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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Validity and Fairness of an Automated Assessment of Creativity in Computational Music Remixing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Seyedahmad Rahimi</string-name>
          <email>srahimi@ufl.edu</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jason Brent Smith</string-name>
          <email>jsmith775@gatech.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Erin J.K. Truesdell</string-name>
          <email>erinjktruesdell@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashvala Vinay</string-name>
          <email>ashvala@gatech.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kristy Elizabeth Boyer</string-name>
          <email>keboyer@ufl.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brian Magerko</string-name>
          <email>magerko@gatech.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jason Freeman</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tom Mcklin</string-name>
          <email>tom@thefindingsgroup.org</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer &amp; Information Science &amp; Engineering, University of Florida</institution>
          ,
          <addr-line>Gainesville, FL 32611</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Expressive Machinery Lab, Georgia Institute of Technology</institution>
          ,
          <addr-line>Atlanta, GA 30308</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Georgia Tech Center for Music Technology</institution>
          ,
          <addr-line>840 McMillan Street NW, Atlanta 30308, GA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>School of Teaching &amp; Learning, College of Education, University of Florida</institution>
          ,
          <addr-line>Gainesville, FL 32611</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>The Findings Group</institution>
          ,
          <addr-line>Decatur, GA 30030</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Creativity is one of the most crucial skills for success in life in the 21st century. However, assessing creativity in an automated, objective way is challenging. In this study, we designed and validated an automated assessment (an unobtrusive, formative assessment) of creativity in EarSketch, a computational music remixing platform where students write Python or JavaScript code to create pieces of music. Specifically, using an existing dataset of EarSketch projects ( = 53), we investigated the validity and fairness of an automated assessment of creativity. Our findings show that the automated assessment of creativity has reasonable convergent validity (  = .50) and discriminant validity; and this assessment is fair (i.e., no significant diferences in terms of gender, grade, or race were found). The results of this research have the potential to inform the design of innovative educational programs and interventions that foster creativity and innovation in STEM education. As we continue to explore new ways of assessing creativity, we can pave the way for a more creative and innovative society, where individuals are equipped with the skills they need to tackle future challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Creativity</kwd>
        <kwd>Automated Assessment</kwd>
        <kwd>Computer Programming</kwd>
        <kwd>EarSketch</kwd>
        <kwd>Music</kwd>
        <kwd>High School Students</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and Background</title>
      <p>
        As future jobs become more automated and replaced by AI-powered machines, the future STEM
workforce critically needs competencies that include creativity and complex problem-solving skills
(or a mix of the two, i.e., creative problem-solving) above manual skills or memorized content [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Moreover, creativity has been used in STEM education to broaden participation and engagement
[
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2, 3, 4</xref>
        ]. Integrating creativity in STEM education can improve students’ STEM-related knowledge
and skills as well as their creativity [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The current study aims to design and validate an automated
assessment of creativity using an automated assessment technique [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] in a web-based,
programminglearning environment called EarSketch [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Before talking about the details of this study, we briefly
define creativity.
      </p>
      <p>
        In general, creativity is the ability to come up with useful solutions for problems–or new and
interesting ideas and objects–across a wide range of domains [
        <xref ref-type="bibr" rid="ref10 ref7 ref8 ref9">7, 8, 9, 10</xref>
        ]. According to Guilford [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
complexity is characterized as the degree to which a unified entity is formed by incorporating diverse
and separate components. In her assessment of creativity, Amabile [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] incorporated efort as one of
the factors that evaluators must consider when appraising a creative product. The model of creativity
that Guilford [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] introduced, for example, operationalized creativity as divergent thinking, with four
sub-facets: fluency (the ability to produce a large number of ideas, solutions, products), flexibility
(the ability to come up with ideas and other products from diferent themes, genres, or categories),
originality (the ability to produce products or come up with statistically novel ideas), and elaboration
(the ability to implement an idea in detail and high quality). One of the frequently used assessment
techniques is called the Consensual Assessment Technique [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In this technique, multiple experts (at
least two) rate some products of interest on their creativity (with no training on how to rate creativity).
If, collectively, those raters agree that a product is creative, we must accept that product as creative.
This assessment technique is one of the most accurate methods of creativity assessment; however, it
is very resource intensive. New assessment techniques that can objectively automate the assessment
of a creative product are needed. Creativity has been assessed automatically in digital environments
(e.g., digital games) in recent years. For instance, Shute and Rahimi [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] embedded and validated
an automated assessment of creativity in a STEM game called Physics Playground [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Moreover,
Rafner et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] have reviewed game-based, automated assessments of creativity. Similarly, Yu et al.
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] used a maximum associative distance to automatically assess the creativity of the participants’
responses. However, these studies usually base their assessment methods solely on divergent thinking
operationalization of creativity. In this study, inspired by the traditional definitions of creativity in terms
of creative, divergent thinking, and the aspects of a creative product, we operationalized creativity,
designed an automated assessment of creativity based on that operationalization, and validated it using
the consensual assessment technique in a project-based, music remixing environment called EarSketch.
      </p>
      <p>
        EarSketch platform. EarSketch [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is a web-based expressive computing learning environment
designed to engage high school students in computer science through the use of Python or JavaScript
code to remix music samples (from a library of over 4,000 sounds in a variety of musical genres
and instruments) along a multi-track timeline (see Figure 1). It also includes a curriculum covering
programming concepts in line with state and national standards (e.g., functions, loops, debugging, and
peer review). EarSketch is designed to be accessible to students with little to no programming or music
experience and has been used by over 1 million learners as of fall 2022.
      </p>
      <p>
        Automated Assessment. The type of automated assessment we are referring to in this paper
has been introduced by Shute [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and she called it stealth assessment. This assessment is a formative
assessment (i.e., assessment for learning; see Shute and Rahimi [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]) technique that uses digital learning
environments (historically, digital games) as vehicles for assessing and supporting various competencies
such as basic knowledge and skills including physics [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]; and other hard-to-measure skills such
as creativity [
        <xref ref-type="bibr" rid="ref14">20, 14</xref>
        ], persistence [21, 22], problem-solving [23]. The underlying framework of this
automated assessment technique is the evidence-centered design (ECD) framework of assessment
[24, 25]. ECD has three main models: (1) the Competency Model (CM) which defines what is being
assessed (i.e., unobservables); (2) the Evidence Model (ED) defines what indicators (i.e., observables) can
provide evidence for the competency of interest. EM also includes rules of evidence (i.e., scoring rubrics
that can be programmed and automatized) and statistical model (i.e., an aggregation or accumulation
method; as sophisticated as Bayesian Networks or as simple as tallies of numbers). And, (3) the Task
Model (TM) defines what tasks (or learning environments) can elicit the evidence for the evidence model.
Once these three models are designed and in place, the automated assessment computed estimates can
be used (e.g., by making the learning experience adaptive or by providing targeted learning supports)
to improve students’ learning in real-time [26, 27]. In this study, we will address the following research
question: Is the automated assessment of creativity in EarSketch psychometrically sound? That is, we will
investigate the validity and fairness of this assessment.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>The data was drawn from students’ projects created in sessions held in five classrooms in the southeastern
United States from our earlier studies investigating student use of CAI, a co-creative AI built for the
EarSketch platform [28]. We used the data from 53 students (Females = 11; Males = 39; Not Listed = 3).
Our sample was diverse with most of the students identifying as White ( = 21), Hispanic/Latino = 9,
Black/African American = 11, and Asian = 8. Most of the students ( = 27) had not taken any courses
related to programming; while some students had taken one other programming course ( = 20), and
few students had taken two or more than two other programming courses ( = 6). Moreover, our
sample included students from various grades (i.e., 9ℎ = 29, 10ℎ = 10, 11ℎ = 8, and 12ℎ = 6).</p>
      <p>The students responded to a demographic and background questionnaire before starting working with
EarSketch, which included questions about students’ gender, ethnicity, grade level, and age. Moreover,
the background questions asked students about the number of courses they took which included
computing, and four Likert-scale items about music enjoyment, coding enjoyment, making-music
confidence, and learning-to-code confidence. The Task Model is the EarSketch environment. EarSketch
already provides a lot of opportunities for students to show the evidence for the creativity competency
model. Next, we explain the rules of evidence related to each indicator we used from EarSketch log data.</p>
      <p>The competency model of creativity in this study includes divergent thinking and two other creative
product qualities (i.e., complexity and efort). The gray boxes in Figure 2 show the observables for each
CM sub-facet–i.e., the EM. Figure 2 shows the CM and EM of creativity in EarSketch.</p>
      <p>Rules of evidence in ECD refer to a set of rules or a rubric that clearly define the observables and how
they should be scored. Some of the observables can simply be computed by counting the number of
times they occurred. However, some of the observables need to be computed using a complex algorithm
or sometimes using complex AI models (e.g., classification models). In the following, we define and
explain the rules of evidence for the automated assessment of creativity in EarSketch. An updated
version of EarSketch’s code complexity assessment tool was used to analyze the complexity of each
project in the dataset. It estimates the user’s knowledge of seventeen concepts covered in the EarSketch
curriculum, assigning scores between 0 (if the concept does not appear in the user’s code) and higher
values between 1 and 3 indicating increasing levels of complexity of use.</p>
      <p>The complexity calculator was expanded to include code breadth and depth. The breadth score
represents the number of concepts evaluated that are given a score of at least 1 (i.e., that are present in
the project at all). The breadth score can thus be viewed as a representation of how many code concepts
the student has utilized in their project.</p>
      <p>The average depth value acts as a representation of code modularity by assigning each line of code a
depth score. Code depth is calculated as the number of times a line of code is nested within a larger
structure (such as a function definition or for loop), with a depth of 1 representing lines at the top level
of the code. An increase in average depth indicates that the student has utilized structures such as
loops and functions and/or that the student has minimized the number of top-level lines of code, both
of which indicate an increase in code modularity. An example of code with the same musical output at
diferent levels of modularity is shown in Figure 3.</p>
      <p>In addition to the complexity calculator, EarSketch contains tools to model the musical contents of
a project’s musical structure [29], dividing it into sections and subsections in order to form a nested
dictionary referred to as a Sound Profile [ 28]. The Sound Profile data structure is designed to allow
CAI to refer to a project’s musical structure when discussing it with a student. Each musical section is
represented as an object with a list of sounds, efects, the measures and lines of code with which they
appear, and the subsections contained within that section.</p>
      <p>The complexity calculator and sound profile analysis tools were used to generate a series of values
reflecting the code and music properties of the student projects in the dataset. The values generated for
each project included scores for each creativity sub-facet (see Figure 2), breadth and average depth scores,
the number of unique sound samples used in the project, the number of the unique genre, and instrument
tags present among the sounds in the project, the maximum number of sounds overlapping by being used
simultaneously in separate tracks, the length of a project’s output song in both seconds and measures,
and average co-occurrence scores of sound samples in the project (statistically rarer combinations of
sounds found in an analysis of previous EarSketch projects [30]). Moreover, we investigate unique
sound selections as a proxy for originality. Each pair of sounds is given a co-occurrence score (i.e.,
sound co-occurrence), based on the number of times the two sounds have been used at the same time
in previous EarSketch projects [30]. Using these scores, we analyze the dataset of student projects to
determine if they contain statistically rarer combinations of sounds–a proxy for originality.</p>
      <p>Additionally, Entropy, the uncertainty in a given distribution, can be used as a measure of rhythmic
complexity [31] is found to correlate with human perception of rhythm [32]. We computed entropy for
each clip in a measure (a unit of musical time, divided into beats) and then averaged it to get an entropy
score per measure. Also, for every sound clip in EarSketch, we computed a “click track” representation,
i.e., a binary vector where 1 indicates the presence of a beat at the timestamp and 0 indicates the absence
of such a beat [33]. To compute cohesion, we computed the similarity (Hamming Distance) between
every possible pair of successive sounds in a measure, as suggested by [34]. A lower distance indicates
that the two tracks might be rhythmically cohesive.</p>
      <p>Finally, as an indicator of mental efort , the time-on-task percentage has been used in a variety of
user evaluations in human-computer interaction research and student evaluations [35], and has been
measured alongside assessment of creativity [36]. It can be calculated as the ratio of time intervals (in
an even division from the start to the end of a task) containing actions or attention by a user related to
the task at hand. In EarSketch, users demonstrate on-task behavior by editing a project or searching for
content in the browsers or curriculum. Between its start and submission, actions (collected via keystroke
logging) for each project are grouped on 10-second windows. Each project is given a time-on-task
percentage, determined by the ratio of windows that contain actions by the user and the points that do
not contain any actions logged.</p>
      <p>To compute a final automated creativity score, we first standardized the low-level indicators
(computing the z-scores for each observable shown in gray color in Figure 2). Then, we averaged those
standardized estimates to compute the sub-facet variables fluency, flexibility, originality, elaboration,
complexity, and efort. Next, we computed the divergent thinking score and creative product score by
averaging the scores of their relevant sub-facets. Finally, we combined the averages of these two scores
to obtain the overall automated assessment score.
2.1. External Assessment of Creativity
We used the consensual assessment technique [37] to externally assess the pieces of music (n = 53) and
use the results from this assessment for validation purposes. Amabile (1982) asserts that if a group of
experts in the domain at hand believe a product (e.g., a piece of music) is creative, we should accept
that product as creative. We asked 10 EarSketch experts who were very familiar with the music created
using the platform to independently rate the 53 pieces of music on a 1-6 scale (1 = very uncreative, 2 =
uncreative, 3 = somewhat uncreative, 4 = somewhat creative, 5 = creative, 6 = very creative). These
experts have been judging the quality of the projects created in EarSketch in the past several years. Thus,
they were very well qualified as the experts who knew what was possible when it comes to creating
music using EarSkethch by high school students. For our analyses, we averaged the 10 ratings for each
piece of music and used that single score (range = 1 - 6) as our external measure of creativity. The
reliability of the ratings was reasonable (Cronbach’s  = .82) indicating that the raters were consistent
in their judgment for the 53 pieces of music.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>Generally, students created pieces of music that were considered somewhat creative on average ( =
3.86,  = .70). The time on task (efort) was about 48% on average (  = 15.21) across the 53
students. To investigate the validity of the automated assessment of creativity in EarSketch, we looked
at the convergent and discriminant validity evidence. The examine the convergent validity of our
assessment, we correlated the observables computed from the log data in EarSketch with the external
assessment of creativity (the expert ratings). Results show that fluency (  = .37), flexibility (  = .30),
elaboration ( = .21), complexity ( = .33), and efort (  = .25) have reasonable, small to medium
correlations with the external assessment of creativity. On a higher level, the divergent thinking score
( = .39) and the product score ( = .40) showed positive, medium correlations with the external
creativity assessment. The overall automated assessment of creativity (the average score of the divergent
thinking skills and product creativity) correlated positively ( = .50) with the external assessment
of creativity. To investigate the discriminant validity of our assessment, we correlated the external
assessment of creativity, the automated assessment of creativity, and its sub-facets with students’ age,
and the other self-report measures to investigate the discriminant validity of our assessment. Results
show that there is no relationship between the self-report measures and the automated assessment of
creativity EarSketch and its sub-facts. This finding indicates that the automated assessment of creativity
in EarSketch is independent of those variables, thus, the assessment has good discriminant validity
which is desirable.</p>
      <p>To investigate the fairness of the automated assessment of creativity in EarSketch, we conducted
several ANOVAs. Results show that there is no significant diference among diferent genders
[(2, 50) = .18,  = .84,   2 = .01], races [(5, 47) = 1.46,  = .22,   2 =
.14], and grades [(3, 49) = .40,  = .75,   2 = .02]. These results indicate that the
automated assessment of creativity in EarSketch is fair and is not performing diferently for students
from diferent genders, races, and grades.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion and Conclusion</title>
      <p>The validity of our automated assessment of creativity should be examined from various standpoints.
First, this type of assessment of creativity has more ecological validity (i.e., the extent to which the
estimates of an assessment are generalizable to the real world, such as situations or settings typical
of everyday life; see Runco [38]) compared to traditional assessments of creativity (e.g., list as many
alternative uses for a pen). Second, using ECD, consulting the literature on creativity, and consulting
with music experts in EarSketch, we were able to establish the face validity of our competency model
for creativity in EarSketch. In terms of convergent validity, our results showed that the automated
assessment of creativity in EarSketch correlated (with a medium efect overall) with our external
assessment of creativity both on an overall and sub-facet level. These results are promising as we only
had one project per student and this was our first pass at designing and examining this assessment. In
terms of discriminant validity, our results suggest that there are no relationships between the automated
assessment estimates and the self-report data (e.g., students did not produce creative pieces of music
because they enjoyed listening to music or enjoyed coding). In terms of fairness, our findings indicated
that there were no statistically significant diferences among various groups present in our dataset
(i.e., genders, races, grades). Overall, we can conclude that our automated assessment of creativity in
EarSketch has a reasonable, promising level of validity and it shows to be fair based on the current
data. In this study, we provided evidence for our automated assessment accuracy (i.e., convergent
validity) or what Kane [39] refers to as criterion validity. We also provided evidence for the modern
view on validity which is evidence-based for each step of the assessment–from every step of designing
the assessment to checking the accuracy of the assessment after the fact [39, 40]. Future studies can
help us improve the validity and further investigate the fairness of our automated assessment using a
larger sample size. One important aspect of automated assessment is to use the automated assessment
estimates in real-time and provide personalized support (e.g., by informing the suggestions made by
CAI or suggesting to the students to increase the variety of their sounds in their project) and some form
of adaptation to maximize learning [e.g., 26]. One natural next step could be putting this automated
assessment of creativity to use in EarSketch. In conclusion, the concept of automated assessment of
creativity presents a promising approach to objectively and accurately measure creativity in a variety of
settings. The results of this research have the potential to inform the design of innovative educational
programs and interventions that foster creativity and innovation in the STEM workforce.
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