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

Author(s):  
Markeya S. Peteranetz ◽  
Shiyuan Wang ◽  
Duane F. Shell ◽  
Abraham E. Flanigan ◽  
Leen-Kiat Soh
2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


At present, there are three streams of Tahfiz Science School (TSS) in Malaysia, namely TSS wholly owned by the federal government, private, and private-state. Therefore, each TSS provider will implement its own Islamic education model. The objective of the study was to assess the impact of TSS education on students’ self-efficacy, self-confidence, and leadership qualities. Overall, the findings of the survey carried out revealed that students have high self-efficacy, self-confidence, and leadership. Nevertheless, there is a difference in self-efficacy among the different types of TSS. Such differences in the quality of students are partly due to differences in quality of teachers, curriculum, financial resources, and facilities and infrastructure of the TSS. These differences also reflect that there is no uniform tahfiz science education (including curricula). Therefore, a uniform education policy of TSS is necessary to sustain the quality of tahfiz science students and provide Islamic technocrats for the labour force.


Author(s):  
Kristina Hendryka ◽  
◽  
Richardo Christjia ◽  
William Alex Chandra ◽  
Dennis Pedra ◽  
...  

-The virus Covid-19 has caused enough trouble for the whole world for nearly a year, ever since it first emerged in Wuhan, China, in December 2019. All areas of life are affected in a way or more, especially the education sector. Learning process shifting to be online at home, and it is now commonly referred to as online learning. Despite the now regulated way of learning, debates regarding the effectiveness of online learning are widely circulated. Thus, the purpose of this study is to investigate the effectiveness of online learning, and whether it has positively or negatively impacted the students in any way. The result shows that online learning really has significantly positively impacted students’ performance. Their learning achievement, self-efficacy, as well as learning motivation have shown to be greatly affected by this way of learning. The sources of impacts come from the way the learning materials are delivered, how the class is held, and the educators themselves. Keywords- Online learning, Covid-19, students’ performance, learning achievement, self-efficacy


Electronics ◽  
2021 ◽  
Vol 10 (14) ◽  
pp. 1728
Author(s):  
Carmen Lacave ◽  
Ana Isabel Molina

Collaborative learning activities have become a common practice in current university studies due to the implantation of the EHEA. However, the COVID-19 pandemic has led to a radical and abrupt change in the teaching–learning model used in most universities, and in the way students’ group work is carried out. Given this new situation, our interest is focused on discovering how computer science students have approached group programming tasks. For this purpose, we have designed a cross-sectional pilot study to explore, from both social and technological points of view, how students carried out their group programming activities during the shutdown of universities, how they are doing them now, when social distance must be maintained, and what they have missed in both situations. The results of the study indicate that during the imposed confinement, the students adopted a programming model based on work division or distributed peer programming, and very few made use of synchronous distributed collaboration tools. After the lockdown, the students mostly opted for a model based on collaborative programming and there was an increased use of synchronous distributed collaboration tools. The specific communication, synchronization, and coordination functionalities they considered most useful or necessary were also analyzed. Among the desirable features included in a software for synchronous distributed programming, the students considered that having an audio-channel can be very useful and, possibly, the most agile method to communicate. The video signal is not considered as very necessary, being in many cases rather a source of distraction, while textual communication through a chat, to which they are very accustomed, is also well valued. In addition, version control and the possibility of recovering previous states of the practical projects were highly appreciated by the students, and they considered it necessary to record the individual contributions of each member of the team to the result.


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