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