One roll faculty in CSS will play is to develop modules ranging from a single activity/problem set to multi-class-session modules that can be used by other social science instructors to create "quantitative skills across the curriculum." Some examples:

Topical census data modules that introduce students to the census as a data source, how to access census data, how to analyze and visualize.

  1. International public opinion survey data module. There are large volumes of international social survey data available but they typically require some up front investment to make use of them. This module does the legwork making it possible for instructor to have students do a project that looks at public opinion and behavior data in cross-national context.
  2. Simulation platforms. One way to make strong impressions on students is to have them engage in a simulation. A hands-on public goods game, for example, with data collected by students on their own behavior, can teach a lot more than a description in a text book. This module brings ready-to-go classroom simulations of classic social science simulations such as iterated prisoners dilemma, public goods, tragedy of the commons, externalities, arms race, the beer game, etc.
  3. Experiment Platforms. More and more social science involves actual experiments (either computer based or face-to-face with subjects). This module provides a ready-to-go setup for students in a class to conduct an experiment either on one another, over the web, or on volunteers from among the student body.
  4. There are hundreds of computerized simulations of social phenomena out there. Although relatively easy to use, the learning curve for getting comfortable enough to use them in the classroom can be steep. This module delivers demonstrations of how the simulations work and as much or as little background in coding, experimental design, and data collection/analysis as an instructor would like.
  5. Coding 101. A module lasting 1 to 4 sessions introducing students to coding for social sciences. Goal would be to communicate the utility of knowing how to code, confidence that one can learn to code, first few steps, and clear sense of where to continue along with a particular practical application to the course at hand.