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Creativity-Supporting Learning Environment---CSLE

Creativity-Supporting Learning Environment---CSLE Creativity-Supporting Learning Environment--CSLE MIKKO APIOLA, MATTI LATTU, and TOMI A. PASANEN, University of Helsinki Despite much public discussion about the importance of creativity and innovation-friendly teaching in Finnish higher education, the impact of the general opinion on actual teaching practices has been limited. In the Finnish computer science education the teaching mostly follows a pattern of lectures, fixed exercise sets, and exams. With this article we want to open a discussion about possibilities of enhancing the learning environment by focusing on creative problem solving. We will present results from two research experiments in which we aimed to provide computer science students with a practically oriented learning environment with an explicit intention of supporting the creative work of students. There exists a vast amount of scientific theory about creativity, yet it is unclear on how to turn that theory into practice. Thus, our main interest was to find ways of applying creativity theory in practice in the context of computer science education. Our research experiments consist of a practically oriented computer science course, where LEGO R Mindstorms robots were used as the platform for the student work. Methodological tools used in this study included content analysis of student products, http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png ACM Transactions on Computing Education (TOCE) Association for Computing Machinery

Creativity-Supporting Learning Environment---CSLE

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Publisher
Association for Computing Machinery
Copyright
Copyright © 2012 by ACM Inc.
ISSN
1946-6226
DOI
10.1145/2275597.2275600
Publisher site
See Article on Publisher Site

Abstract

Creativity-Supporting Learning Environment--CSLE MIKKO APIOLA, MATTI LATTU, and TOMI A. PASANEN, University of Helsinki Despite much public discussion about the importance of creativity and innovation-friendly teaching in Finnish higher education, the impact of the general opinion on actual teaching practices has been limited. In the Finnish computer science education the teaching mostly follows a pattern of lectures, fixed exercise sets, and exams. With this article we want to open a discussion about possibilities of enhancing the learning environment by focusing on creative problem solving. We will present results from two research experiments in which we aimed to provide computer science students with a practically oriented learning environment with an explicit intention of supporting the creative work of students. There exists a vast amount of scientific theory about creativity, yet it is unclear on how to turn that theory into practice. Thus, our main interest was to find ways of applying creativity theory in practice in the context of computer science education. Our research experiments consist of a practically oriented computer science course, where LEGO R Mindstorms robots were used as the platform for the student work. Methodological tools used in this study included content analysis of student products,

Journal

ACM Transactions on Computing Education (TOCE)Association for Computing Machinery

Published: Jul 1, 2012

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