Nothing Special   »   [go: up one dir, main page]

skip to main content
10.5555/1108368.1108380acmotherconferencesArticle/Chapter ViewAbstractPublication PagesozchiConference Proceedingsconference-collections
Article

Creative geeks.?: facilitating the creative growth of computer science students using engaging environments

Published: 21 November 2005 Publication History

Abstract

This study explores the enhancement of creativity in students studying computer science at a tertiary level. It has been widely acknowledged (Blumenthal et al., 2003) that while creativity is advantageous to any form of study, the perceived lack of creativity, and its expression, in computer science students severely hampers their ability to accommodate the skills necessary to successfully perform within the IT industry. These creative skills include: innovation, intrinsic motivation, self confidence, independence of judgement, a wide range of interest and tolerance of ambiguity (Bahleda & Runco, 1989; Ripple, 1989). Further, this study explores the potential of both technological and social collaborative environments to enhance and nurture these requisite creative skills. Computer science students are particularly receptive to online collaboration, thus being a focus in this study. Creativity is multifaceted with the components of person, product process and press (environment) interacting. Previous research has focussed on components of creativity such as person, process and product, yet fails to acknowledge the significance of the role of the environment, specifically online collaborative environments, as a facilitator for nurturing the creative person. Ironically, considering the apparent myth of the computer science student or "geek" who is perceived as a particularly anti-social creature, such a nurturing environment is the result of a social collaboration between the creative person and peers, mentors and teachers. In this study the creative environment is made possible through the use of computer support, or Creativity Support Systems (CSS).

References

[1]
Bahleda, M. D., & Runco, M. A. (1989). Implicit theories of artistic, scientific, and everyday creativity. Journal of Creative Behaviour, 23, 93--98.
[2]
Blashki, K., & Nichol, S. (2005). Games geek goss: Linguistic creativity in young males. Australian Journal of Emerging Technology and Society, 3(1).
[3]
Blumenthal, M. S., Inouye, A. S., & Mitchell, W. J. (2003). Beyond productivity: Information, technology, innovation, and creativity. THE NATIONAL ACADEMIES PRESS: Washington, DC.
[4]
Candy, L., & Edmonds, E. (Eds.). (2002). Explorations in art and technology. London: Springer-Verlag.
[5]
Candy, L., & Hori, K. (2003). "creativity and cognition" comes of age: Towards a new discipline. Interactions.
[6]
Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention (1st ed.). New York: Harper Collins Publishers.
[7]
Ekvall, G. (1999). Creative climate. In S. Pritzker & M. A. Runco (Eds.), Encyclopedia of creativity (Vol. 1, pp. 403--413). San Diego: Academic Press.
[8]
Gardner, H. (1993). Creating minds. New York: BasicBooks.
[9]
Hunsaker, S., Kearney, K., & Meador, K. (1999). Qualitative research methods for studying creativity. In B. Cramond, A. S. Fishkin & P. Olszewski-Kubilius (Eds.), Investigating creativity in youth. New Jersey: Hampton Press INC.
[10]
Paradice, D. B., Smith, D. K., & Smith, S. M. (2000). Prepare your mind for creativity. Communications of the ACM, 43(7), 111--116.
[11]
Piirto, J. (2004). Understanding creativity. Scottsdale: Great Potential Press.
[12]
Ripple, R. E. (1989). Ordinary creativity. Contemporary Educational Psychology, 14, 189--202.
[13]
Schőn, D. A. (1987). Educating the reflective practitioner. San Francisco: Jossey-Bass Publishers.
[14]
Shneiderman, B. (2000). Creating creativity: User interfaces for supporting innovation. ACM Transactions on Computer-Human Interaction (TOCHI), 7(1), 114 -- 138.
[15]
Shneiderman, B. (2002). Creativity support tools. Communications of the ACM, 45(10), 116 -- 120.

Index Terms

  1. Creative geeks..?: facilitating the creative growth of computer science students using engaging environments
        Index terms have been assigned to the content through auto-classification.

        Recommendations

        Comments

        Please enable JavaScript to view thecomments powered by Disqus.

        Information & Contributors

        Information

        Published In

        cover image ACM Other conferences
        OZCHI '05: Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
        November 2005
        431 pages
        ISBN:1595932224

        Publisher

        Computer-Human Interaction Special Interest Group (CHISIG) of Australia

        Narrabundah, Australia

        Publication History

        Published: 21 November 2005

        Check for updates

        Qualifiers

        • Article

        Conference

        OZCHI '05
        OZCHI '05: Computer-Human Interaction
        November 21 - 25, 2005
        Canberra, Australia

        Acceptance Rates

        Overall Acceptance Rate 362 of 729 submissions, 50%

        Contributors

        Other Metrics

        Bibliometrics & Citations

        Bibliometrics

        Article Metrics

        • 0
          Total Citations
        • 306
          Total Downloads
        • Downloads (Last 12 months)0
        • Downloads (Last 6 weeks)0
        Reflects downloads up to 29 Nov 2024

        Other Metrics

        Citations

        View Options

        Login options

        View options

        PDF

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        Media

        Figures

        Other

        Tables

        Share

        Share

        Share this Publication link

        Share on social media