Exploring Creativity Expectation in CS1 Students’ View of Programming
Isomöttönen, V., Lakanen, A.-J., & Nieminen, P. (2020). Exploring Creativity Expectation in CS1 Students’ View of Programming. In FIE 2020 : Proceedings of the 50th IEEE Frontiers in Education Conference. IEEE. Conference proceedings : Frontiers in Education Conference. https://doi.org/10.1109/FIE44824.2020.9274134
Julkaistu sarjassa
Conference proceedings : Frontiers in Education ConferencePäivämäärä
2020Tekijänoikeudet
© IEEE, 2020
Full paper in Research category: Literature provides creativity definitions that are applicable to educational settings. For example, the definition by Plucker et al. emphasizes the ‘social context’ in which the usefulness and novelty of a creative outcome is evaluated, and notes that this emphasis allows students’ coursework to be deemed creative without extraordinary characteristics. Computing educators tend to assume that incoming CS course populations welcome creativity, and utilize application contexts (e.g., games, media, arts, and robots) in which creativity is a central attribute. Previous research also suggests that beginner CS students may initially possess versatile identities regarding what computing will entail. This article seeks to provide further evidence for creativity expectation among students starting a CS1 course, looking at how and to what extent creativity is acknowledged. This agenda was observed to be possible using a large data set (N=1,946, eight-year period) in which students at the very beginning of their computing studies characterized what programming is. Qualitatively different creativity-related categories were identified and frequencies for these categories were counted in a sample of 240 respondents. Further content analysis was applied to the remaining data by using word searches. The categories identified were: freedom to create and express, creativity needed in problem solving, programming as a circumstance for personalized activity, associations with arts, creative innovations, tolerance to open-ended situations, aesthetics and elegance of programming, and programming as a flow-like activity. In the sample of 240, 59% of the data was interpreted to refer to creativity, and among the word-searched portion of the data, nearly one-third was interpreted to indicate it. The illustrations and the numbers of references support educators’ assumptions as they consider introducing creativity-related education.
...
Julkaisija
IEEEEmojulkaisun ISBN
978-1-7281-8962-8Konferenssi
Frontiers in Education ConferenceKuuluu julkaisuun
FIE 2020 : Proceedings of the 50th IEEE Frontiers in Education ConferenceISSN Hae Julkaisufoorumista
1539-4565Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/47335765
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Lisenssi
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
A Study on the Assessment of Introductory Computational Thinking via Scratch Programming in Primary Schools
Fagerlund, Janne (ACM, 2018)Computational thinking (CT), a transversal intellectual foundation integral to computer science, is making its way into compulsory comprehensive education worldwide. Students are expected to attain skills and knowledge ... -
Exploring the problems, their causes and solutions of AI pair programming : A study on GitHub and stack overflow
Zhou, Xiyu; Liang, Peng; Zhang, Beiqi; Li, Zengyang; Ahmad, Aakash; Shahin, Mojtaba; Waseem, Muhammad (Elsevier, 2025)With the recent advancement of Artificial Intelligence (AI) and Large Language Models (LLMs), AI-based code generation tools become a practical solution for software development. GitHub Copilot, the AI pair programmer, ... -
Symbol, Munch and creativity : metabolism of visual symbols
Kuuva, Sari (University of Jyväskylä, 2010)In this dissertation the relationship between visual symbols and creative thinking is studied through visual, textual and conceptual analysis. The first part of the work focuses on the concept of symbol, the second part ... -
Virtual Enterprise Simulation Game as an Environment for Collaborative Creativity and Learning
Tuhkala, Ari; Syynimaa, Kirsi; Lainema, Kirsi; Lämsä, Joni; Lainema, Timo; Hämäläinen, Raija (Palgrave Macmillan, 2021)When employees become accustomed to everyday working habits it can prevent them from generating creative ideas. This familiarity takes the forms of mainly collaborating with familiar colleagues, playing roles that develop ... -
Mindfulness and creative process engagement : the mediating role of workplace relational systems
Awan, Usama; Sufyan, Muhammad; Ameer, Irfan; Shamim, Saqib; Akhtar, Pervaiz; Zia, Najam Ul (Emerald, 2024)Purpose Despite widespread recognition of the importance of mindfulness in organizational science literature, little is known about how mindfulness motivates individuals to configure information processing and team member ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.