Thinking and programming learning, however, it is 
still incipient, especially if the study’s objective is 
teacher training (Miller et al, 2013; et al, 2017). 
The study by Shell et. al (2017) addressed the 
integration of Computational Thinking and Creative 
Thinking into Computer Science courses to improve 
the learning and performance of higher education 
students using Computational Creativity Exercises 
(CCEs). This research uses Epstein's theory of 
generationality (2017) to support the definition of 
Creative Thinking, which divides it into four 
competencies: capture, challenge, amplify, and 
engage. Capturing competence refers to the ability to 
recognize and note unique ideas as they occur. The 
ability to challenge established thinking and behavior 
patterns are related to the ability to generate new 
approaches to problems. The competence to extend, 
or amplify, one's knowledge beyond one's discipline 
allows the innovative integration of ideas. And, lastly, 
the stimulus, that can be social or environmental, can 
lead to new experiences and ideas. The principles of 
Computational Creativity Exercises (CCEs) are (1) 
attribute balancing between Computational and 
Creative Thinking and (2) mapping between 
computational and creative concepts and skills, as 
manifested in different disciplines. For each exercise, 
the study has a set of creative objectives, 
computational objectives, and collaborative problem-
solving objectives. For the set of computational 
objectives, two aspects are used: PC concepts, such 
as classification and logical condition, as well as 
Computational Thinking skills. The Computational 
Thinking skills that were used in the study were: 
problem decomposition, pattern recognition, 
abstraction, generalization, algorithmic design, and 
evaluation. The study concluded that the integration 
of computational creativity exercises based on the 
creative competencies of Epstein (2017) improved 
the learning of Computational Thinking in Computer 
Science courses. 
The study by Shell et. al (2017) points out the 
need to relate the teaching of Computational and 
Creative Thinking in the Computation course, to help 
students learn and develop their ability to apply, in a 
creative way, the knowledge of Computational 
Thinking in solving problems. However, this study 
does not clearly show how problem-solving is related 
to the pillars of Computational Thinking. 
 
6  CONCEPTUAL FRAMEWORK 
The study was divided into a few phases and the 
activities were based on the Conceptual Model. The 
research is qualitative, carrying out a content analysis 
of the semi-structured interviews with the students.  
The Conceptual Framework was based on the pillars 
of Computational Thinking and Creative Problem 
Solving (CPS), to aid programming learning and 
problem-solving. The model can be viewed in Figure 
1. 
The Conceptual Framework is divided into three 
parts: Computational Thinking, CPS and Creativity 
Techniques. The first two have the purpose of 
assisting in problem-solving to facilitate the learning 
of programming and the Creativity Techniques have 
the objective of developing Creative Thinking.  
The Decomposition phase of the Computational 
Thinking pillars is related to the six hats technique 
(Bono, 2017), because this technique helps in 
dividing the problem and observing it from different 
perspectives, and can be used in the definition phase 
of the CPS problem.  
The Pattern Recognition stage of the 
Computational Thinking pillars is correlated with the 
Domite to Destroy (D2D) technique. This technique 
aims to recognize the patterns to create something 
new or innovative and concerns the generation phase 
of the CPS, which is the selected stage for this 
function.  
The Abstraction phase of Computational 
Thinking pillars is related to the Zoom Out creativity 
technique, since this technique, as well as abstraction, 
has the intent to train in an individual the ability to 
observe the concepts only in a generic form while 
searching for the most relevant information. Besides, 
it is localized in the ideas generation phase, a moment 
of convergence.  
Finally, on the Algorithm pillar, this is related to 
code, UML or any algorithmically representation of 
the solution and is located in the Action phase of the 
CPS model, since it is the stage of developing the 
solution. In the following subsections, the application 
of this model will be detailed in the game 
programming class. 
6.1  The Participants 
The research includes the participation of students 
from two classes: class 1, with nine students, and 
class 2, with six students, from the last period of the 
course of the digital games in higher education who 
were taking the multiplatform programming