Creative Computing Project
Creative Computing Project
6.4/6d Creativity
Model and nurture creativity and creative expression to communicate ideas, knowledge, or
connections. (PSC-IT 6.4, ISTE-E 6d)
In this document you will reflect on the implementation of your Creative Computing Project.
This project could be part of your normal teaching or part of an extra circular activity in either a
formal (k-12 school) or informal (library, community center, etc.) learning setting. Projects
should include some type of computation (e.g., Scratch, Makecode, another programming
languages, or CS Unplugged Activity.)
This activity could be done with a whole class, or a small number of students depending on your
teaching environment.
Subject(s): All
When considering what platform to use for my Creative Computing Project, I was
inspired by the Scratch program, as I thought it would be the most fun for students. However,
because I am teaching within my traditional first grade classroom, I needed a program that
would not be too complex for their age. The technology specials teacher at my school
recommended using code.org, which is a first grade friendly coding program. Due to time
constraints, we were not able to begin coding lessons using this website. Instead, code.org led
us to the idea of Hour of Code, which in turn presented other resources that could be used to
conduct the Hour of Code. One of these resources was Code Spark Academy. Within Code
Spark Academy students could play and view games and digital stories that have been created
using code. In turn, students practiced coding to create and share their own game or digital
story with others. For this program, students needed a device such as a laptop or a
Chromebook with internet access.
Students used the codespark.com program complete introductory coding lessons before
creating their own game or digital story to share. During this time, I monitored student
progress through lessons and game or story creation.
As with all school related activities, students are expected to follow the school
expectations and rules regarding learning and technology. Within the parameters of
this project, students must first complete the pre lessons associated with creating their
own game or digital story. They must remain on the codespark.com ‘Create’ section to
stay focused on the task. By the end of the project, students should produce a game or
digital story to show their coding skills.
2. Do you guide learners to reach out to their peers for support and troubleshooting?
Students had the option to create their game or digital story with a partner.
Students could also seek support from another peer in the collaborative learning space
to help support or troubleshoot issues during the process.
3. What ways do/can they troubleshoot their needs, independently?
4. How do you manage the use of technology in these alternative classroom settings?
I chose to use the Creative Play design process with my students. When introduced to
codespark.com, students were inspired as they viewed games and stories already created by
other students. As students started working through the course, they could begin to imagine
the kind of game or digital story they want to create as they learned the possibilities they had
with coding within the program. Then, students could use their new coding skills to create their
own game or digital story on code.org. Then, they could try it out by playing themselves. After
playing the game, they could share their creation with others in their class by allowing them to
play their game or view their digital story.
During the inspire phase students were very enthusiastic and excited to learn about
something new. In the future, I would preselect which games or stories to show students to
make sure they are of quality before presenting them to students. During the imagine phase,
students were able to complete introductory coding lessons using their Code Spark account.
Then, students were able to initiate and complete their own game or digital story through the
create phase. Overall, the detail and creativity involved in the game/digital story could be
improved. This could be done by modeling, encouraging, and supporting more complex
algorithms in the students’ coding.
Initially, my original idea of using code.org to teach and practice coding did not turn out
to be feasible due to the time required to complete the lessons. The Hour of Code that we
transitioned to using Code Spark Academy also did not prove to be feasible in one hour.
However, overall the time commitment was still doable.
While creating their games, some students came across some glitches. For example,
one student programmed their adventure game to not pick up parts of the maze, but this was
still possible when actually playing the game. When creating a platform game, one student
created a code to change the characters into boulders, but the code would still keep/change
the character into a robot.
When students created their own digital story they had to break down the characters’
actions into a step by step format. For example, they had to apply a specific code each time
they wanted a character to move, jump, eat, pick something up, or speak. If students came
across an error in their digital story, they could refer back to their original code and decompose
it to locate where the error occurred. Then, they could attempt to correct their error and test it
again. Students were able to continue this process to debug when necessary. One student in
particular wanted to have an army of characters battle, but once he played his digital story, had
trouble getting the characters to move toward one another. I supported this student in his
computational thinking by deposing his code to see where we could first incorporate
movement. Then, he was able to practice pattern recognition to make each individual
character move in the same way. He then repeated this process to allow each character to
bring an object with them. Again, adding movement and picking up an object was added to his
code for each of the opposing characters. Through this process of decomposition, using
algorithms, and pattern recognition, the student was able to solve his problems.
If I were to redesign this lesson, I would require all students to first create at least one
digital story before creating their own game because creating a digital story required more
intricate coding. I would also possibly set minimum requirements for students to include such
as 2 characters, having each character do at least one movement and speak at least once.
1. How do you provide opportunities for your learners to apply the components of
computational thinking?
On codespark.com learners applied the components of computational thinking
as they used code to create a game or digital story. Within their game or digital story
students could use an algorithm to apply movement or speaking. They could continue
by using pattern recognition to have characters repeat some of the same movements or
have multiple characters take on the same or similar actions, like speaking. When
students came across problems when testing their product, they could return to their
code and use decomposition to identify the issue, make changes to the algorithm, then
test it again. Students had the opportunity to repeat this process until they were able to
resolve any errors.
ISTE NOTE 1: To meet this criteria you must show how you provide opportunities for your
learners to engage in the Design Thinking or Computational Thinking process, just presenting
on what it is, is not enough.
ISTE NOTE 2: Please specifically identify each of the steps of which process you identify in your
artifact, as well as how the details of the lesson/activity as it fits into the Design Thinking or
Computational Thinking process, in your artifact.
Students were able to express their creativity as they built their avatar for their
codespark.com account by choosing from many of the options provided. Students
selected a hairstyle, mouth, accessories, and colors for all characteristics of their avatar.
They also selected their own name for their avatar.
Additionally, students could choose to make a platform game, adventure game,
or digital story. After students made their choice, they had free range to use all the
tools provided and their imagination as they made decisions during the creative process.
Learners shared their work with others in a few ways. If the learner decided to
create a game, they demonstrated how to play the game and then allowed others to try
it themselves. If the learner chose to create a story, they presented the story to others
by playing their digital story.
Students also had the option to share their work within the Code Spark program.
They could share their game or digital story on the codespark.com website for anyone
to play or view, or with only their class on the website, so their peers could play/view
their game or digital story using their own accounts.
Students were encouraged to exhibit their creativity through the inspire and
imagine stages of the design process, where they were able to view projects previously
created by students using codespark.com as well as view and practice using the tools
and other creative options such as characters and actions, provided by codespark.com.
Final Thoughts
Use this section for any additional reflection that you have about the Creative Computing
Project or how you see creativity could be better infused into the learning process.
Overall, my students loved learning about coding through Code Spark Academy and
continue to ask if they can go back on the program to do more and share more of what they
have created with me.
Another way students may incorporate more creativity into their work on Code Spark
Academy might be to use a story they have written in class and transfer this story to a digital
story using Code Spark.
One component of Code Spark that I learned about was that students must
complete/beat their own game before they are able to publish it. I like the idea of this
requirement so that students are only sharing completed projects of value and are forced to
check the feasibility of their game and to identify any corrections that need to be made first
before sharing with others.