Agentic education · Learning science

Actionable companion · Learning design & outcomes

Learning with agency: Creativity and Artificial Intelligence—A Student Perspective

AI-assisted editorial implementation guide, separate from the original research. Proposed actions are not claims or recommendations attributed to the source authors. No independent peer review of this guide is asserted.

Evidence and context

Title and abstract screening; stage labels describe reported settings, not verified numerical ages. Design labels require full-text appraisal. Reported stage(s): Secondary school, K–12 · mixed / unspecified. Verify the participant population and task before transferring the findings.

Original authors’ abstract, reproduced under the linked source license:

Creativity is a core 21st-century skill taught globally in education systems. As Artificial Intelligence (AI) is being implemented in classrooms worldwide, a key question is proposed: how do students perceive AI and creativity? Twelve focus groups and eight one-on-one interviews were conducted with secondary school-aged students after they received training in both creativity and AI over eight weeks. An analysis of the interviews highlights that the students view the relationship between AI and creativity as four key concepts: social, affective, technological and learning factors. The students with a higher self-reported understanding of AI reported more positive thoughts about integrating AI into their classrooms. The students with a low understanding of AI tended to be fearful of AI. Most of the students indicated a thorough understanding of creativity and reported that AI could never match human creativity. The implications of the results are presented, along with recommendations for the future, to ensure AI can be effectively integrated into classrooms.

What kind of evidence is this?

Supporting AI learning science · Qualitative / mixed methods

Stage: Secondary school; K–12 · mixed / unspecified. Screening labels describe reported context and study-design language. They are not a risk-of-bias rating or proof of effectiveness for an age band.

Study methods · source passage

Eighty secondary school students from four South Australian schools (mean age 15) participated in an eight-week programme. Students were tasked with the challenge of: ‘How do we sustain life on Mars?’ Sixty students completed this task as part of their regular science class. Twenty students completed this task as an extracurricular after-school programme. The programme’s content was identical, irrespective of whether the student participated in their regular science class or as an extracurricular activity. The same staff conducted both versions.

Limitations and uncertainty · source passage

This study investigated student perceptions of AI and creativity and has proposed a 4AI model of creativity and AI. Future research could establish this model through both qualitative and quantitative methods. Quantitively, AI-based tasks could be employed in classrooms, delineating mini-AI (perhaps around personalized feedback in learning) versus little-AI. Furthermore, this model could be compared against pre- to post-measures of creativity. Further qualitative work could explore broader perceptions of everyday AI in children and adolescents. Finally, future research should focus on increasing students’ limited views of AI to incorporate more of what AI entails and how widely it permeates society and their learning environments (Yufeia et al. 2020).

Design the system before the pilot

Use this study to inform a learning mechanism or implementation question. It is not direct evidence that autonomous agents improve learning. Keep the proposed agent behavior separate from what the source actually tested.

  • Specify a measurable learning objective, a comparator and a task without tool assistance before adopting a system.

A 90-day district pilot

  1. Days 1–15 · Appraise. Have the curriculum lead and a teacher read the methods and limitations. Record the study design, sample, comparator, outcomes and evidence gaps. Define a local question that the study can help inform.
  2. Days 16–30 · Design. Ask learners to attempt a problem unaided, compare an agent hint, explain a revision and verify the final reasoning against a trusted source. Make the permitted use explicit for each assignment. Name an accountable owner and set the baseline, success threshold and budget before implementation.
  3. Days 31–60 · Test. Start with a small voluntary cohort, preserve an accessible non-AI route and require teacher review. Use synthetic or de-identified examples; approve data handling and tool terms through district processes.
  4. Days 61–90 · Decide. Measure unaided transfer and delayed retention, calibration of confidence and the ability to identify an incorrect AI explanation. Record whether help-seeking becomes answer copying. Compare with baseline, document uncertainty and stop or revise if learning worsens, access is unequal or critical errors persist.

The board decision brief

Report the learning problem, evidence quality, participating population, total cost including review time, measured benefit, errors, access differences and remaining uncertainties. Make a dated recommendation to stop, revise or expand. A positive perception survey alone does not establish learning improvement.

Attribution and reuse

Rebecca Marrone; Victoria Taddeo; Gillian Hill. Creativity and Artificial Intelligence—A Student Perspective. Journal of Intelligence (2022-09-06). https://doi.org/10.3390/jintelligence10030065

Companion prepared 2026-10-30. Original authorship and DOI are preserved. The abstract is an attributed source extract; the implementation plan is new AI-assisted editorial material, offered under the same CC BY 4.0 license. This guide has not undergone independent peer review.