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Asia-Pacific Journal for
Arts Education
Special Issue
Unfold the Future of Music Education through Technology
Co-editors:
Prof. Bo Wah LEUNG
Dr. Cheung On TAM
Dr. Chi Hin LEUNG
Dr. Richard Guy WHITBREAD
The Education University of Hong Kong
http://www.ied.edu.hk/ccaproject/apjae/apjae.htm
Volume 22 Number 5
ISSN: 1683-6995
December 2023
Integrating ubiquitous music ecologies into STEAM
scenarios in music teaching-learning processes
Yannis Mygdanis
Ph.D. Candidate, Music Education (EUC)
[email protected]
Elissavet Perakaki
Specialized Educational Staff, Department of Music Studies (NKUA)
[email protected]
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Abstract
Technological progress over the course of the past few decades has transformed how children
interact with sound and music, offering new and extended ways of expression, creation, and
learning. This digital environment can provide opportunities for constructing a framework of
sound perception, musical praxis, and creativity enhancement, the emergence of
cross-platforms and a growing variety of hardware and software serving to support these
developments through an emerging context of ubiquitous acoustic ecologies. The aim of this
research was to involve educational scenarios in music lessons following such ecological
perspectives through a pilot study for children aged 7 to 9 in a conservatoire setting in Greece.
Actions for the current practical intervention have been designed following a STEAM
project-based
learning
approach,
which
offers
students
cooperative
activities,
transdisciplinarity, game-based, augmented reality, playful learning, and authentic
problem-solving experiences. Analysis revealed four distinct, emerging thematic categories
that drew on the development of auditory perceptual ability, creativity development,
computational thinking cultivation, and the shaping of digital and physical musical worlds.
The results of the educational intervention underlined the fundamental role of ubiquitous
music ecologies in planned actions, which served to widen students’ musical horizons.
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Key words
ubiquitous music ecologies, STEAM education, creative and computational thinking
development, conservatoire setting, music teaching and learning
Introduction
Technological progress over the course of the past few decades has offered new and extended
ways of expression, creation, and learning, transforming the way children interact and
communicate with sound and music (Mygdanis & Kokkidou, 2021). Based on a ubiquitous
computing perspective, this digital environment can provide opportunities for constructing a
framework of sound perception, musical praxis, and creativity enhancement (Etmektsoglou,
2019). The development of digital cross-platforms and the growing variety of hardware and
software have arisen in an emerging context of ubiquitous acoustic ecologies (Keller, 2020).
Ubiquitous computing technologies cover a wide range of Do-It-Yourself (DIY) practices
using browser-based platforms, mobile computing, interconnected distributed resources, the
Internet of Things (IoT), low-cost hardware interfaces, microcontrollers, open-source
software platforms, and programming languages (Lazzarini et al., 2020). These tools and
procedures emphasize the social-cultural environment for collaborative creative processes
through everyday life and objects (Dionysiou, 2019).
This research aimed to incorporate ubiquitous music ecology perspectives into music
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lessons through a pilot study for children aged 7 to 9 in a conservatoire setting in Greece. The
focus was on examining students’ learning processes and exploring their perceptions of
musical acquisition. Actions for the current practical intervention were designed following a
STEAM project-based learning approach, which offered students cooperative activities,
transdisciplinarity, game-based, augmented reality, playful learning, and authentic
problem-solving experiences. The methodology was based on qualitative educational
research (content analysis). For data collection, multiple methods were utilized, including
observations and field notes during the lessons, semi-structured interviews with the children,
informal discussions inside and outside the classroom, and ubiquitous musical artifacts.
Acoustic music ecologies and sound-based pedagogy
Sound is everywhere and defines our relationship with the environment. Educational actions
focusing on sound can provide additional value in music education by forming multiple
meanings for students (Paynter & Aston, 1970; Schafer, 1977) and strengthening their
environmental and cultural awareness (Etmektsoglou, 2019; Truax, 1996). In recent decades,
there has been a strong interest in the shift from organized sound and music aesthetics to the
soundscape in the musical educational process (Dionysiou, 2019).
Active listening is fundamental in sound-oriented learning environments (Westerkamp,
2011), connecting the listener with the environment and his musical-sound world (Dionysiou,
2019). Integrating active listening into activities with sounds enables children to improve
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their auditory perception, understanding, reflection, and creative and critical participation in
the soundscape in which they live (Dionysiou, 2019; Truax, 1996; Schafer, 1977). In these
activities, sound is perceived as movement, a means of creation, and an interface with the
environment and culture (Etmektsoglou, 2014; Truax, 1999).
Sound pedagogy involves all students in teaching-learning processes, regardless of their
musical background (see Etmektsoglou, 2019; Dionysiou, 2019), including various
practices – improvisation, composition, recording, editing, mixing, listening, playing,
evaluation, graphic scores, etc. – through an inquiry approach (Kokkidou, 2015). Using
multimodal and multisensory perception, students can produce musical compositions and
graphic scores through music-making with sounds from conventional or improvised musical
instruments, even with daily objects (Tinkle, 2015). To that extent, soundscape-based
activities emphasize listening and recording sounds, such as soundwalks (the exploration of
the relationship of the ear with the environment (Westerkamp, 2011)), and soundmaps
(rendering graphic representations of the soundscape (Schafer, 1977)), as well as sound
libraries (the creation of repositories of sounds (Nicolaidou et al., 2018)).
Ubiquitous music ecologies and digital media
Nowadays, technology is integrated into everyday life, forming an inseparable unity. Within
this context, pervasive and ubiquitous computing (see Weiser, 1991) provides expanded
means of expression, creation, and learning (Mygdanis, 2021). We have access to music
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anytime, anywhere, and from anyone, at the push of a button and a click (Pimenta et al.,
2014). As a result, mobile devices (smartphones, tablets, etc.), the internet, and ways of
interacting with sound and the soundscape shape a new context of sound perception
(Lazzarini et al., 2020). In this way, the conventional concepts of the distribution, production,
recording, and reproduction of sounds acquire new meanings in the modern environment,
creating conditions for pervasive or, to put it another way, ubiquitous music (Lazzarini et al.,
2020).
Extending Schafer’s (1977) viewpoint that the world’s soundscape is changing and that
the auditory environment is becoming radically different from what it used to be, this
phenomenon has witnessed an augmentation in today’s society whereby new digital and
multimodal literacies are developing. As we move from desktop personal computers to a
multi-platform environment with mobile devices that enable connection and interaction
between users, a growing variety of hardware and software has been exploited in the
contemporary literature on ubiquitous acoustic ecologies. The recent introduction of
components from different scientific fields has enhanced the application of knowledge from
other fields in an interdisciplinary approach while, simultaneously, the forms of interaction
are expanding (de Lima et al., 2012). As a result, ubiquitous music perception is emerging,
and requires technical knowledge from many fields, including, among others, technology,
linguistics, physics, mathematics, sociology, philosophy, psychology, and music (de Lima et
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al., 2020), depending on the cultural and social context of these changes (Lazzarini et al.,
2020).
Within this framework, we no longer refer to the use of tools but to ubiquitous music
ecologies (Keller & Lazzarini, 2017) as an expanded musical-technological mindset. These
technological means are divided into three major categories: a) do-it-yourself (DIY)
practices; b) online platforms (browser-based platforms); and c) interconnected distributed
resources (Lazzarini et al., 2020). Specifically, they include low-cost hardware (Keller et al.,
2014), open-source software platforms and programming languages, electronic DIY
constructions, microcontrollers and interfaces (Nikoladze, 2020), mobile computing, and the
Internet of Things (Turchet et al., 2020). The integration of the above tools takes place based
on the social context, which is a central factor in creative processes (Keller & Capasso,
2006). In particular, materials and resources from everyday life are ideal for collaborative
artistic practices, enhancing motivation for inquiry learning and strengthening ecological
consciousness (de Lima et al., 2020). Unlike conventional musical instruments strongly
connected with Western music notation and requiring specific virtuoso practices, ubiquitous
acoustic ecology perspective artifacts instead adapt to the social and cultural context of the
individual (Keller, 2020).
STEAM approach, maker culture, and computational thinking in music education
Current trends in music education focus on the transdisciplinary STEAM model – Science,
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Technology, Engineering, Arts, and Mathematics – for the design of music-pedagogical
activities (Gold et al., 2022). Based on the STEM framework’s epistemology, STEAM
incorporates the field of Arts and emphasizes the computational experiment methodology, an
authentic problem-solving approach involving inquiry and experiential learning (Kalovrektis
et al., 2021).
Educational scenarios designed using the STEAM approach are based on Seymour
Papert’s constructionism, in which learning is effective when students experiment and
construct an artifact that is meaningful to them (Demetriadis, 2015). Focusing on the concept
of “making,” the maker culture is grounded in the mindset of STEAM (Huang, 2020),
invoking the principles of inquiry, examination, iteration, designing, testing, and
problem-solving in order to achieve creative, aesthetic, and self-expressive goals (Gold et al.,
2022). In music education, STEAM and maker movement activities can lead to students’
cultivation of computational thinking, an in-depth understanding of musical, technological,
and scientific concepts, and the development of technological and musical skills, as well as a
more in-depth understanding of the digital and physical world (Abrahams, 2018;
Palaigeorgiou & Pouloulis, 2018).
The utilization of ubiquitous computing is intertwined with the development of
computational thinking, associated with problem-solving and understanding human behaviors
through various tools derived from computer science (Kalovrektis et al., 2021). Although
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there is no clear definition of computational thinking, researchers emphasize specific
thematic areas, including abstraction, decomposition, algorithmic thinking, and pattern
recognition (Psyharis et al., 2020).
In music education, computational thinking can expand existing horizons and open new
doors. Although it primarily refers to computer science practices, such as coding techniques,
it creates a new viewpoint where musical phenomena are perceived as computational data
(Greher & Heines, 2014). The cultivation of computational-musical thinking creates
conditions for new sonic, visual, audio-visual, and tactile approaches to sound, as well as
hybrid forms that comprise rich, multimodal musical experiences (Mesz et al., 2012).
Research activity demonstrates the added value of computer science by engaging children in
authentic teaching-learning situations and connecting with the real world (Kalovrektis et al.,
2021). Through maker culture activities (artifact construction), students develop the
self-confidence necessary to solve complex problems with collaborative processes, acquire a
positive attitude towards open-ended challenges, and cultivate their creative skills (Selby &
Woollard, 2013). However, computational thinking has not been widely adopted as a strategy
in music-pedagogical activities (Keller, 2020).
Rationale, participants, aim, and research questions
The rationale of the current study is based on the research gap between the incorporation of
technologies and digital media in sound pedagogy activities. It focuses on designing and
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applying a teaching approach drawing on the current literature review about ubiquitous music
ecologies following the appropriate steps and methods. The activities function as an
innovative perspective and extension of existing teaching strategies in sound pedagogy, and
include digital tools, block-based languages, microprocessors, and interfaces.
The educational intervention was designed and implemented in the fall of 2021 within
conservatoire education in Greece after a period of quarantine brought about by the
COVID-19 pandemic. Five children aged 7 to 9, who did not know each other and with no
previous learning experience in a conservatory setting, participated. The primary purpose was
the involvement of the children in shaping their physical and digital world through active
participation in creative actions (e.g., soundscape composition) and digital storytelling with
gamification elements.
The aim of the present research was to study the types of digital media integration that
have been applied and implemented through the processes of ubiquitous music ecologies
within the pedagogy of sound educational actions with correspondingly positive learning
outcomes. At the same time, participants’ perception skills, ability, and computational
thinking were cultivated during their engagement in creative activities and digital storytelling.
Three research questions guided the study, as follows:
1. How can ubiquitous music ecologies enrich traditional sound-based activities from a
STEAM model perspective and lead to new forms of creativity?
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2. How can the use of digital media contribute to the development of auditory perception
and enhance students’ computational thinking?
3. How can ubiquitous music ecologies form a learning environment for children to
understand and shape their musical worlds?
Methodological Tools
Different methodological data collection tools were applied to increase the reliability of
specific aspects of the objects being studied and lead to a more in-depth understanding of
their qualitative characteristics (Denzin & Lincoln, 1994; Miles & Huberman, 1994). Data
collection tools were: (a) semi-structured interviews with the participating children; (b) data
from observations in diaries by the teacher-researchers; and (c) informal discussions with the
children during the music creation phase. For ethical reasons, parents were required to agree
to let their children participate in the research, and the participants’ anonymity was ensured
throughout. They were also informed about the research aims and the data collection tools.
The semi-structured interviews took place at the end of each lesson. During the
interviews, the children had the opportunity to express their opinions about topics they could
not mention in the activities. The diaries and forms were transcribed at the end of each lesson,
minimizing the possibility of missing significant information (Denzin & Lincoln, 1994).
When needed, data were recorded during the process in a coded way so as not to interrupt the
whole procedure. Observation keys were used to organize the data, both to identify the areas
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within the patterns of behavior and to record unexpected reactions (Denzin & Lincoln, 1994),
and included maintaining the children’s interest, interactions with each other, self-regulation,
active participation, and involvement in creative activities. These data are mentioned in this
paper as field notes (FN).
The recorded material from the interviews, observations, and discussions was
transcribed a second time into text, the data analysis following a triangulation perspective
(Miles & Huberman, 1994). Content analysis was used, drawn from the principles of
semantic condensation (Finfgeld-Connett, 2014), through a series of distinct steps that
included identification, coding, and counting the frequency of the occurrence of phrases, as
well as the rechecking of data (Miles & Huberman, 1994).
Designing and implementing the educational STEAM proposal based on acoustic music
ecologies
The teaching intervention was implemented over a period of 14 weeks (one 60 minute lesson
per week), following a STEAM approach. Teaching scenarios emphasized the involvement in
creative activities (e.g., compositions of soundscapes) and digital storytelling from the
perspective of ubiquitous music ecologies. The selected tools were open-sourcing online
applications, such as ‘SoundBlocks’, ‘Sampler’, the block-based programming language
‘Scratch’, and the ‘Makey-Makey’ interface. Although all the steps were prepared beforehand,
there was a continuous process of reflection and re-design of the content so that it could be
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adapted to new conditions as they arose.
Specifically, the first two lessons were an introduction to the description of the
phenomenon of sound, emphasizing sound production and its characteristics – timbre, pitch,
duration, and dynamics – and its transferability through the practical application of
experimentations with simple materials. The actions focused on connecting the audio and the
visual stimulus. Gamification elements, such as visual examples of waveforms using
flashcards (when children tried to match the sound they heard or suggested their own ways of
representation), also played a fundamental role.
In the following two lessons, the children’s involvement with soundwalk activities
allowed them to get in touch with the concept of the soundscape. In accordance with the
restrictions brought about by the spread of COVID-19, the soundwalks took place inside the
conservatory area before the children recorded sounds in familiar areas such as homes,
neighborhoods, and playgrounds. In the second part of this unit, discussions were held about
the kinds of sounds they could or could not hear in a certain environment, and then they
created (in groups) artificial soundscapes with the ‘SoundBlocks’ app. Each group presented
their composition, and the rest of the children drew an “imaginary” space for the soundscape
they heard (see Figure 1). Finally, the activity was connected to the previous unit and the
multiple ways of representing sounds. Discussions and concerns about various issues and the
sounds of the environment were essential elements of the process and helped the children to
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create in a reflective manner.
Figure 1 Drawing “imaginary” spaces based on other children’s soundscapes
The next unit focused on targeted environments from pupils’ everyday lives. The
children recalled sounds from their daily routines (e.g., waking up in the morning, the sound
of their alarm) that could create feelings and reactions. Having recorded five to nine such
sounds, they then created a digital soundmap with these sounds using the ‘Sampler’ app and
connected conductive materials in the ‘Makey-Makey’ (see Figure 2). The digital map was a
DIY construction using interfaces as a prototype digital musical instrument. Following this,
the children exchanged sounds and collaboratively created digital maps with “imaginary”
soundscapes, enriching the action with storytelling elements and utilizing digital soundmaps
to accompany the narrative. In this way, the children effectively created their own sound
stories by improvising and composing soundscapes. Finally, the stories were recorded,
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presented, and reflected upon.
Figure 2 Creating a digital soundmap based on prerecorded sounds
After introducing the children to the creation of sound stories, the next unit focused on
developing digital storytelling in ‘Scratch’. The children invented sounds based on an
environment (e.g., school, playground) and imitated them using their bodies or various
sound-producing objects. These sounds were recorded in ‘Scratch’, after which they created
the story’s characters and adapted the recorded sounds to the movements. When the digital
storytelling was completed, the children narrated their stories in groups while the other
groups tried to draw them. The groups’ role were then interchanged.
In the next stage, the pupils worked on their creations by deepening the use of
technological tools based on previous activities. Using ‘Scratch’, they experimented further
with the sound processing functions / commands (pitch, volume, stereo image) and discussed
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their characteristics, which led to new creative extensions. In addition, the use of ‘Scratch’
was expanded by interfacing the digital soundmap with ‘Makey-Makey’ and using sound
processing and block commands to generate random selections (with parameters set by the
children). A key element in this unit was the degree to which digital media was incorporated
into the children’s creations. As a result, pupils made unique tactile DIY artifacts, and groups
chose their favorite processing commands in ‘Scratch’. That process positively widened their
sound compositions’ creative perspectives and horizons (see Figure 3).
Figure 3 Using ‘Scratch’ to create tactile DIY artifacts and enhance their sound compositions
At the end of the implementation phase, the pupils were introduced to augmented reality
elements by drawing on the “real” objects and “virtual” soundscapes and integrating the web
camera of their devices (tablets, laptops) in ‘Scratch’. Based on their previous sound stories,
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the children developed another story with themselves as the main characters. The designed
block code was similarly based on their previous actions, forming an extension of the digital
soundmap. By moving their hands, the children could “touch” the objects and cause an
acoustic result based on the sounds they had previously recorded and imported.
Results and Discussion
The results of the educational intervention suggest that the planned actions opened children’s
minds to understanding the sound-musical world. Together with acquiring new terms related
to sound and soundscape, they understood various ways and creative techniques they could
apply in their sound-musical creations. Flow experiences and “aha!” moments were often
observed (see Csikszentmihalyi, 2009), especially when they successfully applied a technique
or discovered new creative possibilities. Through data analysis, the following thematic
categories emerged: auditory perception development, creativity enhancement, computational
thinking cultivation, and digital and physical world interaction.
Auditory perception development
Auditory perception development and active listening are fundamental goals in music-sound
teaching-learning activities (Dionysiou, 2019). Starting from the first lessons, sound was
associated by the children with kinesthetic movement and the environment (see Etmektsoglou,
2014), which contributed to improving their auditory perception, understanding, evaluation,
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and critical participation in the soundscape where they lived (see Truax, 1996). At first, the
sound descriptions were quite general. Gradually, pupils expressed themselves more
purposefully using the appropriate terminology, such as volume and pitch, which contributed
to their thoughts and opinions of both their own and others’ creations.
Technological means also contributed to the cultivation of the children’s levels of
auditory perception. From the construction of “virtual” soundscapes through online
applications, as well as the creation of digital artifacts with physical objects, topic discussions
emerged about sound, its sources, and methods of its production, as stated in the following
children’s opinion: “I can set this coin to sound whatever I want … not only this coin but also
me [his body] … super!” (FN 6). At the same time, they formed a critical perspective on the
soundscape, as captured in the phrase: “I chose birds [sound] because I don’t hear them often.
I’ll put on a river, too” (FN 12). The visual representation of the waveforms, as well as the
sound processing, formed the necessary conditions to allow the children to come into contact
with sound in a multimodal way through experimentation and discovery. A child explained
this procedure: “Now I understand why what [I recorded] doesn’t sound good. It seems to be
bad in ‘Scratch’, so I need to investigate further” (FN 25). On top of that, the audio editing
capabilities embraced further creativity and participation, as stated in the phrase: “I recorded
myself doing my mom … to see if I could make [the recording] sound like that” (FN 34).
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Creativity enhancement
As the intervention emphasized creative activities, the children had the opportunity to
experiment with sounds and make music through improvised DIY artifacts. Although they
had no prior musical knowledge, they realized that creation is not limited to the
sound-auditory effect but extends to the creation of ubiquitous digital musical instruments.
They were willing to participate in the maker culture activities even from the first lessons.
They gradually gained the confidence to create their own artifacts without the teacher’s
guidance. The following two phrases summarize their surprise: “Is it that easy to make a
musical instrument?” (FN 5), and “All things can make a sound? Let’s make music out of
everything!” (FN 13).
By the final lessons, the children seemed to have acquired the appropriate musical and
technological skills to decide about their creations. Decisions were taken in a collaborative
framework between groups and after implementation. As they said: “We had said that we
wanted to put a school bus in the story [...], but we didn’t like the sounds we recorded [...], so
we changed the heroes” (FN 48).
During this phase, the children came into contact with various forms of creativity, from
improvised and unconventional musical instruments to ubiquitous music tools. They realized
that the phenomenon of sound offers ideas for many creative actions – recording and
editing – and how they could use technological means of pervasive music to expand these
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practices (see Lazzarini et al., 2020). It was also essential that the children utilized digital
web applications and tactile interfaces with physical objects in various ways, depending on
their individual and collaborative constructions and creations. All tools were explored
intuitively and based on the children’s musical and technological skills, satisfying complex
creative tasks (see Keller, 2020) tailored to their needs and particularities. For example, when
a child was exposed to the randomization commands, he adopted the new information into
the artifact he was constructing:
My code changes the sound every time without [knowing] how. When I touch the coin,
the faucet [I recorded] is heard, but higher or lower [inc. pitch]. Every time it’s
different. Isn’t it awesome? I'll do the same for the rest [sound samples] and see what
happens! I might put fruit instead of coins, or maybe nothing … I don’t know yet
(FN 63).
Cultivation of computational thinking
Most educational activities reflected the philosophy of ubiquitous music ecologies, which
constitute a transdisciplinary STEAM framework with diverse fields of knowledge, including
Science, Engineering, Technology, Arts, and Mathematics (see Lazzarini et al., 2020). Within
these environments, DIY practices that utilize web applications, interfaces and
microcontrollers, programming languages, and mobile computing that requires technical
skills and computational thinking, are integrated (see Kalovrektis et al., 2020).
The children did not have any prior knowledge of coding procedures or been involved in
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similar activities. However, a change in the ways that they participated in the actions was
observed, especially in maker movement activities and programming practices, transforming
the ways they subsequently asked for help. While at first the questions were general: “How
should I start?”, “What should I do first?”, they gradually focused on problem-solving
techniques: “After ‘play sound” [a command in ‘Scratch’], what else is left?” (FN 18). This
focus on targeted issues contributed to the children being able to understand the stages of the
problem of decomposition, actively participating in the actions and expressing willingness to
expand their knowledge through abstraction: “Nice … now that we’ve done that, I’ll change
the order [of commands of the code] to see what will happen” (FN 72). This was obvious,
even in the most complex actions, such as augmented reality.
More broadly, the children appeared to gain confidence and show an interest and
willingness in solving complex problems through collaborative practices, leading to
algorithmic thinking enhancement. This was apparent in peer-to-peer learning procedures, as
it was expressed through the dialogues between the children: “Don’t rush ... we have to do
the steps in order, or it won’t play” (FN 48), “Wait ... you haven’t put in ‘forever’ [a
command in ‘Scratch’], so how do you expect it to play [the sound]?” (FN 53). Programming
languages and interfaces offered new perspectives to the children’s creativity (see Selby &
Woollard, 2013), giving opportunities for computational thinking development. The
structured steps of a process – algorithmic thinking – can also be seen from the point of view
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of a child who, after the construction of the digital sound map, emphasized:
The purpose was to make an instrument [a digital sound map] unlike any other …
our own unique [digital] map. First, we had to decide the things [to connect] to the
board … then the shape [of the digital sound map], and then the [‘Scratch’] program.
We [definitely] changed it in the end, but we still went through the same [steps]
again until we got it right. (FN 37)
Digital and physical world interaction
Since digital and physical world shaping was another aim of the intervention, all educational
scenarios followed a student-centered approach, promoting the conditions necessary for
acquiring self-regulation through participation and encouraging the development of creative
environments.
Regarding the children’s different previous musical and technological experiences in
informal learning contexts (home, peers, internet, etc.), an additional goal was to observe
their engagement from the very beginning. The children’s choices appeared to be meaningful
(see Truax, 1996) on a personal and social level, as they obtained satisfaction and pleasure
from experimentation and encouraging self-regulation. Each creation – digital in ‘Scratch’,
tactile with physical objects and boards, audio with recording, editing, etc., and / or a
combination of the above – varied according to the background and the expectations of the
children. The choice of digital media and physical objects depended on the goals set by each
team and had creative expansions: “We decided not to use a board; we’ll do it all on the
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computer” (FN 32).
Within a broader context, participants appeared to positively address the combination of
the physical and digital worlds, perceiving them not as separate entities but as a unified whole,
a philosophy reflecting that of ubiquitous musical ecologies (see Lazzarini et al., 2020). This
was also observed from the interviews, where the children emphasized that: “It’s perfect [the
fact] that I can work with things [physical objects], change the sound [its features], this
orange is now an instrument … not a fruit”, “I can make a hero [in ‘Scratch’] and touch it to
make a sound (not just see it) … I can make it do whatever I want!”. The association between
the physical and digital worlds was also underlined in the pupils’ statements. Although they
preferred to use the computer: “We decided not to use a board; we’ll do it all on the
computer” (FN 32), they also stated in the interviews that “If we did it again, it would be
different [...] we would put coins to change the height and water for the volume … it would
be nicer [than using the keyboard]” (FN 32).
Coda
To sum up, the children’s active participation in the actions of the current educational
intervention meant that they were able to interact with their physical and digital worlds. The
practical applications demonstrated positive outcomes from the utilization of STEAM
scenarios and technological tools in ubiquitous music ecologies for the development of their
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auditory perception and creativity, the cultivation of their computational thinking, and
self-regulation. The results of the educational intervention underlined the fundamental role of
the ubiquitous music ecologies perspective in planned actions, which served to widen the
understanding of the students’ musical worlds. Findings demonstrated that pupils
enthusiastically embraced activities and emerged in music-making as active participants. The
new emerging learning environment enhanced their engagement, developed their creativity,
transformed their experiences, and, in a general context, shaped and enriched their physical
and digital musical worlds. The children seemed to enjoy getting acquainted with the new
vocabulary related to music and soundscape characteristics. At the same time, they found
various patterns and techniques that they could incorporate into their sound-musical
creations.
Similar conclusions were reached by de Lima and her colleagues (2020) in their research
that used different technological means and was carried out in schools in the Brazilian
general education system. Through practical applications, the authors observed an
enhancement of creativity through a critical look at everyday life, the development of
collaboration skills, and self-regulation, as well as skills in various fields of knowledge such
as technology and mathematics (de Lima et al., 2020).
The small number of participants in the present intervention does not allow for the
generalization of the results and the conclusions. However, it does give an insight into the
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experiences and behaviors of children as they relate to new practices and strategies within the
realm of ubiquitous music ecologies. In any case, the aim was to understand the process of
interaction and complementarity of the educational environments so that the students could
form a holistic view of their musical – physical and digital – worlds. Activities and scenarios
designed for the needs of the present educational proposal seemed to raise feelings and
memories and develop the imagination, which the children found meaningful. This is best
illustrated in the following excerpt from a dialog between the children while making their
digital map during the seventh meeting:
- I really like coming here. We have many options [apps and interfaces], and I can do
whatever I want.
- It’s a game, not a lesson.
- Me too … it’s like a game, but we’re still learning!
References
Csikszentmihalyi, M. (2009). Creativity: Flow and the psychology of discovery and invention.
New York, NY: HarperCollins.
de Lima, M. H., Flores, L. V., & de Souza, J. C. F. (2020). Ubiquitous music research in
basic-education contexts. In V. Lazzarini, D. Keller, N. Otero, & L. Turchet (eds.),
Ubiquitous Music Ecologies (pp. 109-128). New York, NY: Routledge.
de Lima, M. H., Keller, D., Pimenta, M. S., Lazzarini, V., & Miletto, E. M. (2012).
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