On Creativity and Innovation in the Computing Curriculum

Publication Type:
Conference Proceeding
ACM International Conference Proceeding Series, 2018, pp. 17 - 24
Issue Date:
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© 2018 Copyright is held by the owner/author(s). Publication rights licensed to ACM. Graduates of computing degrees are extremely well placed to be entrepreneurs of the future. They have knowledge of recent advances in computing hardware, software and data sources, and skills to turn that knowledge into digital products like software applications and mobile apps that appeal to consumers or businesses. While entrepreneurship education encompasses many aspects, a starting point is finding a good idea that has market potential. This requires creativity: a skill that is not often made explicit in computing programs, or if so, perhaps confined to the realms of HCI or coding. Moreover, in many computing subjects, students are asked to find creative solutions to known problems, rather than exploring the problem space itself. This paper describes a case study of inviting students to demonstrate creativity and innovation in an e-commerce subject offered principally to computing students. Students are asked to identify human-centered problems that lend themselves to computing-oriented solutions, and to propose and test their ideas. The paper identifies four factors that were examined in relation to their influence on students’ creativity and innovation.
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