The Creative Process in the Development of Computational Thinking
in Higher Education
Tatyane S. C. da Silva
1a
, Jeane C. B. de Melo
2b
and Patricia Tedesco
1c
1
Centro de Informática – Universidade Federal de Pernambuco,
Av. Jorn. Aníbal Fernandes, Cidade Universitária, Pernambuco, Brazil
2
Department of Computing, Universidade Federal Rural de Pernambuco,
Rua Dom Manuel de Medeiros, s/n - Dois Irmãos, Brazil
Keywords: Higher Education, Creative Process, Creativity, Computational Thinking, Programming Education.
Abstract: Today's society, differentiated by knowledge, is characterized by structural changes that require individuals
to act in an innovative, interdisciplinary way and linked to Computational Thinking. This skill stands out for
its relevance, included in the list of skills and competencies required of 21st-century professionals.
Computational thinking encompasses problem-solving using models, abstractions, organization and
decomposition of these elements in an algorithmic way. These elements, in turn, impose on subjects a skill
that is not widely explored in traditional teaching-learning processes: creativity. Given this panorama, this
article presents a study whose objective is to understand the relationship of the Creative Process in the
development of Computational Thinking, to assist the teaching and learning of programming. For this, a
Conceptual Model was created, relating the pillars of the Creative Process to solve problems using
programming and later applied in a class in the Digital Games course, in the Programming discipline. The
results point to the relevance of using the Conceptual Model in the cognitive process, indicating that it
positively influenced the learning of programming by students, which is reflected in the students' solutions
and reports.
1 INTRODUCTION
The Programming discipline is part of the basic
training in Computer Science courses. Its content is
focused on teaching concepts, computational models
and programming language (Bennedsen &
Caspersen, 2004).
However, it is important to emphasize that
programming education is not limited to teaching a
programming language. The process of teaching
programming should also involve problem-solving,
based on concepts such as association, evaluation,
assignment, procedure call and parameter passing
(Bennedsen & Caspersen, 2004).
The teaching of programming-related disciplines,
including their fundamental concepts and
introductory approaches, presents a great challenge
for teachers in the search for appropriate teaching
methodologies (Bennedsen & Caspersen, 2004).
a
https://orcid.org/0000-0002-9635-4836
b
https://orcid.org/0000-0002-2357-1178
c
https://orcid.org/0000-0001-9450-9219
The traditional teaching methodology, commonly
used in programming classes, which are usually
divided into theoretical, theoretical-practical and/or
laboratory classes, has not been satisfactory
(Bennedsen & Caspersen, 2004). These resources are
relevant for presenting the results of a process, but
they do not show the development process in itself.
Another factor to be considered in the
programming teaching-learning process is Creative
Thinking. According to Young (1985), we live in a
knowledge society, characterized by changes that
require innovative individuals. At the same time, the
importance of Computational Thinking (National
Research Council, 2013) stands out, since it is
included in the list of Skills and Competencies
required for professionals in the 21st century.
According to National Research, Computational
Thinking encompasses problem-solving using,
models, abstractions, grouping, and decomposition of
C. da Silva, T., B. de Melo, J. and Tedesco, P.
The Creative Process in the Development of Computational Thinking in Higher Education.
DOI: 10.5220/0009346502150226
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 1, pages 215-226
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
215
these elements in an algorithmic manner. Although
cognitive processes are commonly used by computer
science professionals, formal training in this area of
knowledge is not necessarily needed since in many of
these activities there will be, at least, the use of
information technology related to computational
(algorithmic) reasoning (National Research Council,
2013).
In this perspective, Computational and Creative
Thinking is seen as cognitive tools that expand the
knowledge and skills that can be applied in obtaining
a solution to a given problem. That is computational
tools when used creatively, lead to the development
of new approaches to both old and new problems,
observing different stimuli and perspectives that may
be relevant in their solution (BBC, 2017).
Aiming to propose an approach to the problem of
applying programming concepts to solve real-world
problems using the elements of the Creative Process
and Computational Thinking, this paper presents a
research question: QP1 – Are the Creative Process
and the development of Computational Thinking
factors that influence the learning process of
Programming?
From the QP1 inquiry, it is possible to analyze if
the Creative Process assists students in learning in
programming. To answer the research question the
following hypothesis, H1 was formulated: H1: The
use of the Creative Process in the development of
Computational Thinking helps students solve
problems using programming.
The phases involved in the development of such
research are described in the present work, which is
organized as follows: Section 2 presents the concepts
of Computational Thinking. Section 3 addresses
Programming Teaching and Learning. Section 4
addresses the definition of Creativity and Creative
Process. Section 5 presents Related Works, and
Section 6 presents the Conceptual Model. Finally,
Section 7 regards the final considerations of the
paper, highlighting the contributions of the study.
2 COMPUTATIONAL THINKING
The concept of Computational Thinking (CT) was
proposed in 2006 by Jeannette Wing (National
Research Council, 2013) and is related to problem-
solving and the perception of human behavior, both
guided by definitions of the fundamentals of
Computer Science (National Research Council,
2013). The CT addresses a set of definitions, skills,
and practices of computing that can be applied both
in everyday activities and in other areas of knowledge
(National Research Council, 2013).
According to the BBC - Computational Thinking
(Gomes et. al, 2017), Computational Thinking has
four pillars that help solve complex problems:
Decomposition, Recognition, Abstraction, and
Algorithms.
Decomposition - consists of breaking down a
problem or complex system into smaller, more
manageable parts.
Pattern Recognition - characterized by looking for
similarities between problems and subproblems.
Abstraction - has the purpose of focusing only on
important information searching for the solution,
ignoring irrelevant details.
Algorithms - intended to develop a systematic
solution to the problem, or the rules to follow to solve
it.
The use of the four pillars assists in programming
and solving complex problems – which are those that,
at first sight, one does not know how to solve easily.
Finally, these simple steps or rules are used in
programming to help solve the problem in the best
way (Gomes et. al, 2017). In this research we will use
the four pillars of Computational Thinking (Gomes
et. al, 2017), corroborating with the objectives of the
current proposal.
In this research the four pillars of Computational
Thinking (Gomes et. al, 2017) will be used,
corroborating with the objectives of the current
proposal.
3 PROGRAMMING TEACHING
AND LEARNING
The literature presents a set of difficulties associated
with programming learning and teaching
(Sternberg,2003). Considering the difficulties
presented by the students, these were divided into
three categories: teaching strategies, student attitudes,
study methods, and natural programming difficulties
(Sternberg,2003). Many students are accustomed to
the memorization strategies (read, see solved
exercises), which are not enough to learn to program.
It was necessary to engage in intensive problem-
solving practice, facing the difficulties related to it
and trying to resolve them. This should be based on
generic problem-solving skills previously acquired
that students generally do not have (Sternberg,2003).
Considering this scenario, some creative
strategies can be used in programming teaching,
among which we can cite: diversifying the proposed
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tasks through methods of education, transformation,
simulation, among others; usage of Computational
Thinking to solve problems; creating a space for the
dissemination of student work; sharing personal
experiences related to the studied topic; guiding the
student to seek additional information on topics of
interest to them (BBC, 2017).
4 CREATIVITY AND THE
CREATIVE PROCESS
This section presents the definitions that underlie this
work regarding Creativity and the Creative Process.
4.1 Creativity
There are several definitions of the term creativity,
and there is no consensus as to its exact meaning.
Among the authors, this being an issue addressed
from multiple points of view, we have, for example,
Sternberg's Theory of Creativity (MacKinnon, 1962)
and MacKinnon's Theory (Tschimmel, 2010). This is
related to the fact that creativity, like intelligence, is
a complex construct, with diverse aspects, such as the
characteristics of the individual, the creative process,
items present in the creative product, or aspects of the
environment where people are inserted, which may
influence one’s creative expression (BBC, 2017).
According to Sternberg's Theory of Investment in
Creativity (MacKinnon, 1962), six interrelated
elements will be creative: intellectual skills,
knowledge, thinking styles, personality, motivation,
and appropriate environment. These multiple
perspectives of creativity are related to combinations
of aspects inherent to the individual, depending on
cognitive, emotional and environmental factors.
For MacKinnon (Tschimmel, 2010), three basic
conditions are necessary for creativity: the response
must be new or at least statistically infrequent; the
response must adapt to reality and serve to solve a
problem or achieve a recognizable goal and must
include the evaluation, design, and development of
the original insight.
For this paper, we will use the definition of
MacKinnon (Tschimmel, 2010), since it aligns with
the research objective of using creativity as a tool to
help solve problems.
4.2 Creative Process
The Creative Process is situated at the stage of
generating ideas for a solution and the creation of new
ideas and uses divergent and convergent thinking in
the analysis, synthesis and casual events that are
experienced as relevant (Zavadil, 2019). In this
process, people use their skills and develop new ones
according to the demands and type of activity. These
skills involve cognitive procedures that will allow the
restructuring of elements and the creation of new
combinations for generating an idea or solution in a
specific domain (Osborn, 2008).
In this context, the terms Creativity and Creative
Process, although sometimes used as synonyms, are
used in this study with different meanings. Creativity
is the systemic capacity manifested in new and value-
added solutions (be them ideas, products, concepts,
questions, etc.), influenced by various contextual
factors of the social and cultural environment
(Zavadil, 2019) (Osborn, 2008). This is done through
means of the Creative Process, which consists of
methods, techniques, instruments and procedural
knowledge that can facilitate the development of new
conceptions, dealing with the various factors
influencing Creativity and facilitating
communication and interaction between the
individuals (Osborn, 2008).
4.3 Creative Problem Solving (CPS)
Creative Problem Solving (CPS) was created by
Osborn. It is a methodological paradigm composed of
methods and techniques to analyze, identify and solve
problems.
Research, Discovery of Ideas and Discovery of
Solutions. This model’s strategy is to obtain a clear
and precise definition of the problem and generate
several solutions.
The problem is delimited at the Investigation
stage. According to Osborn, the definition of the
problem is fundamental to propose new questions and
possibilities.
The generation and development of ideas happen
in the Discovery of Ideas stage. The most promising
ideas are then selected and developed in the project
activity.
The Solution Discovery phase encompasses the
evaluation of the provisional ideas, the choice of the
final solution and its subsequent implementation. The
evaluation of ideas highlights critical intelligence,
analytical thinking, and convergent thinking.
5 RELATED WORK
The literature presents some approaches that use
creativity as an element to promote Computational
The Creative Process in the Development of Computational Thinking in Higher Education
217
Thinking and programming learning, however, it is
still incipient, especially if the study’s objective is
teacher training (Miller et al, 2013; et al, 2017).
The study by Shell et. al (2017) addressed the
integration of Computational Thinking and Creative
Thinking into Computer Science courses to improve
the learning and performance of higher education
students using Computational Creativity Exercises
(CCEs). This research uses Epstein's theory of
generationality (2017) to support the definition of
Creative Thinking, which divides it into four
competencies: capture, challenge, amplify, and
engage. Capturing competence refers to the ability to
recognize and note unique ideas as they occur. The
ability to challenge established thinking and behavior
patterns are related to the ability to generate new
approaches to problems. The competence to extend,
or amplify, one's knowledge beyond one's discipline
allows the innovative integration of ideas. And, lastly,
the stimulus, that can be social or environmental, can
lead to new experiences and ideas. The principles of
Computational Creativity Exercises (CCEs) are (1)
attribute balancing between Computational and
Creative Thinking and (2) mapping between
computational and creative concepts and skills, as
manifested in different disciplines. For each exercise,
the study has a set of creative objectives,
computational objectives, and collaborative problem-
solving objectives. For the set of computational
objectives, two aspects are used: PC concepts, such
as classification and logical condition, as well as
Computational Thinking skills. The Computational
Thinking skills that were used in the study were:
problem decomposition, pattern recognition,
abstraction, generalization, algorithmic design, and
evaluation. The study concluded that the integration
of computational creativity exercises based on the
creative competencies of Epstein (2017) improved
the learning of Computational Thinking in Computer
Science courses.
The study by Shell et. al (2017) points out the
need to relate the teaching of Computational and
Creative Thinking in the Computation course, to help
students learn and develop their ability to apply, in a
creative way, the knowledge of Computational
Thinking in solving problems. However, this study
does not clearly show how problem-solving is related
to the pillars of Computational Thinking.
6 CONCEPTUAL FRAMEWORK
The study was divided into a few phases and the
activities were based on the Conceptual Model. The
research is qualitative, carrying out a content analysis
of the semi-structured interviews with the students.
The Conceptual Framework was based on the pillars
of Computational Thinking and Creative Problem
Solving (CPS), to aid programming learning and
problem-solving. The model can be viewed in Figure
1.
The Conceptual Framework is divided into three
parts: Computational Thinking, CPS and Creativity
Techniques. The first two have the purpose of
assisting in problem-solving to facilitate the learning
of programming and the Creativity Techniques have
the objective of developing Creative Thinking.
The Decomposition phase of the Computational
Thinking pillars is related to the six hats technique
(Bono, 2017), because this technique helps in
dividing the problem and observing it from different
perspectives, and can be used in the definition phase
of the CPS problem.
The Pattern Recognition stage of the
Computational Thinking pillars is correlated with the
Domite to Destroy (D2D) technique. This technique
aims to recognize the patterns to create something
new or innovative and concerns the generation phase
of the CPS, which is the selected stage for this
function.
The Abstraction phase of Computational
Thinking pillars is related to the Zoom Out creativity
technique, since this technique, as well as abstraction,
has the intent to train in an individual the ability to
observe the concepts only in a generic form while
searching for the most relevant information. Besides,
it is localized in the ideas generation phase, a moment
of convergence.
Finally, on the Algorithm pillar, this is related to
code, UML or any algorithmically representation of
the solution and is located in the Action phase of the
CPS model, since it is the stage of developing the
solution. In the following subsections, the application
of this model will be detailed in the game
programming class.
6.1 The Participants
The research includes the participation of students
from two classes: class 1, with nine students, and
class 2, with six students, from the last period of the
course of the digital games in higher education who
were taking the multiplatform programming
CSEDU 2020 - 12th International Conference on Computer Supported Education
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discipline. Both classes have already taken the
Introduction to Programming course. The average age
of students in class 1 was 20 years old and all were
male. The average age of students in class 2 was 23
and all were male. The students were chosen because
they are in the same period and all have already seen
the same number of subjects. The object-oriented
programming classes, in C #, were given by the same
teacher, before conducting the study using the
Conceptual Model. The full transcript of the class 1
interview is on the link.
6.2 The Study
For the application of the Conceptual Framework, an
activity was carried out with a duration of 2 weeks,
with two classes per week, lasting a total of 3 hours
and 30 minutes, in Class 1. This activity intended to
study the impact of the Creative Process on the
development of Computational Thinking to assist
programming learning in the development of a game.
The game was created with Engine Unity and it
was necessary to use object-oriented programming
with the C # language. This activity involved the
whole class. At first, the students made, with the
professor’s aid, a Timberman style game – a casual
game in which a woodcutter needs to cut a tree and
not let the branches hit him. Then the students should
create a functionality different from the basic game.
Students used Creativity Techniques in
conjunction with the Computational Thinking pillars.
Before solving the proposed issue, the students
divided the problem into smaller pieces
(Decomposition), utilizing the six hats technique
(Leavy, 2014), to find the solution. They recognized
the Pattern of the basic solution through D2D and
used abstraction, noting which the most important
part of the code should be modified, as well as using
Zoom Out to create a creative solution.
The students decided that the new Timberman
game would be in line with the theme Jack and the
Beanstalk, which is about a fairy tale where the
character Jack climbs on a large magic bean tree.
Students used the concept of climbing the branches
instead of having them descend, just like in the
original game. Therefore, they changed the gameplay
and altered the game code.
Students who used the Conceptual Framework
and those who did not participate in the activity were
interviewed after its conclusion, using the Conceptual
Framework. The questions can be seen below, in
Table 1.
Table 1: Interview questions.
INTERVIEW QUESTIONS
HOW DO YOU DEFINE CREATIVITY?
DO YOU BELIEVE THAT CREATIVITY HELPS IN PROBLEM-
SOLVING? YES, NO, AND WHY?
IN YOUR OPINION, CAN CREATIVITY BE USED TO AID IN
PROGRAMMING?
DID YOU HAVE ANY DIFFICULTY IN PROGRAMMING? IF YES,
WHICH?
Figure 1: Conceptual Framework.
To analyze the students' responses to the semi-
structured interview, we used Content Analysis
(Leavy, 2014). Leavy (2014) presents Content
Analysis as a qualitative analysis technique, starting
from three processes, or phases, understood as
necessary to perform a content analysis: 1) pre-
analysis, 2) material exploration, and 3) treatment of
the results, inference, and interpretation.
The pre-analysis begins the creation of the corpus
of the research, through the organization of the
The Creative Process in the Development of Computational Thinking in Higher Education
219
material that is to be analyzed, making it operational
(Leavy, 2014).
In the material exploration, which characterizes
the second phase, corpus coding techniques are
administered, including a careful examination of the
material for the definition and set of categories. The
third step appertains to the results’ treatment, as well
as its inference and interpretation (Leavy, 2014).
Students in Classes 1 and 2 also answered
questions from the Inventory of Teaching Practices
for Creativity in Higher Education, validated by
Alencar (2004), after the conclusion of the activity
utilizing the Conceptual Model. The instrument
consists of 37 items that aim to evaluate the teaching
practices that favor the development and expression
of creative abilities in university students,
constituting a first step towards the development of
Creative Thinking in the students. The Inventory of
Teaching Practices for Creativity in Higher Education
can be viewed in Table 2.
Table 2: The Inventory of Teaching Practices for Creativity
in Higher Education.
STRONGL
Y
DISAGREE
I
DISAGRE
E
IN
DOUBT
I
AGREE
I
FULLY
AGREE
1. CULTIVATE
IN STUDENTS
THE TASTE FOR
DISCOVERY
AND THE
SEARCH FOR
NEW
KNOWLEDGE.
1 2 3 4 5
2. ASK
CHALLENGING
QUESTIONS
THAT
MOTIVATE
STUDENTS TO
THINK AND
REASON.
1 2 3 4 5
3. ENCOURAGE
STUDENTS TO
ANALYZE
DIFFERENT
ASPECTS OF A
PROBLEM
1 2 3 4 5
4. STIMULATES
STUDENT
INITIATIVE
1 2 3 4 5
5. ENCOURAGE
THE STUDENT
TO HAVE NEW
IDEAS RELATED
TO THE
CONTENT OF
THE
DISCIPLINE.
1 2 3 4 5
6. PROMOTES
STUDENTS'
SELF-
CONFIDENCE.
1 2 3 4 5
7. IT
STIMULATES
STUDENTS'
CURIOSITY
THROUGH THE
PROPOSED
ACTIVITIES.
1 2 3 4 5
8. ENCOURAGES
STUDENT
INDEPENDENCE
.
1 2 3 4 5
9. DEVELOPS
CRITICAL
ANALYSIS
SKILLS IN
STUDENTS.
1 2 3 4 5
10. IT LEADS
THE STUDENT
TO PERCEIVE
AND KNOW
DIVERGENT
POINTS OF
VIEW
ABOUT THE
SAME PROBLEM
OR SUBJECT OF
STUDY.
1 2 3 4 5
11. IT VALUES
THE STUDENTS'
ORIGINAL
IDEAS.
1 2 3 4 5
12.
ENCOURAGES
STUDENTS TO
ASK QUESTIONS
ABOUT
STUDIED.
1 2 3 4 5
13. IT IS ONLY
CONCERNED
WITH
INFORMATION
CONTENT.
1 2 3 4 5
14. CREATES AN
ENVIRONMENT
OF RESPECT
AND
ACCEPTANCE
FOR STUDENTS'
IDEAS.
1 2 3 4 5
15. ALLOW TIME
FOR STUDENTS
TO THINK AND
TO DEVELOP
NEW IDEAS.
1 2 3 4 5
16. IT GIVES
THE
STUDENTS A
CHANCE TO
DISAGREE
WITH THEIR
POINT OF
VIEW.
1 2 3 4 5
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Table 2: The Inventory of Teaching Practices for Creativity
in Higher Education (cont.).
STRONGL
Y
DISAGREE
I
DISAGRE
E
IN
DOUBT
I
AGREE
I
FULLY
AGREE
17. USES
EVALUATION
FORMS THAT
REQUIRE THE
STUDENT TO
ONLY
REPRODUCE
THE CONTENT
GIVEN IN
CLASS OR
CONTAINED IN
THE BOOKS /
TEXTS.
1 2 3 4 5
18. IT
PRESENTS
SEVERAL
ASPECTS OF
AN ISSUE
BEING
STUDIED.
1 2 3 4 5
19. ALWAYS
USE THE SAME
TEACHING
METHODOLOG
Y.
1 2 3 4 5
20. PROMOTE
THE DEBATE
WITH THE
ENCOURAGEM
ENT OF THE
PARTICIPATIO
N OF ALL
STUDENTS.
1 2 3 4 5
21. ASKS
QUESTIONS,
SEEKING
CONNECTIONS
WITH ISSUES
ADDRESSED.
1 2 3 4 5
22. USE
EXAMPLES TO
ILLUSTRATE
WHAT IS
BEING
ADDRESSED IN
CLASS.
1 2 3 4 5
23. IS WILLING
TO ELUCIDATE
STUDENTS'
DOUBTS.
1 2 3 4 5
24. PROVIDES
EXTENSIVE
BIBLIOGRAPH
Y ON THE
TOPICS
COVERED.
1 2 3 4 5
25. AWAKENS
STUDENTS'
INTEREST IN
THE CONTENT
TAUGHT
1 2 3 4 5
26. IS WILLING
TO SERVE
STUDENTS
OUTSIDE THE
CLASSROOM.
1 2 3 4 5
27. IT USES A
VARIETY OF
FORMS OF
EVALUATION.
1 2 3 4 5
28. IT
PRESENTS
PROBLEM
SITUATIONS
TO BE SOLVED
BY THE
STUDENTS.
1 2 3 4 5
29. IT EXPOSES
THE CONTENT
IN A DIDACTIC
WAY.
1 2 3 4 5
30. IT OFFERS
STUDENTS
LITTLE
CHOICE IN
THE WORK TO
BE DONE.
1 2 3 4 5
31. GIVE
CONSTRUCTIV
E FEEDBACK
TO STUDENTS.
1 2 3 4 5
32. PROVIDES
IMPORTANT
AND
INTERESTING
INFORMATION
REGARDING
THE CONTENT
OF THE
COURSE.
1 2 3 4 5
33. HAS
ENTHUSIASM
FOR THE
DISCIPLINE HE
TEACHES.
1 2 3 4 5
34. LISTEN
CAREFULLY
TO STUDENTS'
INTERVENTIO
NS.
1 2 3 4 5
35. IS NOT
AWARE OF
STUDENTS'
INTERESTS.
1 2 3 4 5
36. HAS
POSITIVE
EXPECTATION
S REGARDING
STUDENT
PERFORMANC
E.
1 2 3 4 5
37. HAS A
SENSE OF
HUMOR IN
THE
CLASSROOM
1 2 3 4 5
The Creative Process in the Development of Computational Thinking in Higher Education
221
This study, which resulted in the validation of the
instrument after a factorial analysis, suggests the
following organization: Factor 1 - Incentive to New
Ideas, in which it contemplates the items I1-I10, I12,
I15, I18, I20, I21; Factor 2 - Climate for Expression
of Ideas, that includes items I11, I14, I16, I34, I35,
I37; Factor 3 - Teaching Assessment and
Methodology, which includes I13, I17, I19, I27 and
I30; and Factor 4 - Interest in Student Learning, that
addresses items I22 - I29, I31, I32, I33 and I36.
Each of the items is answered on a Likert scale
(1932) of five points, ranging from strongly disagree
to strongly agree. The instrument is complemented
with an initial page with instructions on how to
answer it properly, including biographical data of the
respondents, information on the courses to which they
are related, age and gender, allowing the description
of the students’ profile.
The Likert scale (1932) is a type of psychometric
response often used in questionnaires in the areas of
Psychology, Education and Marketing. In responding
to a questionnaire based on this scale, respondents
detail their level of agreement with a statement
(LIKERT, 1932). Based on the questionnaire’s
answers, the average value of the students' answers
was calculated based on the Weighted Arithmetic
Mean, as done in Oliveira (2005), using the following
formula:
6.3 Results
The responses of the Inventory of Teaching Practices
for Creativity in Higher Education were analyzed
from a quantitative approach. The study was based on
Descriptive Statistics, which is intended to describe
and summarize a set of data, that is, to transform the
collected data into information.
For this research, Frequency Distribution was
used, specifically the Absolute Frequency, to present
the data and its respective frequencies. For each
assertion, the frequency of the answers given by the
participants is shown, according to the Likert scale
(1932). As the survey was carried out with 8 students
from Class 1 and 9 students from Class 2, then the
total of observations for each assertive is 8 and 9,
respectively.
The closer to 5, the maximum number on the
Likert scale (1932), the higher the level of agreement
of the students about the assertions of the Inventory
of Teaching Practices for Creativity in Higher
Education.
Tables 3, 4, 5 and 6 present the average result of
factors 1, 2, 3 and 4, respectively obtained through the
students' answers on the Inventory of Teaching
Practices for Creativity in Higher Education.
Table 3: Factor 1 - Incentive to New Ideas.
ASSERTIVE CLASSES RESULTS BY ASSERTIVE
I1
1 4,25
2 4,22
I2
1 4,38
2 4,11
I3
1 3,75
2 4.67
I4
1 4,13
2 4,11
I5
1 4,00
2 4,11
I6
1 3,75
2 4,22
I7
1 4,13
2 4,44
I8
1 4,13
2 4,33
I9
1 3,13
2 3,89
I10
1 3,50
2 3,89
I12
1 4,25
2 4,44
I15
1 4,25
2 4,22
I18
1 4,38
2 4,00
I20
1 4,25
2 3,78
assertive
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In Table 3, the average result of the answers
indicates that Factor 1, called Incentive to New Ideas,
related to the stimulation of cognitive abilities and
affective characteristics was evaluated positively by
the students of the two groups.
Table 4: Factor 2 - Climate for Idea Expression.
ASSERTIVE CLASSES RESULTS BY ASSERTIVE
I11
1 4,88
2 4,33
I14
1 4,25
2 4,33
I16
1 3,88
2 4,22
I34
1 4,38
2 4,56
I35
1 1,75
2 2,00
I37
1 4,63
2 4,56
In Table 4 the average result of the answers
indicates that Factor 2, called Climate for Expression
of Ideas, which refers to the posture and acceptance
by the teacher regarding the ideas presented by the
students, obtained agreement indexes. The I35
inquiry is emphasized, is that even with a score of less
than 5 it is positive, for the question wants to
understand if the teacher "is not attentive to the
interests of the students", and the students responded
by disagreeing with this statement.
Table 5 shows the average result of Factor 3
responses, called Teaching Assessment and
Methodology, regarding teaching practices favorable
to the development of creative expression, showing
that even though the indexes are low in Class 1, that
used the Conceptual Model in the activities, they are
positive because they are related to the disagreement
that the teaching is only informative and that there is
only the reproduction without reflection on the
content.
Table 5: Factor 3 - Teaching Assessment and Methodology.
ASSERTIVE CLASSES RESULTS BY ASSERTIVE
I13
1 2,13
2 3,33
I17
1 2,25
2 3,33
I19
1 1,38
2 3,78
I27
1 4,00
2 3,78
I30
1 1,75
2 3,44
Table 6: Factor 4 - Interest in Student Learning.
ASSERTIVE CLASSES RESULTS BY ASSERTIVE
I22
1 4,25
2 4,44
I23
1 4,63
2 4,86
I24
1 4,00
2 3,89
I25
1 4,63
2 3,78
I26
1 3,88
2 4,00
I28
1 3,75
2 4,56
I29
1 4,00
2 4,44
I31
1 4,38
2 4,44
I32
1 4,38
2 4,67
The Creative Process in the Development of Computational Thinking in Higher Education
223
Table 6: Factor 4 - Interest in Student Learning (cont.).
ASSERTIVE CLASSES RESULTS BY ASSERTIVE
I33
1 4,38
2 4,78
I36
1 4,38
2 4,22
In Table 6 the average result of the answers is
related to the Factor 4, denominated Interest in
Student Learning, related to strategies and
educational resources that motivate the student to
learn creatively, presented indicators that prove that
the students agree with the affirmations in the
questionnaire.
Additionally, the Content Analysis was carried
out based on the transcripts of the semi-structured
interviews. Table 7 presents an overview of the
categories created from the students' responses, as can
be seen, below. The categories were created using the
MAXQDA software. The initial categories went
through a synthesis where the authors arrived in the
final categories. This modification is part of the third
stage of content analysis, as in this phase, the results
are treated and the coded data is synthesized, seeking
information for analysis, which will result in
inferential interpretations. The full transcription of
the interviews is in the appendix.
Table 7: Categories.
INITIAL CATEGORY FINAL CATEGORY
CREATION
GENERATE NEW IDEAS
RELATING EXISTING
KNOWLEDGE
INNOVATION
DIVERGENT THINKING
DIVERGENT THINKING
SYNTAX
THEORETICAL
PROGRAMMING CONCEPTS
SEMANTICS
RELATING THEORETICAL
CONCEPTS WITH
PRACTICE
RELATING THEORETICAL
CONCEPTS WITH PRACTICE
PROGRAMMING LOGIC
PROGRAMMING LOGIC
CREATIVE PROCESS
CREATIVE PROCESS
CREATIVE PRODUCT
CREATIVE PRODUCT
CREATIVITY DOESN’T
APPLY TO PROGRAMMING
CREATIVITY DOESN’T APPLY
TO PROGRAMMING
One issue to remark is the Creative Process
category, created in Content Analysis, which
emerged from the question "In your opinion, can
creativity be used to aid in programming." This
category arose only from Class 1, which was applied
to the Conceptual Framework.
Besides, the category "Creativity doesn’t apply to
programming" was identified only in Class 2, to
which the Conceptual Framework was not applied in
a classroom activity
6.4 Discussion
In this session, we presented the Conceptual Model
and its use in a class undertaking the course of Digital
Games in a Multiplatform Programming discipline,
as well as the results achieved with the study that
evaluated the model in an activity taken place in a
learning scenario.
The study was taken forth by a research question
that sought to verify that the Creative Process is,
indeed, a factor that influences the development of
Computational Thinking and Programming teaching
and learning processes.
Regarding the performed activity using the
Conceptual Model, there was greater involvement of
the students in the solution of the problem, as well as
the resolution itself was completed using elements of
the Unity IEnumerator, which was used in the
solution and has the function of stopping a process
and then resume it. This functionality was not used in
the standard solution presented by the teacher.
Regarding the students' responses in the semi-
structured interview, the students in class 1 - those in
which the Framework was used - when answered
about the relationship between programming and
creativity, had the perception that the creative process
can be inserted in the resolution of problems in use of
programming and that not only creative products are
the result of the relationship between programming
and creativity. As can be seen in the students' speech:
Student 5:
Yes, mainly because of the programming logic.
Why would she, a person like me, for example,
that I don't know how to program properly, but I
have a good programming logic, this is more
creativity and creativity helps you develop a
programming logic, so if a person who knows how
to program and do not have a good creativity and
he is training his creativity naturally he creates a
better programming logic that already helps in
both cases. (Student 5).
This may be an indication that students, by using
the Conceptual Framework in an activity to solve a
problem, have realized that the Creative Process can
influence and assist in the solution of a given
problem.
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The responses of students in Class 1 show that
creativity helps in the development of Computational
Thinking since students report on their answers that
creativity does indeed aid in programming logic and
problem-solving, and we can infer from the context
of the answers that this definition is related to
Computational Thinking.
The students in Class 2 had different answers,
stating that creativity is related to programming only
to a certain extent. Following are the statements of
Student 5:
In programming, creativity will have to be filtered
well in fact, because depending on what the
person, like, ends up thinking it often becomes
very difficult for the level of the person doing it or
if they are in a moment that they are not you can
adapt the programming, so it has to be well
filtered even in this part of creativity. (Student 5).
Regarding the results of the responses of the
Inventory of Teaching Practices for Creativity in
Higher Education, the factor that had a considerable
difference between Class 1 and Class 2 was Factor 3
entitled Teaching Assessment and Methodology,
regarding favorable teaching practices to the
development of creative expression.
This may be an indicator of the activities that were
performed using the Conceptual Model, for in Class
1 the interventions were not only theoretical and the
practices in the laboratory made use of the creative
techniques that are present in the creative process.
Regarding the problems faced by students in the
process of programming learning, the students stated,
for the most part, that they have difficulty using
knowledge in solving problems. These answers
converge with the research question.
7 CONCLUSION
Nowadays, society has increased the degree of
requirement regarding the creativity used to solve
increasingly complex problems. This fact generates
demand for studies on how to stimulate creativity in
education, especially in teachers’ education (BBC,
2017). The skills and knowledge required today are
extensive and include Computational Thinking as one
of its key pieces in this context. Computational
Thinking enables students to define, analyze and
solve complex problems by the use of models and
concepts derived from Computer Science, using the
technological resources, increasingly more present
and accessible, to obtain more efficient solutions
(National Research Council, 2013).
The current research is aligned with the context
presented, proposing an approach in which the
Creative Process is used for the development of
Computational Thinking through the resolution of
programming problems.
The Conceptual Framework was applied in a
higher education class and was later evaluated using
Content Analysis to investigate students' perceptions
about the relationship between Creativity as a tool to
solve problems in programming and through the
resolution of the proposed activity. The study
presented evidence that there were contributions with
the expansion of creativity, since the results of the
Content Analysis point in this direction. In this
perspective, the educational environment is relevant
to the development of creativity, especially in the
teacher's actions, seeking to introduce such an
element in its practices and leading them to use
innovative methods to engage students in becoming
more interested in the projects’ contents. This
approach promotes the active participation of the
students in the development of creative and efficient
solutions, while also promoting the development of
Computational Thinking, confirming the hypothesis
of this study.
Finally, we realize that the students of the class to
which the Conceptual Framework was applied
recognized that the teacher adopts creative practices
in the classroom. As discussed in this paper, the
expansion of creativity presents itself as part of the
skills and competencies expected for individuals in
our society. The methodology here presented
corroborates with the systematization of this process,
presenting techniques to promote the development of
Creative Thought through the Creative Process, and,
consequently, to favor Computational Thinking,
essential elements in programming education.
7.1 Paper Contribution
Considering the perspective of the use of the Creative
Process in the development of Computational
Thinking to aid programming teaching and learning,
the research contributed to problem-solving through
programming. The following are the contributions: i)
Creation and Evaluation of a Conceptual Model for
the development of Computational Thinking using
Creative Process to aid in the teaching and learning of
programming; ii) Process-based and Creative
Thinking helped to solve problems using
programming.
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225
7.2 Limitations and Future Works
This research’s limitations of will be presented as
follows: i) the choice of the students who participated
in the research was not randomized; ii) the Creative
Process was not introduced at the beginning of the
discipline, limiting itself to only one activity; iii) the
interview and the questionnaire were performed only
once. Therefore, it is important to create other forms
of analysis that are used throughout the teaching and
learning process. Despite such limitations, the
research has shown promise. As a future work, we
intend to use the Framework in programming
disciplines that are not related to game development.
Analyze the profile of students before and after using
the Framework. Do activities based on the
Framework with more classes and assess student
learning throughout the intervention, using
Framework.
ACKNOWLEDGEMENTS
The authors would like to thank the National Council
for Scientific and Technological Development
(CNPq) for funding this research.
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APPENDIX
The full transcript of the class 1 interview is on the
link. https://drive.google.com/file/d/1wva4--
GK31rPTY8-tjNjM615T6nngh2e/view?usp=sharing
The full transcript of the class 2 interview is on the
link. https://drive.google.com/drive/folders/1oSdc-
xR6J3fFZ23yPLSXc8ceH-duIim_?usp=sharing .
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