skip to main content
10.1145/2157136.2157214acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Creative coding and visual portfolios for CS1

Published:29 February 2012Publication History

ABSTRACT

In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1.

References

  1. Arduino. Web site: www.arduino.cc/Google ScholarGoogle Scholar
  2. Balter & Bailey 2010. Olle Balter and Duane Bailey. Enjoying Python, processing, and Java in CS1. ACM Inroads, V(1)No.4. ACM Press, December 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Bayless & Stout 2006. Jessica D. Bayless and Sean Strout. Games as a "Flavor" of CS1. In proceedings of SIGCSE 2006. ACM Press, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Beck et al 2011. Robert E. Beck, Jennifer Burg, Jesse M. Heines, and Bill Manaris. Computing and Music: A Spectrum of Sound. Special Session, SIGCSE 2011. Dallas, TX, March 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Blank & Kumar 2003. Douglas Blank and Deepak Kumar. Patterns of Curriculum Design. In Cassel & Reis (editors), Informatics Curricula and Teaching Methods. Kluwer Academic Publishers/IFIP, 2003.Google ScholarGoogle Scholar
  6. Blank 2006. Douglas Blank. Robots make computer science personal. Communications of the ACM, 49(12), December 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Cooper et al 2003. Stephen Cooper, Wanda Dann, Randy Pausch. Teaching Objects-first in Introductory Computer Science. In Proceedings of SIGCSE 2003. ACM Press 2003. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Greenberg 2007. Ira Greenberg. Processing: Creative Coding and Computational Art. Friends of Ed, 2007.Google ScholarGoogle Scholar
  9. Guzdial 2004. Mark Guzdial. Introduction to computing and programming with Python: A Multimedia Approach. Prentice-Hall, 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Guzdial & Ericsson 2006. Mark Guzdial and Barbara Ericsson. Introduction to computing and programming with Java: A Multimedia Approach. Prentice-Hall, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Guzdial 2009. Mark Guzdial. Teaching Computing to Everyone. Communications of the ACM (CACM) 52(5):31--33. ACM Press, May 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Guzdial 2010. Mark Guzdial. Does Contextualized Computing Education Help?. ACM Inroads, V(1)No.4. ACM Press, December 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Hillberg & Meiselwitz 2008. J. Scott Hilberg, Gabriele Meiselwitz, Undergraduate fluency with information and communication technology: perceptions and reality, In Proceedings of the 9th ACM SIGITE conference on Information technology education, October 16--18, 2008, Cincinnati, OH, USA Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. IPRE 2007. Institute for Personal Robots in Education. IPRE 2007 Annual Report. Institute for Personal Robots in Education (IPRE), 2007.Google ScholarGoogle Scholar
  15. Kay 2011. Jennifer Kay. Contextualized Approaches to Introductory Computer Science: The Key to Making Computer Science Relevant or Simply Bait and Switch?. In Proceedings of SIGCSE 2011. ACM Press, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Kumar 2008. Deepak Kumar (editor). Learning Computing With Robots. Institute for Personal Robots in Education (IPRE), 2008.Google ScholarGoogle Scholar
  17. Maeda 1999. John Maeda. Design By Numbers. The MIT Press, 1999. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Maeda 2004. John Maeda. Creative Code. Thames & Hudson Press, 2004Google ScholarGoogle Scholar
  19. Maloney et al 2008. Maloney, J., Peppler, K., Kafai, Y., Resnick, M., and Rusk, N. (2008). Programming by Choice: Urban Youth Learning Programming with Scratch. In Proceedings of SIGCSE 2008. ACM Press 2008 Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Monroy-Hemandez & Resnick 2008. Monroy-Hernández, A. and Resnick, M. (2008). Empowering kids to create and share programmable media. Interactions, March-April 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Moskal et al 2004. Barb Moskal, Deborah Lurie, Stephen Cooper. Evaluating the Effectiveness of a New Instructional Approach. In Proceedings of SIGCSE 2004. ACM Press, 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Niguidula & van Dam 1987: David A. Niguidula and Andries van Dam. Pascal on the Macintosh: A Graphical Approach. Addison Wesley, 1987. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Panda3D. Web Site: www.panda3d.org.Google ScholarGoogle Scholar
  24. PD. Pure Data. Web site: www.puredata.info.Google ScholarGoogle Scholar
  25. Processing Group. Main portal for all things Processing. Web site: www.processing.org.Google ScholarGoogle Scholar
  26. Resnick, M. (2007a). All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. In Proceedings of the SIGCHI Conference on Creativity and Cognition, Washington, D.C. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Resnick, M. (2007b). Sowing the Seeds for a More Creative Society. In Learning and Leading with Technology, 2007.Google ScholarGoogle Scholar
  28. Reas & Fry 2006. Casey Reas and Ben Fry. Processing Code: Programming within the Context of Visual Art and Design. In Aesthetic Computing. Paul A. Fishwick (editor). The MIT Press, 2006.Google ScholarGoogle Scholar
  29. Reas & Fry 2007. Casey Reas and Ben Fry. Processing: A Programming Handbook For Visual Designers and Artists. The MIT Press, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Rowena & Hannah 2002. Rowena Kostellow and Gail Hannah. Elements of Design and the Structure of Visual Relationships. Princeton Architectural Press, 2002.Google ScholarGoogle Scholar
  31. Scratch. Web Site: www.scratch.org.Google ScholarGoogle Scholar
  32. Shiffman 2008. Daniel Shiffman. Learning Processing: A Beginner's Guide toProgramming Images, Animation, and Interaction. Morgan Kauffman Publishers, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Summet et al 2009. Jay Summet, Deepak Kumar, Keith O'Hara, Daniel Walker, Lijun Ni, Doug Blank, Tucker Balch. Personalizing CS1 with Robots. In Proceedings of ACM SIGCSE 2009. March 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. VVVV. A Multimedia Toolkit. Web site: www.vvvv.org.Google ScholarGoogle Scholar
  35. Wiring. Web site: www.wiring.org.co/Google ScholarGoogle Scholar
  36. Yanco et al. Holly A. Yanco, Hyun Ju Kim, Fred G. Martin and Linda Silka . Artbotics: Combining Art and Robotics to Broaden Participation in Computing. 2007 Workshop on Research in Robots for Education at the Robotics Science and Systems. 2007.Google ScholarGoogle Scholar
  37. Yardi & Bruckman 2007. Sarita Yardi and Amy Bruckman.What is computing? bridging the gap between teenagers' perceptions and graduate students' experiences. In Proceedings of the Third international Workshop on Computing Education Research (Atlanta, Georgia, USA, September 15 - 16, 2007). ICER '07. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Zimmer 2009. Frank Zimmer. loadbang - Programming Electronic Music in Pd. Wolke Publishing House, 2009.Google ScholarGoogle Scholar

Index Terms

  1. Creative coding and visual portfolios for CS1

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      SIGCSE '12: Proceedings of the 43rd ACM technical symposium on Computer Science Education
      February 2012
      734 pages
      ISBN:9781450310987
      DOI:10.1145/2157136

      Copyright © 2012 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 29 February 2012

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      SIGCSE '12 Paper Acceptance Rate100of289submissions,35%Overall Acceptance Rate1,595of4,542submissions,35%

      Upcoming Conference

      SIGCSE Virtual 2024
      SIGCSE Virtual 2024: ACM Virtual Global Computing Education Conference
      November 30 - December 1, 2024
      Virtual Event , USA

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader