A Proposal for Assessing the Originality of the Product in Teaching Algorithms and Programming in K-12
Abstract
Creativity has emerged as an important 21st-century competency that can be developed as part of computing education through app development. Currently there is no consensus on the characteristics of product creativity, however originality is considered one of the most important. Therefore, this article presents a model to assess the originality of apps created by students in computing education using the Use-Modify-Create approach. The model has been systematically derived from the theoretical frameworks on creativity defining rubrics as a first step for the assessment of originality in computing education through app development.
Keywords:
creativity, assessment, app, application, App Inventor
References
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Alves N. da C., Gresse von Wangenheim, C., Martins-Pacheco, L. H. (2020). Assessing Product Creativity in Computing Education: A Systematic Mapping Study. Informatics in Education. (in-press)
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Hauck, J. C. R, Gresse von Wangenheim, C., Medeiros, G., Filho, R. M., Alves N., Laurentino, S., Santos, V. (2018). Jovens tutores de programação: um relato de experiência. Revista Eletrônica de Extensão UFSC, 15(29).
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Lye, S. Y., Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming: What is next for K-12?. Computers in Human Behavior, 41, 51–61.
Moskal, B. M. (2000). Scoring Rubrics: What, When and How?," Practical Assessment, Research, and Evaluation, 7(3).
Mustafaraj, E., Turbak, F., Svanberg, M. (2017). Identifying Original Projects in App Inventor. In Proc. of the 30th Int. Florida Artificial Intelligence Research Society Conference, 567-572.
Runco, M. A., Jaeger, G. J. (2012). The standard definition of creativity. Creativity Research Journal, 24(1), 92-96.
Scaico, P. D., Lima, A. A., Silva, J. B. B., Azevedo, S., Paiva, L. F., Raposo, E. H., Alencar, Y., Mendes, J. P., Scaico, A. (2013). Ensino de Programação no Ensino Médio: Uma Abordagem Orientada ao Design com a linguagem Scratch. Revista Brasileira de Informática na Educação, 21(2).
Turbak, F., Mustafaraj, E., Svanberg, M., Dawson, M. (2017). Identifying and Analyzing Original Projects in an Open-Ended Blocks Programming Environment. In Proc. of the 23rd Int. Conference on Visual Languages and Sentient Systems, Pittsburgh, PA, USA.
Voogt, J., Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences. Journal of Curriculum Studies, 44(3), 299–321
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Yadav, A., Cooper, S. (2017). Fostering Creativity Through Computing. Comm. of the ACM, 60(2), 31-33.
Alves N. da C., Gresse von Wangenheim, C., Martins-Pacheco, L. H. (2020). Assessing Product Creativity in Computing Education: A Systematic Mapping Study. Informatics in Education. (in-press)
Basili, V. R., Caldiera, G., Rombach, H. D. (1994). The goal question metric approach. In Encyclopedia of Software Engineering, John Wiley.
Basu, S. (2019). Using Rubrics Integrating Design and Coding to Assess Middle School Students’ Open-ended Block-based Programming Projects. In Proc. of the 50th Technical Symposium on Computer Science Education, 1211–1217. ACM.
Bennett, V. E., Koh, K. H., Repenning, A. (2013). Computing creativity: divergence in computational thinking. In Proc. of the 44th Technical Symposium on Computer Science Education, 359–364. ACM.
Besemer, S., Treffinger, D. J. (1981). Analysis of Creative Products: Review and Synthesis. Journal of Creative Behavior, 15(3), 158-178.
Cavallo, D., Singer, H., Gomes, A., Bittencourt, I., Silveira, I. (2016). Inovação e Criatividade na Educação Básica: Dos conceitos ao ecossistema. Revista Brasileira de Informática na Educação, 24(2).
Clements, D. H. (1995). Teaching creativity with computers. Educational Psychology Review, 7, 141–161.
Ferreira, M. N. F., Pinheiro, F. da C., Gresse von Wangenheim, C., Filho, R. M., Hauck, J. C. R. (2020). Ensinando design de interface de usuário de aplicativos móveis no ensino fundamental. Revista Brasileira de Informática na Educação, 28.
Gal, L., Hershkovitz, A., Morán, A. E., Guenaga, M., Garaizar, P. (2017). Suggesting a log-based creativity measurement for online programming learning environment. In Proc. of the 4th Conference on Learning at Scale, 273-277. ACM.
Garrett, J. (2010). The Elements of User Experience: User-Centered Design for the Web and Beyond, (2nd. ed.). New Riders Publishing, USA.
Hauck, J. C. R, Gresse von Wangenheim, C., Medeiros, G., Filho, R. M., Alves N., Laurentino, S., Santos, V. (2018). Jovens tutores de programação: um relato de experiência. Revista Eletrônica de Extensão UFSC, 15(29).
Jackson, P. W., Messick, S. (1964). The Person, The Product, and the Response. ETS Research Bulletin Series, 2, i-27.
Lye, S. Y., Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming: What is next for K-12?. Computers in Human Behavior, 41, 51–61.
Moskal, B. M. (2000). Scoring Rubrics: What, When and How?," Practical Assessment, Research, and Evaluation, 7(3).
Mustafaraj, E., Turbak, F., Svanberg, M. (2017). Identifying Original Projects in App Inventor. In Proc. of the 30th Int. Florida Artificial Intelligence Research Society Conference, 567-572.
Runco, M. A., Jaeger, G. J. (2012). The standard definition of creativity. Creativity Research Journal, 24(1), 92-96.
Scaico, P. D., Lima, A. A., Silva, J. B. B., Azevedo, S., Paiva, L. F., Raposo, E. H., Alencar, Y., Mendes, J. P., Scaico, A. (2013). Ensino de Programação no Ensino Médio: Uma Abordagem Orientada ao Design com a linguagem Scratch. Revista Brasileira de Informática na Educação, 21(2).
Turbak, F., Mustafaraj, E., Svanberg, M., Dawson, M. (2017). Identifying and Analyzing Original Projects in an Open-Ended Blocks Programming Environment. In Proc. of the 23rd Int. Conference on Visual Languages and Sentient Systems, Pittsburgh, PA, USA.
Voogt, J., Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences. Journal of Curriculum Studies, 44(3), 299–321
Walia, C. (2019). A Dynamic Definition of Creativity. Creativity Research Journal, 31(3), 237-247.
Yadav, A., Cooper, S. (2017). Fostering Creativity Through Computing. Comm. of the ACM, 60(2), 31-33.
Published
2020-11-24
How to Cite
DA CRUZ ALVES, Nathalia; VON WANGENHEIM, Christiane Gresse; ALBERTO, Matheus; MARTINS-PACHECO, Lúcia Helena.
A Proposal for Assessing the Originality of the Product in Teaching Algorithms and Programming in K-12. In: BRAZILIAN SYMPOSIUM ON COMPUTERS IN EDUCATION (SBIE), 31. , 2020, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 41-50.
DOI: https://doi.org/10.5753/cbie.sbie.2020.41.
