information and communication technology (ICT)
in everyday life. The topics discussed include
digital piracy, security and privacy, social
networking and freedom of expression.
The module is currently worth three modular
credits (3-MC), and while compulsory for
School of Computing (SOC) students, it is also
open to students of other faculties. The current implementation involves conducting lectures
online with 100% continual assessments (CA). An important component of the assessments is the
course project. Previous projects were almost always in the form of a team study report covering
topics such as “Youth Addiction in Computer Games” or “Software Piracy in Asia”. During the
Special Term last year, I initiated Wiki as the platform for the course project. In the second
semester of Academic Year 2007/2008, I proposed
that the class write interactive digital stories as
an alternative format for the team project.
Every story is about an ethical dilemma in ICT.
Examples of some scenarios were given, as shown
below:
• “I provide IT support in a school. One day, I was
asked to upgrade all the computers for the school.
While working on one of the dean’s computer, I
noticed that his computer contained thousands of
pornographic pictures.”
• “I am an IT professional hired by a big hospital
and put in charge of its patient database. My aunt, who works for a health insurance company,
approaches me one day to help her get the medical
histories and other personal particulars of
patients of the hospital who had died of a certain
illness, so that her company can formulate a new
insurance scheme for such patients.”
Students were encouraged to create their own stories,
but each must reflect a problem or controversy
discussed in the course. As the story unfolds, the
viewer responds to the scenario at different stages
and branches into another scenario depending
on his response. The recommended software
for developing the digital stories was Adobe Captivate™. It accepts slides from Microsoft
Powerpoint with which most students are already
familiar. The students were also told to make full
use of the interactive elements and multimedia
features in Captivate™ to develop the story. In
presenting the dilemma, and prompting actions
and answers, some background knowledge of
ICT relevant to the storyline and context should
be present in some form. How much the story
engages the viewers’ interest and leaves them with the feeling that they learnt something at the
end is important in ensuring the effectiveness of
the story.

Figure 1. Example of a story for “ICT Crime”, which relates a
lesson on tele-fraud
 Figure 2. Example of a story for “Dilemma in a University
Lab”, where students play characters in their story.
There are three progressive reviews and marks of
5%, 15% and 30% were allocated to each stage.
The first review was to check on the outline
students prepared to approve its suitability of
further development. In the second review, about
half of the story was expected to have been
developed and feedback was given to students to
improve their stories.
Creating an interactive story is, in many ways,
more similar to writing a play than writing a short
story. In a play, the bulk of the playwright’s effort
goes into creating the plot, theme and composing
the dialogue and interaction between the characters.
Scene descriptions are expressed simply as
pictures, without the need for elegant prose. The
library that comes with Captivate™ helps provide
some of these background resources. To some
students, the creative mechanism of interactive
stories, which contain visual and sound aspects,
was better suited to their capabilities.
In the end, twelve teams submitted branching
stories with topics such as “ICT Crime” and
“ICT Dilemma in the Workplace”, with scenarios
on privacy intrusion, discovering pornographic
material, losing one’s password over social
networks, and intelligent robots replacing human
workers. Most teams were able to incorporate their
lesson materials with quizzes and games. Some
teams went further, and included animations and
videos. Figures 1 and 2 showcase examples of the
students’ creativity in crafting these stories.
It was time-consuming to grade the projects.
While some criteria such as ease of navigation,
learning values, and interactive features, were
developed to facilitate marking the story, each graded component requires me to play-test
every submission. The result was that each story
required many hours to grade. To uncover all the
subtleties of the story, each branch of the story
(See Figure 3) has to be explored. Nonetheless, it
provides students with an invaluable method of
understanding how ICT issues affect daily life.

Figure 3. Example of the branches in a story
Six of the stories can be found in the SOC website at:
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/1C/
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/1D/
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/2C/
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/5A/
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/6C/
• http://www.comp.nus.edu.sg/~cs1105/BranchingStories/6D/
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