Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3591196.3593335acmconferencesArticle/Chapter ViewAbstractPublication Pagesc-n-cConference Proceedingsconference-collections
research-article
Public Access

Code to Cope: Supporting Self-Care by Integrating Creative Coding and Coping Mechanisms

Published: 19 June 2023 Publication History

Abstract

Code to Cope is a STEAM curriculum for young adults designed to teach, develop, and encourage coping mechanisms while learning programming with JavaScript. COVID-19 restrictions, such as social distancing and remote learning, disrupted social development and identity formation in young adults, exacerbating mental health issues that remain unaddressed in existing STEAM curriculum. Young adults are vulnerable to psychological distress that adversely affects educational experiences and career path choices. The Code to Cope curriculum was adopted by the creative coding course at Louisiana State University from 2021 to 2022. We conducted interviews with four students in 2021 and empirical studies with 34 students in 2022 to evaluate the effects of the curriculum in terms of code, coping, and creativity. The results of the study show that the Code to Cope curriculum effectively teaches computational thinking, develops self-care practices, and engages and motivates students.

References

[1]
Edith Ackermann. 2015. Pedagogical Perspective: Edith Ackermann. https://vimeo.com/144683857 Accessed on 2022-08-17.
[2]
American College Health Association. 2021. National college health assessment III: Undergraduate reference group: Executive summary. https://www.acha.org/documents/ncha/NCHA-III_FALL_2021_REFERENCE_GROUP_EXECUTIVE_SUMMARY.pdf.
[3]
American College Health Association. 2022. American college health association-national college health assessment fall 2022 reference group data report. https://www.acha.org/documents/ncha/NCHA-III_FALL_2021_REFERENCE_GROUP_EXECUTIVE_SUMMARY.pdf
[4]
Linda L. Autry and Mary E. Walker. 2011. Artistic Representation: Promoting Student Creativity and Self-Reflection. Journal of Creativity in Mental Health 6, 1 (2011), 42–55. https://doi.org/10.1080/15401383.2011.560076
[5]
[5] Axidraw. [n. d.]. https://shop.evilmadscientist.com/productsmenu/846. Accessed on 2022-08-17.
[6]
Albert Bandura. 1977. Self-efficacy: toward a unifying theory of behavioral change. Psychological Review 84 (1977), 191–215. Issue 2.
[7]
Sarah Brown. 2020. Overwhelmed: The real campus mental-health crisis and new models for well-being.
[8]
Leah Buechley, Mike Eisenberg, Jaime Catchen, and Ali Crockett. 2008. The LilyPad Arduino: Using Computational Textiles to Investigate Engagement, Aesthetics, and Diversity in Computer Science Education. In CHI ’08. Association for Computing Machinery.
[9]
Leah Buechley, Mike Eisenberg, and Nwanua Elumeze. 2007. Towards a Curriculum for Electronic Textiles in the High School Classroom. In ITiCSE. Association for Computing Machinery, 28–32.
[10]
Jamika D Burge and Tiki L Suarez. 2005. Preliminary Analysis of Factors Affecting Women and African Americans in the Computing Sciences. Richard Tapia Celebration of Diversity in Computing Conference, 53–56. https://doi.org/10.1145/1095242.1095265
[11]
[11] Chibitronics. [n. d.]. http://chibitronics.com. Accessed on 2022-08-17.
[12]
Pieter Desmet and Steven Fokkinga. 2020. Beyond Maslow’s Pyramid: Introducing a Typology of Thirteen Fundamental Needs for Human-Centered Design. Multimodal Technologies and Interaction 4, 3 (2020). https://doi.org/10.3390/mti4030038
[13]
Emma Dorn, Bryan Hancock, and Jimmy Sarakatsannis. 2020. COVID-19 and student learning in the United States: The hurt could last a lifetime. Technical Report. https://www.mckinsey.com/industries/public-and-social-sector/our-insights/covid-19-and-student-learning-in-the-united-states-the-hurt-could-last-a-lifetime
[14]
John Ferrara. 2012. Playful Design. Rosenfeld Media.
[15]
Jason Freeman, Brian Magerko, Doug Edwards, Tom McKlin, Taneisha Lee, and Roxanne Moore. 2019. Earsketch: Engaging broad populations in computing through music. Commun. ACM 62, 9 (sep 2019), 78–85. https://doi.org/10.1145/3333613
[16]
Jason Freeman, Brian Magerko, Tom McKlin, Mike Reilly, Justin Permar, Cameron Summers, and Eric Fruchter. 2014. Engaging underrepresented groups in high school introductory computing through computational remixing with EarSketch. In SIGCSE 2014 - Proceedings of the 45th ACM Technical Symposium on Computer Science Education. Association for Computing Machinery, 85–90. https://doi.org/10.1145/2538862.2538906
[17]
Kristina Geue, Heide Goetze, Marianne Buttstaedt, Evelyn Kleinert, Diana Richter, and Susanne Singer. 2010. An overview of art therapy interventions for cancer patients and the results of research. Complementary therapies in medicine 18 (2010), 160–170. Issue 3-4.
[18]
John D Gould and Clayton Lewis. 1985. Designing for Usability: Key Principles and What Designers Think. Commun. ACM 28, 3 (1985), 300–311.
[19]
Susan I Hopper, Sherrie L Murray, Lucille R Ferrara, and Joanne K Singleton. 2019. Effectiveness of diaphragmatic breathing for reducing physiological and psychological stress in adults: a quantitative systematic review. JBI Evidence Synthesis 17 (2019), 1855–1876. Issue 9.
[20]
Kimberly A.S. Howard, Aaron H. Carlstrom, Andrew D. Katz, Aaronson Y. Chew, G. Christopher Ray, Lia Laine, and David Caulum. 2011. Career aspirations of youth: Untangling race/ethnicity, SES, and gender. Journal of Vocational Behavior 79, 1 (aug 2011), 98–109. https://doi.org/10.1016/j.jvb.2010.12.002
[21]
Val Huet. 2015. Literature review of art therapy-based interventions for work-related stress. International Journal of Art Therapy 20 (5 2015), 66–76. Issue 2. https://doi.org/10.1080/17454832.2015.1023323
[22]
Jeff C Huffman, Christina M DuBois, Brian C Healy, Julia K Boehm, Todd B Kashdan, Christopher M Celano, John W Denninger, and Sonja Lyubomirsky. 2014. Feasibility and utility of positive psychology exercises for suicidal inpatients. General hospital psychiatry 36 (2014), 88–94. Issue 1.
[23]
Michelle H. Land. 2013. Full STEAM ahead: The benefits of integrating the arts into STEM. Procedia Computer Science 20 (2013), 547–552. https://doi.org/10.1016/j.procs.2013.09.317
[24]
[24] Lego Mindstorms. [n. d.]. www.lego.com/en-us/themes/mindstorms. Accessed on 2022-08-17.
[25]
Leah Lessard and Hannah Schacter. 2020. Why the Coronavirus Crisis Hits Teenagers Particularly Hard. Technical Report. https://www.edweek.org/leadership/opinion-why-the-coronavirus-crisis-hits-teenagers-particularly-hard/2020/04
[26]
Peter LeViness, Kim Gorman, Lynn Braun, Linda Koenig, and Carolyn Bershad. 2020. The association for university and college counseling center directors annual survey: 2019.
[27]
Sarah Ketchen Lipson, Sasha Zhou, Sara Abelson, Justin Heinze, Matthew Jirsa, Jasmine Morigney, Akilah Patterson, Meghna Singh, and Daniel Eisenberg. 2022. Trends in college student mental health and help-seeking by race/ethnicity: Findings from the national healthy minds study, 2013-2021. Journal of Affective Disorders 306 (2022), 138–147.
[28]
Margaret E. Madden, Marsha Baxter, Heather Beauchamp, Kimberley Bouchard, Derek Habermas, Mark Huff, Brian Ladd, Jill Pearon, and Gordon Plague. 2013. Rethinking STEM Education: An Interdisciplinary STEAM Curriculum. Procedia Computer Science 20 (2013), 541–546. https://doi.org/10.1016/j.procs.2013.09.316 Complex Adaptive Systems.
[29]
Brian Magerko, Jason Freeman, Tom McKlin, Mike Reilly, Elise Livingston, Scott McCoid, and Andrea Crews-Brown. 2016. EarSketch: A STEAM-based approach for underrepresented populations in high school computer science education. ACM Transactions on Computing Education 16, 4 (sep 2016). https://doi.org/10.1145/2886418
[30]
Qusay H. Mahmoud. 2005. Revitalizing Computing Science Education. IEEE Computer 38, 5 (2005), 98–100.
[31]
Thomas W Malone. 1981. Heuristics for Designing Enjoyable User Interfaces" Lessons from Computer Games. In CHI ’81. 63–68.
[32]
A H Maslow. 1943. A THEORY OF HUMAN MOTIVATION. Psychological Review 50 (1943), 370–396. www.Abika.com
[33]
René McCauley, Tracy Camp, Paul Tymon, J. D. Dougherty, Kris Nagel, and Association for Computing Machinery. Special Interest Group on Computer Science Education. 2013. Workifying Games: Successfully Engaging African American Gamers with Computer Science. 778.
[34]
Ml5js. [n. d.]. Machine Learning for the Web. https://ml5js.org/ Accessed on 2022-08-19.
[35]
Andrés Monroy-Hernández and Mitchel Resnick. 2008. Empowering kids to create and share programmable media. Interactions 15, 2 (mar 2008), 50–53. https://doi.org/10.1145/1340961.1340974 arxiv:1507.01282
[36]
Roxanne Moore, Douglas Edwards, Jason Freeman, Brian Magerko, Tom McKlin, and Anna Xambo. 2016. EarSketch: An authentic, STEAM-based approach to computing education. ASEE Annual Conference and Exposition, Conference Proceedings 2016-June (2016). https://doi.org/10.18260/p.26880
[37]
National Center for Women & Information Technology. 2020. HIGHLIGHTS FROM THE NCWIT SCORECARD: INDICATOR DATA SHOWING THE PARTICIPATION OF GIRLS AND WOMEN IN COMPUTING. Technical Report. www.ncwit.org/scorecard
[38]
National Education Association (NEA). 2012. Preparing 21st Century Students for a Global Society. Technical Report. National Education Association (NEA).
[39]
Michaelene M Ostrosky and Hedda Meadan. 2010. The pyramid for teaching social skills Play and Learn Together. Technical Report. 3 pages. www.vanderbilt.edu/csefel/
[40]
P5js. [n. d.]. JavaScript library for creative coding. https://p5js.org/ Accessed on 2022-08-19.
[41]
Seymour Papert. 1980. MINDSTORMS. Basic Books, Inc., New York.
[42]
Kylie Peppler, Katie Salen, Melissa Gresalfi, and Rafi Santo. 2014. Short Circuits: Crafting e-Puppets with DIY Electronics. The MIT Press.
[43]
Mitchel Resnick and Brian Silverman. 2005. Some Reflections on Designing Construction Kits for Kids. In IDC ’05.
[44]
Lauren Rich, Heather Perry, and Mark Guzdial. 2004. A CS1 Course Designed to Address Interests of Women. In SIGCSE. 190–194. http://coweb.cc.gatech.edu/cs1315
[45]
Catherine Riegle-Crumb, Barbara King, and Yasmiyn Irizarry. 2019. Does STEM Stand Out? Examining Racial/Ethnic Gaps in Persistence Across Postsecondary Fields. Educational Researcher 48, 3 (apr 2019), 133–144. https://doi.org/10.3102/0013189X19831006
[46]
Richard M. Ryan and Edward L. Deci. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist 55, 1 (2000), 68–78.
[47]
Syahanim Mohd Salleh, Zarina Shukur, and Hairulliza Mohamad Judi. 2018. Scaffolding Model for Efficient Programming Learning Based on Cognitive Load Theory. International Journal of Pure and Applied Mathematics 118, 7 (2018), 77–82. http://www.ijpam.eu
[48]
Kennon M. Sheldon and Sonja Lyubomirsky. 2006. How to increase and sustain positive emotion: The effects of expressing gratitude and visualizing best possible selves. The journal of positive psychology 1 (2006), 73–82. Issue 2.
[49]
Bob Stahl and Elisha Goldstein. 2020. Overwhelmed: The real campus mental-health crisis and new models for well-being (second edition ed.). New Harbinger Publications.
[50]
John Sweller. 1988. Cognitive Load During Problem Solving: Effects on Learning. Technical Report. 257–285 pages.
[51]
U.S. Bureau of Labor Statistics. 2020. Employment Projections program. https://www.bls.gov/emp/tables/stem-employment.htm Accessed on 2021-02-08.
[52]
Roli Varma. 2006. Making Computer Science Minority-Friendly. Commun. ACM 49, 2 (2006), 129–134.
[53]
Tim Wildschut, Constantine Sedikides, Jamie Arndt, and Clay Routledge. 2006. Nostalgia: content, triggers, functions. Journal of personality and social psychology 91 (2006), 975–993. Issue 5.
[54]
Jeannette M. Wing. 2006. Computational thinking. Commun. ACM 49, 3 (2006), 33–35. https://doi.org/10.1145/1118178.1118215
[55]
Jeannette M. Wing. 2008. Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 366, 1881 (oct 2008), 3717–3725. https://doi.org/10.1098/rsta.2008.0118

Index Terms

  1. Code to Cope: Supporting Self-Care by Integrating Creative Coding and Coping Mechanisms

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    C&C '23: Proceedings of the 15th Conference on Creativity and Cognition
    June 2023
    564 pages
    ISBN:9798400701801
    DOI:10.1145/3591196
    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 the author(s) 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].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 June 2023

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Code to cope
    2. STEAM education
    3. coping mechanisms
    4. creative coding
    5. self-care

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Funding Sources

    Conference

    C&C '23
    Sponsor:
    C&C '23: Creativity and Cognition
    June 19 - 21, 2023
    Virtual Event, USA

    Acceptance Rates

    Overall Acceptance Rate 108 of 371 submissions, 29%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 236
      Total Downloads
    • Downloads (Last 12 months)188
    • Downloads (Last 6 weeks)43
    Reflects downloads up to 28 Jan 2025

    Other Metrics

    Citations

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Login options

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media