Communications of the ACM - Self managed systems
Getting inspired!: understanding how and why examples are used in creative design practice
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 15th Western Canadian Conference on Computing Education
Towards the Automatic Recognition of Computational Thinking for Adaptive Visual Language Learning
VLHCC '10 Proceedings of the 2010 IEEE Symposium on Visual Languages and Human-Centric Computing
Recognizing computational thinking patterns
Proceedings of the 42nd ACM technical symposium on Computer science education
CS education re-kindles creativity in public schools
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
Computing indicators of creativity
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
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Conventionally creativity is often conceived as an aptitude to be discovered in an individual that cannot be mathematically measured. But the concept of creative thinking as a divergence from a standard "norm" is used in creativity research for the purpose of assessing creativity and is also linked to non-traditional or creative processes that lead to unique and divergent artifacts [1,2]. Using Computational Thinking Pattern Analysis (CTPA)[3], the divergence between implemented computational thinking patterns in a student-created game, and that game's tutorial "norm" is calculated as an indicator of creativity. Through a case study of one teacher using three unique learning conditions, CTPA's computed divergence is explored as a valid measurement of creativity in these student games.