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Examining the Impact of Computational Creativity Exercises on College Computer Science Students' Learning, Achievement, Self-Efficacy, and Creativity

Published: 21 February 2018 Publication History

Abstract

The purpose of the present study was to investigate how the inclusion of computational creativity exercises (CCEs) merging computational and creative thinking in undergraduate computer science (CS) courses affected students' course grades, learning of core CS knowledge, self-efficacy, and creative competency. CCEs were done in lower- and upper-division CS courses at a single university. Students in CCE implementation courses were compared to students in the same courses in different semesters. Propensity score matching was used to create comparable groups (control and implementation) based on students' GPA, motivation, and engagement. Results showed that implementing CCEs in undergraduate CS courses enhanced grades, learning of core CS knowledge, and self-efficacy for creatively applying CS knowledge. However, CCEs did not impact creative competency. The effect of the CCEs was consistent across upper- and lower-division courses for all outcomes. Unlike previous studies that only established the support for CCEs, such as positive dosage effects, the results of this study indicate that CCEs have a causal effect on students' achievement, learning, and self-efficacy, and this effect is independent of general academic achievement, motivation, and engagement. These findings establish the CCEs as a validated, evidence-based instructional method.

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        cover image ACM Conferences
        SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science Education
        February 2018
        1174 pages
        ISBN:9781450351034
        DOI:10.1145/3159450
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Published: 21 February 2018

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        Author Tags

        1. computational creativity
        2. computational thinking
        3. computer science education

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        SIGCSE '18 Paper Acceptance Rate 161 of 459 submissions, 35%;
        Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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        • (2024)Examining self-regulation models of programming students in visual environments: A bottom-up analysis of learning behaviourEducation and Information Technologies10.1007/s10639-024-13016-zOnline publication date: 10-Sep-2024
        • (2023)“Regular” CS × Inclusive Design = Smarter Students and Greater DiversityACM Transactions on Computing Education10.1145/360353523:3(1-35)Online publication date: 22-Jul-2023
        • (2023)CS0 vs. CS1:Proceedings of the 54th ACM Technical Symposium on Computer Science Education V. 110.1145/3545945.3569865(25-31)Online publication date: 2-Mar-2023
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        • (2021)All the Pieces Matter: The Relationship of Momentary Self-efficacy and Affective Experiences with CS1 Achievement and Interest in ComputingProceedings of the 17th ACM Conference on International Computing Education Research10.1145/3446871.3469740(252-265)Online publication date: 16-Aug-2021
        • (2021)Investigating Creativity in Computer Science Syllabi in Australia2021 IEEE International Conference on Engineering, Technology & Education (TALE)10.1109/TALE52509.2021.9678648(233-240)Online publication date: 5-Dec-2021
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