
When a student pulls out their phone to check a fitness app, they likely focus on that familiar goal of hitting 10000 steps, but they rarely stop to consider the massive amounts of personal data being collected behind the scenes. This specific example serves as the entry point for Evaluating the Impact of Computing, a lesson designed for high school computer science courses that pushes students to move beyond surface-level usage and start thinking like system analysts.
In this high school computer science session, the core objective is for students to evaluate how new technologies shape personal lives, social circles, and economic outcomes. Students learn to use impact analysis as a deliberate process for examining how a technology changes daily life and community interactions. This framework is essential because computing systems now weave through everything from attendance records to personal health tracking.
Understanding the scope of impact analysis
The lesson moves from the personal fitness example into more complex territory by defining key terms like impact analysis, stakeholder, and algorithmic bias. A stakeholder is defined as any person or group affected by the creation, use, or shutdown of a computing system, which helps students see that technology rarely exists in a vacuum. The lesson provides a clear worked example involving facial recognition cameras in a city. It asks students to balance the potential security benefits against the ethical concerns of mass surveillance. This is exactly the kind of critical thinking that Lodi Unified, Huntington Beach Union High School District, Upland Unified, and Lake Elsinore Unified teachers want to see when students consider the ethics of technology.

This material directly addresses CA.CS.9-12.IC.23, which is the California-adopted standard asking students to evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices. It is a broad standard that demands students step back and look at the trade-offs inherent in any digital design. The material covers the impact of computing by forcing students to identify who is being helped and who is being disadvantaged by a specific software implementation. While some students might struggle with the nuance of algorithmic bias, the structured practice scenarios make the abstract concepts much more tangible.
Applying the logic to real-world systems
The guided practice moves students into the application phase by looking at fast-food kiosks. Instead of just pressing buttons to order lunch, students now have to think about the economic impacts on employees versus the operational efficiency for the business. It is a straightforward exercise, yet it effectively illustrates how a seemingly simple change in the interface impacts people on multiple levels. The takeaway here is not that technology is bad, but that it is always influential.

I find this lesson works best for a whole-class assignment where you have the time to let students debate the merits of specific technologies. It is also excellent for independent study students who need to build a stronger foundation in ethical computing before moving on to more technical projects. For a student who missed the week or needs a quick way to catch up on the impact module, this provides a solid standalone overview.
One caveat: the concepts of social and economic impact can feel a bit heavy for students who prefer coding projects to philosophical discussions. You might need to facilitate a bit more during the guided practice to keep the energy up. However, the lesson is concise enough that it does not drag. It respects the students’ time while giving them a concrete way to organize their thoughts. By the time they reach the closure, they should be able to articulate why understanding these impacts is necessary for designing more responsible systems in their own future work.



