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It is important to the field of computing education research to understand why students become and stay interested in computing. This is important broadly as we seek to understand how to better engage students in computing. This study used a particular intensive longitudinal method, the Experience Sampling Method (ESM) to measure students' self-efficacy and affective experiences frequently over the course of the semester in two different undergraduate CS1 courses. We do not know how much students' affective experiences and self-efficacy can fluctuate over time, and how these aggregate to influence levels of interest. The central goals of this study were to understand students' these affective experiences and self-efficacy measured over the course of the semester.