A criatividade é uma competência importante no século XXI e pode ser desenvolvida como parte do ensino de computação por meio do desenvolvimento de apps. Atualmente, não existe um consenso sobre todas as características do produto criativo. No entanto, a originalidade é considerada uma das mais importantes. Assim, este artigo apresenta um modelo para avaliar a originalidade de apps criados por alunos no contexto do ensino de computação usando a abordagem Use-Modifique-Crie. O modelo foi sistematicamente derivado a partir de referenciais teóricos da criatividade, definindo rubricas e fornecendo um primeiro passo na avaliação da originalidade no ensino de computação por meio do desenvolvimento de apps.
Creativity has emerged as an important 21st-century competency. Although it is traditionally associated with arts and literature, it can also be developed as part of computing education. Therefore, this article -presents a systematic mapping of approaches for assessing creativity based on the analysis of computer programs created by the students. As result, only ten approaches reported in eleven articles have been encountered. These reveal the absence of a commonly accepted definition of product creativity customized to computer education, confirming only originality as one of the well-established characteristics. Several approaches seem to lack clearly defined criteria for effective, efficient and useful creativity assessment. Diverse techniques are used including rubrics, mathematical models and machine learning, supporting manual and automated approaches. Few performed a comprehensive evaluation of the proposed approach regarding their reliability and validity. These results can help instructors to choose and adopt assessment approaches and guide researchers by pointing out shortcomings.
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