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Micro:bit Melodies: Putting the A in STEM Through Musical Arts

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Philadelphia Marriott Downtown, Franklin 1/2

Explore and create: Deep-dive Creation lab
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Presenters

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District STEAM Support Teacher
Coquitlam School District 43
@nic0lecruz
Nicole Cruz is a District EdTech STEAM Coach at the Coquitlam School District . She encourages, mentors and supports educators and learners through professional development workshops and organizing district-wide STEAM, Design Thinking, Computational Thinking, Coding events. She has a Master of Education in Language and Literacy Education from the University of British Columbia
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STEAM Support Teacher
School District 43
@Brian Healy
A K-12 educator for 10 years in various capacities, Brian encourages learners to recognize their strengths and interests, while identifying areas where they can step outside their comfort zone to grow. Incorporating STEAM and real-world problem solving, he builds varied, cross-curricular experiences using curiosity, competencies, and big ideas. Brian reframes what learning and achievement look and feel like while nurturing skills and strategies that benefit students and teachers beyond school contexts. He challenges learners to understand and experiment with technology while balancing on / off-screen time. Brian has a Master’s of Education from Simon Fraser University in Curriculum & Instruction Foundations.

Session description

Explore STEAM through an art lens by creating musical instruments, coding Micro:bits V2 and building with recycled materials. Learn the science, technology, engineering and math behind making music through the design thinking process. Plus, find out how to extend learning with 3D printers, laser cutters and other maker materials.

Purpose & objective

Participants will learn to incorporate art/music into STEM activities and have an opportunity to apply a lensed approach to STEAM. Using art as an opportunity to consider STEM (STEAM), participants will see how activities such as coding a simple musical instrument can evolve to incorporate a multi-disciplinary or trans-disciplinary approach to learning through guided inquiry. The challenge or problem is: how can we collaborate musically without direct access to musical instruments? The session will allow participants to discover basic block coding skills through makecode.org, and better understand the capabilities of Microsoft’s micro:bit (version 2). In addition, participants will leave with a digital copy of our hands-on, art and design-oriented activity/lesson that they can use in their own practice. We will also highlight the design process and how this can be used as a framework for STEAM activities and problem-based learning – Empathize, Define, Ideate, Prototype and Test.

Educators will be encouraged to acknowledge their own strengths and interests, as well as identify areas in which they can step outside their comfort zone and grow. Evidence of success will be gained through direct observation of educator engagement and participation in the activity. Additionally, the ability of participants to begin coding/creating a simple musical instrument will demonstrate a developing understanding of the concepts we explore. Further, during our Q & A period, we intend to provide guiding questions to participants that ask how they might use the STEAM lens approach, or elements of this activity, in their own practice.

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Outline

I. Art as an entry point/ approach to STEAM (present)   10 minutes
II. Design thinking (present)      5 minutes
III. Draw/create a musical instrument (participate / hands-on)  5 minutes
IV. Analysis of components of musical instruments (peer-to-peer) 5 minutes
V. Micro:bit Possibilities (brainstorm)     10 minutes
VI. Code the Micro:bit (participate / device-based activity)  25 minutes
VII. Attach the Micro:bit to Your Drawing (participate / device-based activity)  15 minutes
VIII. Make some music / perform (peer-to-peer / perform)  10 minutes
IX. Questions and answers (participate)     5 minutes

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Supporting research

- Henriksen, D. (2017). Creating STEAM with design thinking: Beyond STEM and arts integration. The STEAM Journal, 3(1), 11. https://scholarship.claremont.edu/steam/vol3/iss1/11

- Kijima, R., Yang-Yoshihara, M., & Maekawa, M. S. (2021). Using design thinking to cultivate the next generation of female STEAM thinkers. International Journal of STEM Education, 8(1), 1-15. https://doi.org/10.1186/s40594-021-00271-6

- Malele, V., & Ramaboka, M. E. (2020). The design thinking Approach to students STEAM projects. Procedia CIRP, 91, 230-236. https://www.sciencedirect.com/science/article/pii/S221282712030812X

- Rolling Jr, J. H. (2016). Reinventing the STEAM engine for art+ design education. Art Education, 69(4), 4-7. https://www.tandfonline.com/doi/full/10.1080/00043125.2016.1176848

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Session specifications

Topic:
Project-, problem- & challenge-based learning
Grade level:
6-8
Skill level:
Beginner
Audience:
Coaches, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Subject area:
Music, STEM/STEAM
ISTE Standards:
For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
For Coaches:
Learning Designer
  • Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Related exhibitors:
Fair Chance Learning