Clearing up after yourself is deemed as good practice and not doing so can/will have potential costs on performance.
In this case, and remembering that this is fairly early on in the course, all of these items get destroyed when the next scene loads, so perhaps not really that big a deal - only a keen eye would spot that they aren’t - well done
You could argue that there could be a benefit in destroying them off immediately (as above), or, that adding code which is checked every frame to see if they should be killed off is more costly.
Either case could be true and as such, in this specific case, the only real way to be certain of the best approach for your game would be to start using the profiler to see whats going on behind the scenes.
Regardless of performance however I would offer that it is far better to always consider the tidying up after yourself approach, even if you add a // ToDo:
comment reminding yourself to come back and see if it costs you anything by doing so. Not doing so is a little lazy and could lead to performance and other issues depending on the game/app/device/circumstance.
My experience with the housekeeping comes from system development. The number of times I have seen people create database connections and not tidy up after themselves which has had undesirable effects is countless.
As above, for this specific situation, you could start looking at profiling and seeing whats going on. Your tests with the different approaches would need to be the same/fair in order for a suitable comparison.
Update
Just went through and edited all my spelling mistakes, sorry, I was using my phone the first time round, whilst cooking my son’s dinner!