<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>EC-TEL</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Can Creative Computing foster Growth Mindset?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Lodi</string-name>
          <email>michael.lodi@unibo.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science and Engineering Alma Mater Studiorum - Universita di Bologna &amp; INRIA Focus</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>03</volume>
      <fpage>03</fpage>
      <lpage>09</lpage>
      <abstract>
        <p>Teacher training in computational thinking (CT) is becoming more and more important, as many countries are introducing CT at all K-12 school levels. Introductory programming courses are known to be di cult, and some studies suggest they foster an entity theory of intelligence ( xed mindset), reinforcing the idea that only some people have socalled \geek gene". This is particularly dangerous if thought by future primary school teachers. We analyzed the e ects of an introductory course about computational thinking and creative computing with Scratch, and observed a statistically signi cant increase of pre-service teachers' growth mindset while observing a statistically signi cant decrease in their computer anxiety. The structure of the course is detailed, with particular emphasis on some characteristics that may have determined growth mindset increase. Limitations of this exploratory study are discussed, and future work is depicted.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1 In the last decade, computational thinking (CT) has
been recognized as a fundamental skill for everyone,
not just computer scientists [Win06]. Many countries
in the world are making e orts to include it in the
school curriculum, at all K-12 levels [GP13].</p>
      <p>In Italy, the recent school system reform explicitly
states that it is mandatory to develop student's
digital skills, with particular care to the development of
computational thinking.</p>
      <p>These pushes to teach CT (that very often is
realized by teaching programming - or \coding") give rise
to the necessity of an urgent plan for teacher's
training, both for pre-service and in-service ones, and
especially for primary school teachers. In Italy, in facts,
primary teachers are not trained to teach CS
fundamentals (and only since 2002 they need a Primary
education degree to teach). Moreover, Italian primary
teachers are mostly female, and therefore possibly
subject to stereotypes about women and CS.</p>
      <p>To non-computer scientists, learning to program
may appear as a too challenging goal, achievable only
from those having the so-called \geek gene" [AL13,
PBCE16]. Moreover, stereotypes lead some people to
identify computer scientists with singularly focused,
asocial, competitive, male gures [LAY16].</p>
      <p>Students and teachers have di erent personal ideas
(\implicit theories") about their intellectual abilities.
Some believe that their intelligence is a xed trait (like
eye color or height when adult), and they cannot do
much to change it: they have an entity theory of
intelligence, otherwise stated a xed mindset. Some
others believe instead that intelligence can be developed
with study and e ort (like muscles can be trained):
they have an incremental theory of intelligence, also
called a growth mindset. Mindset theory is a
fundamental result of Carol Dweck's research [Dwe00].
In many studies, she showed that student's
mindset could predict their achievement, in particular in
Math and Science, and their ability to cope with
challenges [BTD07, Dwe08]. Moreover, female students
with a growth mindset showed less susceptibility to
the harmful e ects of stereotypes about women and
math [GRD12]. In [MT08] it is argued that growth
mindset can be particularly important in CS
education. Teachers' growth mindset is strongly necessary
(although not su cient) to foster a growth mindset in
their students: teachers must create a growth mindset
environment where growth messages are sent, but also
teach students new strategies to cope with failures and
to master the material [Dwe17].</p>
      <p>Since 2014, at the University of Bologna, a
laboratory course on \computational thinking and
creative computing with Scratch" has been taught to
preservice primary teachers. During the rst two years of
teaching, instructors collected oral reports from
students. At the beginning of the course, many of them
reported anxiety and low self-e cacy about learning to
program. Some of them described themselves as \not
a computer science/technology person". On the
contrary, at the end of the course, instructors received
very good feedback. Some students spontaneously
thanked them because they did not feel any more like
they were not \computer science people" and felt
empowered to be creative with technology and to teach
it to their future pupils.</p>
      <p>Based on these anecdotal pieces of evidence, we
decided to explore changes in mindset and computer
anxiety before and after the fall term course of the
academic year 2016-2017. The test on mindset was
replicated in the spring term course.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>Computational Thinking</title>
        <sec id="sec-2-1-1">
          <title>As known, the term computational thinking was</title>
          <p>rst used in 1980 by Seymour Papert in
Mindstorms [Pap80] and then brought to the attention of
our community by Jeannette Wing [Win06] in 2006.
In this decade, a body of literature has been produced
to search for a better de nition of this concept, and
to provide tools and frameworks to introduce and
assess CT in K-12 education [GP13]. While there is no
agreement between authors, a lot of proposed de
nitions recognize CT is not only about technical
methods and practices, but also about mental processes
and transversal skills like creativity, collaboration,
tolerance for ambiguity, resilience, and more [CLN17].
2.2</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Scratch and Creative Computing</title>
        <p>Scratch is a visual programming environment to create
interactive media-rich projects, like video games,
interactive stories, interactive art, and so on [MRR+10].
Scratch was developed at MIT Media Lab by the
Lifelong Kindergarten group. It is built on constructionist
ideas of Papert's LOGO [Pap80]. Some key features
of Scratch, relevant for this work, are:
liveness - the program is constantly running, and
its behavior changes immediately when parts of
the code are added, edited or removed;
tinkerability - the program lets you experiment
with blocks, in a very bottom-up, trial and error
approach;
no error messages - like when you play with
LEGO R bricks, either blocks snaps together, or
they don't; moreover, if your program is not
correct, it runs anyway, so you don't feel too
frustrated, and then you can try to gure out why it
doesn't behave as expected.</p>
        <p>Scratch's main goal is to teach digital uency as a
means of self-expression rather than as a tool for future
careers [RM+09]: often students can use technology as
passive users, but few of them have the opportunity to
be active creators through technology.</p>
        <p>Scratch belongs to MIT's vision about creative
learning, and was speci cally designed to help young
people grow up as creative thinkers (through the
\creative learning spiral" - an iterative approach to
creativity - and through four main ingredients: Project,
Peers, Passion, Play [Res14]).</p>
        <p>These ideas are implemented in the Harvard's
\Creative Computing Online Workshop"2 and \Scratch
curriculum guide" [BBC14] and in the \Learning
Creative Learning" course at MIT3. Materials from these
initiatives represent the primary sources for the course
presented in this paper.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Growth Mindset</title>
        <p>Dweck's studies on growth mindset are based on three
decades of research [Dwe00]. Students with growth
mindset show learning-oriented goals (not afraid to
ask questions and make mistakes, in order to learn)
and mastery-oriented responses (greater e ort and new
strategies) to challenges and setbacks, while students
with xed mindset show performance goals (\appear
intelligent", so avoiding di cult tasks) and helpless
response to challenges (e.g. giving up or blaming
the teacher for their failure). As said in Section 1,
growth mindset is positively correlated with grades
and achievements and can be useful to reduce gender
disparities in STEM.</p>
        <p>Growth mindset can be positively conveyed by some
interventions [Dwe08]: explicitly teaching students
about mindsets, brain plasticity and the idea that
intelligence can be trained with e ort; portraying
challenges, e ort and mistakes as highly valued;
praising process and e ort, and give constructive feedback
rather than praising the person or being judgmental.</p>
        <p>Speci c suggestions to stimulate a growth mindset
in Math includes also [Boa13]: giving rich open tasks,
2https://creative-computing.appspot.com/preview
3http://learn.media.mit.edu/lcl/
oriented to learning, requiring e ort and reasoning;
teaching for patterns and connections; teaching
creative and visual Mathematics.</p>
        <p>Teachers' conceptions are crucial: in a study
described in [Dwe08], adults were asked to behave as
teachers - after a xed or a growth mindset about
Math had been taught to them. The \growth" group
was more supportive with students, giving
encouragement and suggesting positive strategies to deal with
problems; by contrast, the \ xed" group subjects gave
students simple comfort and xed messages (e.g., \Not
everyone is a math person! ") and helped boys signi
cantly more than they did with girls.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Computer Anxiety</title>
        <p>Computer anxiety can be de ned as \a fear of
computers when using one, or fearing the possibility of
using a computer " [SON05], and di ers from
negative attitudes toward computers. In facts, it involves
a more a ective response: \resistance to and
avoidance of computer technology are a function of fear and
apprehension, intimidation, hostility, and worries that
one will be embarrassed, look stupid, or even damage
the equipment " [HGK87].</p>
        <p>Computer anxiety has been correlated with math
anxiety and gender [HGK87, Mau94]. Females were
found to have higher computer anxiety. By contrast,
previous exposure to computers is correlated with the
low level of anxiety. As [Mau94] suggests, females have
less exposure to computers than males due to
stereotypes, so previous exposure should be taken into
account.</p>
        <p>A study, referenced by Dweck herself, correlates
computer anxiety and self-theories. It showed that
computer anxiety decreased in participants of a basic
computer training course who were taught incremental
conceptions of ability, while did not change in
participants to whom xed entity conceptions of ability were
taught [Mar94].</p>
        <p>To assess computer anxiety, the \Computer Anxiety
Rating Scale (CARS)" was developed and validated
in [HGK87].
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Previous Work</title>
      <p>As opposed to other scienti c disciplines, only a few
studies have been conducted on the relationship
between an introductory computer science/programming
course and a growth mindset. In a survey administered
to CS faculty members of a U.S. institution [Lew07],
more than three-quarters of them disagreed on the fact
that \Nearly everyone is capable of succeeding in the
computer science curriculum if they work at it". Carol
Dweck herself describes computer science as a
discipline that requires a growth mindset [CCD+10].</p>
      <p>Like math, computer science can induce a xed
mindset, as some authors [MT08, CCD+10] suggest.
By contrast, we think some intrinsic characteristics of
CS/CT (at least if taught as a creative subject - e.g.,
open/real/authentic projects, iterative approach,
debug, trial and error, collaboration rather than
competition) can foster a growth mindset. In other elds, for
example Engineering, similar results were found:
during the rst year of University, students tend to move
towards a xed mindset. However, introducing
openended engineering design projects into the curriculum
may tend to lessen or eliminate the shift toward xed
mindset [RF14].</p>
      <p>Only a few studies have been conducted to assess
or alter the student's mindset before and after a
programming course.</p>
      <p>Simon et al. [SHM+08] tried a small intervention
in CS1 classes to change the mindset of students
from CS Majors and Minors, but they obtained
mixed results.</p>
      <p>Cutts et al. [CCD+10] performed three structured
interventions into an introductory programming
course, gaining signi cant improvement in growth
mindset level of students and also a positive
correlation in their test scores.</p>
      <p>On the contrary, Flanigan et al. [FPSS15]
analyzed (without intervention) changes in CS1
(CSmajor, other STEM-Majors, but also Arts and
Business Majors) students across the semester,
nding a signi cant increase in a xed mindset
and a signi cant decrease in a growth mindset.</p>
      <p>All the cited experiments were conducted among
CS1 students. Authors of the present paper did
not nd any study investigating correlations between
growth mindset and CT courses.
4</p>
    </sec>
    <sec id="sec-4">
      <title>The study</title>
      <p>We decided to observe growth mindset and computer
anxiety changes between the beginning and the end of
the laboratory course.</p>
      <p>We decided to not teach explicitly about growth
mindset or brain growth, and the instructor (a
computer scientist with a background in education) paid
particular attention in avoiding explicit mentioning of
Dweck's research and ideas in lessons/suggested
reading material to avoid in uencing the subjects and to
test if CT and creative learning could in uence growth
mindset.</p>
      <p>No active intervention was made to in uence
computer anxiety.
Currently, to become a pre-school and/or a primary
school teacher in Italy, you have to get a 5-year
(Single cycle/Combined Bachelor and Master) Degree in</p>
      <sec id="sec-4-1">
        <title>Primary teacher education. When graduating, stu</title>
        <p>dents also get a \Pre-school and Primary school
teaching license" that allows them to teach in Italian
public schools. For historical and sociological reasons, in
Italy primary teachers are mainly female and this is
re ected in the fact that Primary teacher education
students are almost all female (for instance, 91% in
a.y. 2016/17 in our University).</p>
        <p>At the University of Bologna, primary teacher
education students take a mandatory \General Education
and Educational Technologies" exam during the rst
year, and follow a practical 24 hours (3 credits)
\Educational Technology Laboratory" during the fourth
year. For that course, they can choose between
several topics, from the use of interactive white-board, to
stop-motion storytelling techniques and many others,
all with the aim to learn how to use technology as a
tool for better teaching. To allow students to be
supported by instructors and to work with technologies
actively, each thematic-laboratory has a maximum of 32
students. In the context of this \multi-track course,"
since the academic year 2014-15, students can choose
the \Laboratory of creative computing and
computational thinking", to learn the basics of computational
thinking and creative computing with Scratch. To give
the opportunity to take the course to more students (of
the same academic year), the laboratory is replicated
(same instructor, schedule, location, contents) in the
fall term and in the spring term.
4.2</p>
        <sec id="sec-4-1-1">
          <title>The Course</title>
          <p>The course was designed as an introduction to creative
computing and computational thinking with Scratch.
It was made up of 6 lessons, 4-hours each. The course
plan is now described. Many activities are taken from
MIT/Harvard materials (see sec. 2.2).</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Lesson 1.</title>
          <p>Brief introduction to creative computing and
computational thinking;
experiments with Google Presentations: the
teacher creates a shared presentation with
writing rights, then she asks students to add a new
page and to write something about themselves,
putting on a photo, and so on. This activity is
initially messy, but soon students learn in a very
bottom-up fashion to use the tool and to avoid
modifying peers content;
free exploration of Scratch;
mini challenge to make something happen with it
(\Scratch surprise" [BBC14]);
guided tutorial to create a simple video game that
contains a lot of computational concepts4.</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>Lesson 2.</title>
        </sec>
        <sec id="sec-4-1-4">
          <title>Lesson 3.</title>
          <p>Ten blocks challenge5;
free artistic project with just the simple hint to
use the \pen" and \looks" categories blocks;
debug exercises: students had to choose some
debug exercises from [BBC14], remix them, nd the
bug and comment out how they found it and what
they did to correct it.</p>
          <p>Witness from an invited primary school teacher
using unplugged activities and Scratch in her
teaching;
examples of Scratch projects to be used with
pupils6;
\about me" [BBC14] free project: create a project
to introduce yourself and the things you do and
love.</p>
        </sec>
        <sec id="sec-4-1-5">
          <title>Lesson 4.</title>
          <p>Exploration of Code.org and comparison with
Scratch: try some activities, nd out pros and
cons of the di erent platforms and approaches;
advanced features (cloning and webcam): try to
reproduce a \snowing-like" behavior with cloning
and catching the clones with the hand through
webcam-sensing7.</p>
        </sec>
        <sec id="sec-4-1-6">
          <title>Lesson 5.</title>
          <p>Scratch and the physical world (Makey Makey8
and Lego WeDo9) demos;
time to work in small groups on the nal project.
4A simpli ed version of Carmelo Presicce's \Under the sea":
https://scratch.mit.edu/projects/14759947/</p>
          <p>5https://creative-computing.appspot.com/unit?unit=4&amp;
lesson=13
6e.g. from https://scratch.mit.edu/studios/1918506/
7e.g. https://scratch.mit.edu/projects/129283065/
8e.g. the classical \human chain" and \whack a mole":
https://scratch.mit.edu/projects/43681296/</p>
          <p>9e.g. simple sensor/motor use with Scratch described in:
https://www.youtube.com/watch?v=qBhIcb-Ipmw</p>
        </sec>
        <sec id="sec-4-1-7">
          <title>Lesson 6.</title>
          <p>Public presentation of nal projects: design of an
activity with Scratch for Primary School in the
light of creative learning's 4 Ps. Students were
advised to be particularly careful to not create
a game or a project on which their pupils would
have been passive consumers, but rather design a
creative activity where their pupils should be free
to create di erent projects but in the context of
some Primary school teaching objectives of one or
more subjects.</p>
          <p>Each student had her own PC, but they were
allowed to work in pairs/small groups, to get up and
move around the laboratory and to communicate with
each other. The teacher was always available to o er
help.</p>
          <p>The laboratory was mainly hands-on: students were
assigned projects with a broad theme (e.g., \a project
about you") and given time to freely create with
Scratch, experimenting, getting help online or asking
the instructor. Sometimes, more structured exercises
were given, but they were chosen not to be mechanical
or repetitive. Instead, they were explicitly posed as
challenges to have fun with, while learning. No
theoretical lectures about programming or Scratch were
given. However, some tips and quick demos, always
after they worked a while on projects or problems, were
given.</p>
          <p>Homeworks consisted in realizing other projects at
home and writing a page in a shared online
notebook (Google Presentation), re ecting on di culties,
achievements, and learning process. The instructor
gave feedback as comments, and students were invited
to comment at least two of their mate's pages each
week.</p>
          <p>An online virtual class was set up with a Google+
community, where students could ask for help (to
mates and to the teacher) and discuss. The
instructor posted interesting videos/articles and stimulated
comments.</p>
          <p>The exam was pass/fail, with no grades. At the
beginning of the course, it was clearly stated that
students would have been evaluated for their e ort
(measured with the presence in class, participation,
shared projects) rather than on the quality of their
works. The nal presentation of a group project was
also mandatory to pass the exam. Students were in
particularly encouraged to share their projects even if
they were buggy or incomplete, and ask for help.</p>
          <p>All students passed the exam in both terms.
Projects and journals were not graded but were
checked by the instructor, and written feedback was
given.</p>
          <p>No explicit reference to growth mindset and brain
growth theories were made. However, other growth
mindset strategies (see 2.3) were put in action: in
particular it was carefully paid attention to give
growth mindset feedback (both oral and written in the
comments to projects or posts) and it was praised
process and outcome (\You worked a lot to create
that!", \Very good project!") rather than the person
(\Bravo!", \You are very good at it!").</p>
          <p>The instructor established a good class climate,
where errors were not stigmatized but seen as a
powerful tool for learning, helping students re ect on them
with guided questions rather than simply \tell the
solution". This was eased by the tool: Scratch helps you
not be frustrated by errors and instead motivates you
to gure out how to x your bugs.</p>
          <p>Scratch tinkerability helped also to encourage
students to not give up, moving forward by trial and error
and feeling empowered by their learning and successes.
4.3</p>
        </sec>
        <sec id="sec-4-1-8">
          <title>Data Collection</title>
          <p>An identical survey was administered at the
beginning (pre-survey) and at the end of the course
(postsurvey). It was dived into two sections (Growth
Mindset and Anxiety) in the fall term course, while had only
the Growth Mindset section in spring term's one.</p>
          <p>The rst section was intended to assess students'
mindset through the Implicit Theories of Intelligence
Scale (see Appendix A.1 for the full scale). It included
eight Likert-type items, described in [Dwe00, p. 285].
Students were asked to rate from 1 (\completely
disagree") to 6 (\completely agree") eight statements
about intelligence (in Italian in the survey), four
reecting an incremental theory, like \No matter who
you are, you can signi cantly change your intelligence
level " and four re ecting an entity theory, like \You
have a certain amount of intelligence, and you can't
really do much to change it ". During the analysis, the
latter were reverse scored, so that high points were
associated with a growth mindset, while low points with
a xed mindset.</p>
          <p>The second section was intended to assess student's
anxiety through the Computer Anxiety Rating Scale
(see Appendix A.2 for the full scale). It included
nineteen Likert-type items, described in [HGK87] (we used
an Italian translation of the slight variation [SON05]
of the original statements). Students were asked to
rate from 1 (\completely disagree") to 5 (\completely
agree") proposed statements (in Italian in the
survey), half of them re ecting a high anxiety (like \I
have avoided computers because they are unfamiliar
and somewhat intimidating to me" or \I do not think
I would be able to learn a computer programming
language") while half of them re ecting a low level of
anxiety (like \Learning to operate computers is like
learning any new skill, the more you practice, the better you
become"). During the analysis, the latter were reverse
scored, so that high points were associated with high
anxiety, while low points with low anxiety.</p>
          <p>The pre-survey was administered right at the
beginning of the fall term course, when students knew
only the title and a very brief description of the course
from the website. The post-survey was administered
at the end of the course. Five weeks passed between
the two administrations.</p>
          <p>The questionnaires were anonymous, but answers of
the same subject to pre and post-questionnaire were
linked with a randomly generated code unknown to
the researcher. The questionnaires were administered
with an online form (Google Form).</p>
          <p>This process was repeated for the spring term
course, but with mindset questions only.</p>
          <p>A total of twenty-three students (N = 23), all
females, aged from 21 to 29 (M = 23, SD = 1:95,
M ODE = 22) completed both the pre-survey and the
post-survey of the fall term course.</p>
          <p>Moreover, a total of twenty students (N = 20), all
females, aged from 22 to 28 (M = 23:05, SD = 1:82,
M ODE = 22) completed both the pre-survey and the
post-survey of the spring term course.
4.4</p>
        </sec>
        <sec id="sec-4-1-9">
          <title>Data Analysis</title>
          <p>The data were analyzed with the R programming
language and RStudio environment.
4.4.1</p>
        </sec>
        <sec id="sec-4-1-10">
          <title>Growth Mindset</title>
          <p>For each subject, the initial and nal growth mindset
level was calculated. Growth mindset level is a value
from 1 ( xed mindset) to 6 (growth mindset),
calculated as the mean of the eight answers (with entity
items reverse scored, as stated) of each subject.</p>
          <p>A paired-samples t-test was conducted to compare
growth mindset at the beginning and at the end of the
fall term course. There was a statistically signi cant
di erence in the mindset scores between the pre-test
(M = 4:62, SD = 0:78, = 0:86) and the post-test
(M = 4:90, SD = 0:76, = 0:86): t(22) = 2:35,
p = 0:028 (&lt; 0:05). In particular, growth mindset
has increased from the beginning to the end of the
course. (see Fig. 1, where mean GM of all subjects is
represented as a black diamond).</p>
          <p>Moreover, a paired-samples t-test was conducted to
compare growth mindset at the beginning and at the
end of the spring term course. Again, we found a
statistically signi cant increase in the mindset scores
between the pre-test (M = 4:08, SD = 0:80, = 0:76)
and the post-test (M = 4:44, SD = 0:83, = 0:90):
t(19) = 2:50, p = 0:022 (&lt; 0:05) (see Fig. 1).
For each subject, initial and nal computer anxiety
level was calculated. Anxiety level is a value from 1
(low anxiety) to 5 (high anxiety), calculated as the
mean of the nineteen answers (with some items reverse
scored, as stated) of each subject.</p>
          <p>A paired-samples t-test was conducted to compare
computer anxiety at the beginning and at the end of
the course. There was a statistically signi cant di
erence in the anxiety levels at the beginning (M = 2:04,
SD = 0:58, = 0:90) and at the end (M = 1:85,
SD = 0:60, = 0:92): t(22) = 2:98, p = 0:007
(&lt; 0:01). In particular, computer anxiety has
decreased from the beginning to the end of the course
(see Fig. 2).
All answers showed an high internal consistency (see
Cronbach's alphas in data analysis).</p>
          <p>To be valid for a paired t-test, distribution of the
di erences between the two related values of each
subject should be approximately normally distributed.
Di erences from both growth mindset and anxiety
scores passed the Shapiro-Wilk normality test,
recommended for small samples.</p>
          <p>Finally, both measures are resistant to
testretest [HGK87, DCH95].
4.6</p>
        </sec>
        <sec id="sec-4-1-11">
          <title>Limitations of the Study</title>
          <p>Since it is a pre-experimental design, this study is
aficted by some limitations. In particular:
there is no control group, and so we don't know
if the course is the only or the main cause of the
di erence between results, or if external factors
may have intervened; as a positive observation,
anyway, both fall and spring groups registered an
increase in mindset;
the sample was relatively small and not
randomized: it was made up of students that decided to
attend the class;
changes may be in uenced by the experience of
taking the test itself;
regression towards the mean may have in uenced
the results.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions, and</title>
    </sec>
    <sec id="sec-6">
      <title>Further 5</title>
    </sec>
    <sec id="sec-7">
      <title>Results,</title>
    </sec>
    <sec id="sec-8">
      <title>Work</title>
      <p>Despite the limitations of the study, we found a
statistically signi cant increase in participants' growth
mindset (result replicated in a following identical
course) and a statistically signi cant decrease in
participants' computer anxiety.</p>
      <p>Initial growth mindset was already high. This is
hardly surprising because it is crucial for teachers not
to have xed views about intelligence and almost
certainly this has been taught them in the previous years
of their degree. However, this clearly contrasts with
oral reports about their \CS con dence" collected at
the beginning of the course. We suspect they may
have a high growth mindset in general, but hold xed
ideas about CS in particular: it is known one can have
di erent mindsets in di erent areas [Dwe17].</p>
      <p>More surprising is their medium/low initial
anxiety. This may be due to their young age: they grew
up in a world where technologies are everywhere, so
they rapidly get used to them. It may be the case to
construct an updated anxiety scale, which considers
this di usion and tests anxiety about more profound
skills related to computer science rather than
computers themselves or use speci c CT/CS anxiety scales. It
would also be interesting to measure CS self-e cacy.</p>
      <p>Most interventions taught explicitly about brain
growth to in uence self-theories about intelligence.
Even though we recognize this is crucial, we aim to
foster a growth mindset mainly with teaching
innovations and fundamental aspects of computer science.
\Explicitly teaching" interventions can be further
positive boosters for a growth mindset.</p>
      <p>The aim of our exploratory study was mainly to test
whether our insights about CT, creative computing
and growth mindset were correct. Now we have to:
design a proper experiment to con rm these
preliminary data; investigate more deeply what factors of
CS/ CT/ creative computing are the most signi cant
to foster growth mindset: we believe that teacher's
feedback, iterative approach, open projects and
challenging exercises were crucial; de ne and investigate
speci c \computer science mindset", rather than
general ideas about intelligence; evaluate the relationship
between (CS) growth mindset and actual learning of
CT concepts.</p>
      <sec id="sec-8-1">
        <title>Acknowledgements</title>
        <p>Many thanks to all the students of the courses; to
Simone Martini, for supporting my research and for his
useful suggestions; to Alessandro, for the help with
statistics; to Carmelo and all CoderDojo friends, for
making me discover Scratch and Creative learning.</p>
        <p>A. Ahadi and R. Lister. Geek genes, prior
knowledge, stumbling points and learning
edge momentum: Parts of the one
elephant? In Proc. of ICER 2013, pages 123{
128, New York, NY, USA, 2013. ACM.</p>
        <p>K. Brennan, C. Balch, and M. Chung.</p>
        <p>Scratch curriculum guide, 2014.
http://scratched.gse.harvard.edu/guide/.</p>
        <p>J. Boaler. Ability and mathematics: the
mindset revolution that is reshaping
education. In Forum, volume 55, pages 143{
152. Symposium Journals, 2013.</p>
        <p>L. S. Blackwell, K. H. Trzesniewski, and
C. S. Dweck. Implicit theories of
intelligence predict achievement across an
adolescent transition: A longitudinal study
and an intervention. Child Development,
78(1):246{263, Jan 2007.
[AL13]
[BBC14]
[Boa13]
[BTD07]
[CLN17]</p>
        <p>I. Corradini, M. Lodi, and E. Nardelli.</p>
        <p>Conceptions and misconceptions about
computational thinking among italian
primary school teachers. In Proc. of ICER
2017, pages 136{144, New York, NY, USA,
2017. ACM.</p>
        <p>C. S. Dweck, C. Chiu, and Y. Hong.
Implicit theories and their role in judgments
and reactions: A word from two
perspectives. Psychological Inquiry, 6(4):267{285,
1995.</p>
        <sec id="sec-8-1-1">
          <title>C. S. Dweck. Self-theories: Their role in motivation, personality, and development.</title>
          <p>Psychology Press, 2000.</p>
          <p>C. S. Dweck. Mindsets and math/science
achievement. The Opportunity Equation,
2008.</p>
        </sec>
        <sec id="sec-8-1-2">
          <title>C. S. Dweck. Mindset (Updated Edition).</title>
          <p>Robinson, 2017.</p>
          <p>A. E. Flanigan, M. S. Peteranetz, D. F.</p>
          <p>Shell, and L. Soh. Exploring changes in
computer science students' implicit
theories of intelligence across the semester. In
Proc. of ICER 2015, pages 161{168, New
York, NY, USA, 2015. ACM.</p>
          <p>S. Grover and R. Pea. Computational
Thinking in K-12: A Review of the State
of the Field. Educational Researcher,
42(1):38{43, Jan 2013.</p>
          <p>C. Good, A. Rattan, and C. S. Dweck.</p>
          <p>Why do women opt out? Sense of
belonging and women's representation in
mathematics. Journal of Personality and Social
Psychology, 102(4):700{717, 2012.</p>
          <p>R. K. Heinssen, C. R. Glass, and L. A.</p>
          <p>Knight. Assessing computer anxiety:
Development and validation of the computer
anxiety rating scale. Computers in Human
Behavior, 3(1):49{59, Jan 1987.</p>
          <p>C. M. Lewis, R. E. Anderson, and K.
Yasuhara. "I Don'T Code All Day": Fitting
in Computer Science When the
Stereotypes Don'T Fit. In Proc. of ICER 2016,
[Lew07]
[Lod17]
[Mar94]
[Mau94]
pages 23{32, New York, NY, USA, 2016.</p>
          <p>ACM.</p>
          <p>C. Lewis. Attitudes and beliefs about
computer science among students and
faculty. ACM SIGCSE Bulletin, 39(2):37,
Jun 2007.</p>
          <p>M. Lodi. Growth mindset in
computational thinking teaching and teacher
training. In Proc. of ICER 2017, pages 281{282,
New York, NY, USA, 2017. ACM.</p>
          <p>J. J. Martocchio. E ects of conceptions of
ability on anxiety, self-e cacy, and
learning in training. Journal of Applied
Psychology, 79(6):819{825, 1994.</p>
          <p>M. M. Maurer. Computer anxiety
correlates and what they tell us: A literature
review. Computers in Human Behavior,
10(3):369{376, Sep 1994.
[MRR+10] J. Maloney, M. Resnick, N. Rusk, B.
Silverman, and E. Eastmond. The scratch
programming language and environment.</p>
          <p>Trans. Comput. Educ., 10(4):16:1{16:15,</p>
          <p>November 2010.
[MT08]
[Pap80]</p>
          <p>L. Murphy and L. Thomas. Dangers of
a xed mindset. ACM SIGCSE Bulletin,
40(3):271, Aug 2008.</p>
        </sec>
        <sec id="sec-8-1-3">
          <title>S. Papert. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books,</title>
          <p>Inc., New York, NY, USA, 1980.
[Res14]
[RF14]
[RM+09]</p>
          <p>K. J. Reid and D. M. Ferguson. Do design
experiences in engineering build a growth
mindset in students? In 2014 IEEE
Integrated STEM Education Conference, pages
1{5, March 2014.</p>
          <p>M. Resnick, J. Maloney, et al. Scratch:
Programming for all. Commun. ACM,
52(11):60{67, November 2009.
[SON05]
A</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Questionnaires</title>
      <sec id="sec-9-1">
        <title>A.1 Implicit Theories of Intelligence Scale</title>
        <p>It included eight Likert-type (1 to 6) items, described
in [Dwe00, p. 285]. We used an Italian translation.
Questions with * indicate a xed mindset, so they were
reverse scored (so that high agreement corresponds
with a growth mindset for all questions)
Q1* You have a certain amount of intelligence, and
you can't really do much to change it.</p>
        <p>Q2* Your intelligence is something about you that you
can't change very much.</p>
        <p>Q3 No matter who you are, you can signi cantly
change your intelligence level.</p>
        <p>Q4* To be honest, you can't really change how
intelligent you are.</p>
        <p>Q5 You can always substantially change how
intelligent you are.</p>
        <p>Q6* You can learn new things, but you can't really
change your basic intelligence.</p>
        <p>Q7 No matter how much intelligence you have, you
can always change it quite a bit.</p>
        <p>Q8 You can change even your basic intelligence level
considerably.</p>
        <p>A.2</p>
      </sec>
      <sec id="sec-9-2">
        <title>Computer Anxiety Rating Scale</title>
        <p>Q1 I feel insecure about my ability to interpret a
com</p>
        <p>puter printout
Q2* I look forward to using a computer on my job
Q3 I do not think I would be able to learn a computer</p>
        <p>programming language
Q4* The challenge of learning about computers is
ex</p>
        <p>citing
Q5* I am con dent that I can learn computer skills
Q6* Anyone can learn to use a computer is they are</p>
        <p>patient and motivated
Q7* Learning to operate computers is like learning any
new skill, the more you practice, the better you
become
Q8 I am afraid that if I begin to use computer more, I
will become more dependent upon them and lose
some of my reasoning skills
Q9* I am sure that with time and practice I will be as
comfortable working with computers as I am in
working by hand
Q10* I feel that I will be able to keep up with the
ad</p>
        <p>vances happening in the computer eld
Q11 I would dislike working with machines that are</p>
        <p>smarter than I am
Q12 I feel apprehensive about using computers
Q13 I have di culty in understanding the technical
as</p>
        <p>pects of computers
Q14 It scares me to think that I could cause the
computer to destroy a large amount of information by
hitting the wrong key
Q15 I hesitate to use a computer for fear of making</p>
        <p>mistakes that I cannot correct
Q16 You have to be a genius to understand all the
spe</p>
        <p>cial keys contained on most computer terminals
Q17* If given the opportunity, I would like to learn more</p>
        <p>about and use computers more
Q18 I have avoided computers because they are
unfamiliar and somewhat intimidating to me
It included nineteen Likert-type (1 to 5) items, de- Q19* I feel computers are necessary tools in both
eduscribed in [HGK87] (we used an Italian translation of cational and work settings
the slight variation proposed in [SON05]). Questions
with * indicate a low level of anxiety, so they were
reverse scored (so that high agreement corresponds with
high anxiety for all questions)</p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [CCD+10]
          <string-name>
            <given-names>Q.</given-names>
            <surname>Cutts</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Cutts</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Draper</surname>
          </string-name>
          ,
          <string-name>
            <surname>P. O'Donnell</surname>
            ,
            <given-names>and P.</given-names>
          </string-name>
          <article-title>Sa rey. Manipulating mindset to positively in uence introductory programming performance</article-title>
          .
          <source>In Proc. of SIGCSE</source>
          <year>2010</year>
          , pages
          <fpage>431</fpage>
          {
          <fpage>435</fpage>
          , New York, NY, USA,
          <year>2010</year>
          . ACM.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [PBCE16]
          <string-name>
            <given-names>E.</given-names>
            <surname>Patitsas</surname>
          </string-name>
          , J. Berlin, M. Craig, and
          <string-name>
            <given-names>S.</given-names>
            <surname>Easterbrook</surname>
          </string-name>
          .
          <article-title>Evidence that computer science grades are not bimodal</article-title>
          .
          <source>In Proc. of ICER</source>
          <year>2016</year>
          , pages
          <fpage>113</fpage>
          {
          <fpage>121</fpage>
          , New York, NY, USA,
          <year>2016</year>
          . ACM.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [SHM+08]
          <string-name>
            <given-names>B.</given-names>
            <surname>Simon</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            <surname>Hanks</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Murphy</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Fitzgerald</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>McCauley</surname>
          </string-name>
          , L. Thomas, and
          <string-name>
            <given-names>C.</given-names>
            <surname>Zander</surname>
          </string-name>
          .
          <article-title>Saying isn't necessarily believing: In uencing self-theories in computing</article-title>
          .
          <source>In Proc. of ICER</source>
          <year>2008</year>
          , pages
          <fpage>173</fpage>
          {
          <fpage>184</fpage>
          , New York, NY, USA,
          <year>2008</year>
          . ACM.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [Win06]
          <string-name>
            <given-names>H.</given-names>
            <surname>Sam</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Othman</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Z.</given-names>
            <surname>Nordin</surname>
          </string-name>
          .
          <article-title>Computer self-e cacy, computer anxiety, and attitudes toward the internet: A study among undergraduates in unimas</article-title>
          .
          <source>Journal of Educational Technology &amp; Society</source>
          ,
          <volume>8</volume>
          (
          <issue>4</issue>
          ):
          <volume>205</volume>
          {
          <fpage>219</fpage>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Commun. ACM</surname>
          </string-name>
          ,
          <volume>49</volume>
          (
          <issue>3</issue>
          ):
          <volume>33</volume>
          {
          <fpage>35</fpage>
          ,
          <string-name>
            <surname>March</surname>
          </string-name>
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>