Authenticity and Personal Creativity: How EarSketch Affects Student Persistence

STEAM education is an approach to engage students in STEM topics by prioritizing personal expression, creativity, and aesthetics. EarSketch, a collaborative and authentic learning tool, introduces students to programming through music remixing, has previously been shown to increase student engagement, and increases learner's intentions to persist in computing. The goal of EarSketch is to broaden participation in computing through a thickly authentic learning environment that has personal and real world relevance in both computational and music domains. This article reports a quasi-experimental study suggesting that an authentic learning environment predicts increased intentions to persist via identity/belongingness and creativity. We ran a path analysis that exposed the creativity subscales, and this analysis reveals that "sharing" is the one creativity sub-construct that predicts increased intention to persist. This work makes a significant contribution to computer science education by revealing how an authentic STEAM curriculum affects student attitudes and knowledge, by presenting scales to measure authenticity and personal creativity, and by discussing how identity/belongingness may affect student success.

[1]  Laurie Williams,et al.  Computer Science Attitude Survey , 2003 .

[2]  R. Mayer Handbook of Creativity: Fifty Years of Creativity Research , 1998 .

[3]  Teresa M. Amabile,et al.  Within you, without you: The social psychology of creativity, and beyond. , 1990 .

[4]  Rocco J. Perla,et al.  Resolving the 50‐year debate around using and misusing Likert scales , 2008, Medical education.

[5]  Danah Henriksen,et al.  Full STEAM Ahead: Creativity in Excellent STEM Teaching Practices , 2014 .

[6]  Andy P. Field,et al.  Discovering Statistics Using SPSS , 2000 .

[7]  Norman L. Webb,et al.  An Analysis of the Alignment Between Mathematics Standards and Assessments for Three States , 2002 .

[8]  Jason Freeman,et al.  Engaging underrepresented groups in high school introductory computing through computational remixing with EarSketch , 2014, SIGCSE.

[9]  G. Norman Likert scales, levels of measurement and the “laws” of statistics , 2010, Advances in health sciences education : theory and practice.

[10]  Hee-Sun Lee,et al.  Making authentic science accessible to students , 2003 .

[11]  Jacqueline Murray Likert Data: What to Use, Parametric or Non-Parametric? , 2013 .

[12]  Robert Ho,et al.  Handbook of Univariate and Multivariate Data Analysis and Interpretation with SPSS , 2006 .

[13]  Mitchel Resnick,et al.  “Thick” authenticity: new media and authentic learning , 1999 .

[14]  Rocco J. Perla,et al.  Ten Common Misunderstandings, Misconceptions, Persistent Myths and Urban Legends about Likert Scales and Likert Response Formats and their Antidotes , 2007 .

[15]  Kate E Decleene,et al.  Publication Manual of the American Psychological Association , 2011 .

[16]  Barbara Mayer,et al.  Visible Learning For Teachers Maximizing Impact On Learning , 2016 .

[17]  P. Lachenbruch Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .

[18]  Gerald Knezek,et al.  Validating the Computer Attitude Questionnaire (CAQ) , 1996 .

[19]  Celine Latulipe,et al.  Creativity factor evaluation: towards a standardized survey metric for creativity support , 2009, C&C '09.

[20]  Jason Freeman,et al.  Creativity in Authentic STEAM Education with EarSketch , 2017, SIGCSE.

[21]  Chris Brownell Equations of Light - The STEAM Journal Inaugural Issue, the Cover Art , 2013 .

[22]  C. Rogers Toward a theory of creativity. , 1954 .