Posts tagged Music education
Intersections of Popular Musicianship and Computer Science (2022)

Although some popular musicians engage in computer science practices for music-related purposes, such engagement is seldom discussed within music education or CS education discourse. This session begins with an exploration of hardware practices popular musicians use to modify, design, or build electronic devices for their music. I then introduce coding practices to create and modify music software, as well as to compose and perform with code. The session concludes with a discussion that unpacks potential implications and considerations for educators interested in the intersections of popular musicianship and CS practices.

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Affinity Space Characteristics within Virtual and In-person Music Classes

Affinity spaces are the physical, virtual, or combination of locations where people come together around a shared affinity (interest) (Duncan & Hayes, 2012). Gee and Hayes (2010) categorize a space as an affinity space when it has the majority of the following twelve characteristics: 1) Affinity spaces share a common endeavor; 2) affinity spaces are not segregated by age; 3) affinity spaces are not segregated by experience; 4) affinity spaces encourage, but do not require, active participation; 5) interaction transforms content within an affinity space; 6) affinity spaces encourage both intensive and extensive knowledge; 7) affinity spaces encourage individual and distributed knowledge; 8) affinity spaces encourage dispersed knowledge; 9) affinity spaces encourage and honor tacit knowledge; 10) affinity spaces encourage a multitude of engagement; 11) affinity spaces have multiple routes to status; and 12) leadership is porous and leaders are resources. This session discusses each characteristic in relation to informal, online music-related affinity spaces of each characteristic and explores both practical and theoretical applications within virtual and in-person educational contexts.

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Fostering Intersectional Identities Through Rhizomatic Learning

Many scholars have produced powerful equity-centered curricular and pedagogical approaches relevant to CS educators. However, well-intentioned educators and curriculum providers who intend to use culturally relevant approaches may mistakenly apply these frameworks and unintentionally enact what we refer to as “culturally specific” approaches to education. Such approaches fail to account for students’ multifaceted experiences of culture and identity in the design of their learning experiences, ignoring their specific needs, goals, and desires for their learning. Rather than delivering content for groups of culturally specific identities, this position paper describes a “cartographical” curricular and pedagogical approach informed by a rhizomatic philosophy of learning that fosters dialogue among students as individuals with unique identities, interests, and needs that teachers and students explore together through computer science education. We position rhizomatic pedagogy as an additional lens to apply alongside other frameworks for fostering equity—one that establishes a set of strategies for engaging students in dialogue around their learning experiences, empowering learners to participate in the co-construction of their educational spaces, and building curricula that express hyper-local, deeply situated, student-centered teaching and learning practices.

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Integrating CS && Music in K-8

This exploratory mini session explores hardware practices popular musicians use to modify, design, or build electronic devices for their music. I then introduce coding practices to create and modify music software, as well as to compose and perform with code. The mini session concludes by sharing a variety of resources for diving deeper and having an open Q&A about the intersections of popular musicianship and CS practices.

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Intersections of Popular Musicianship and Computer Science (2021)

Although some popular musicians engage in computer science practices for music-related purposes, such engagement is seldom discussed within music education or CS education discourse. This session begins with an exploration of hardware practices popular musicians use to modify, design, or build electronic devices for their music. I then introduce coding practices to create and modify music software, as well as to compose and perform with code. The session concludes with a discussion that unpacks potential implications and considerations for educators interested in the intersections of popular musicianship and CS practices.

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Intersections of Popular Musicianship and Computer Science (CSTA)

Although some popular musicians engage in computer science practices for music-related purposes, such engagement is seldom discussed within music education or CS education discourse. This session begins with an exploration of hardware practices popular musicians use to modify, design, or build electronic devices for their music. I then introduce coding practices to create and modify music software, as well as to compose and perform with code. The session concludes with a discussion that unpacks potential implications and considerations for educators interested in the intersections of popular musicianship and CS practices.

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Blurring Disciplinary Boundaries through Chiptunes

My portion of this panel session begins with a brief discussion on the broad landscape of music engagement as it relates to video games (e.g., music engagement within, through, and around video games). I then dive deeper into the potential for such engagement to blur disciplinary boundaries across multiple disciplines. As a main example, I discuss how chipmusicians might engage in computer science, entrepreneurial, and visual art practices for music-related purposes. Such engagement raises questions for the field of education and demonstrates an underexplored potential evident within the intersections of music, video games, and education.   

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A Corpus-assisted Discourse Analysis of Chiptune-related Practices Discussed within Chipmusic.org

This study examined 245,098 discussion forum posts within a website dedicated to chiptunes, which are electronic music compositions or performances either emulating the sounds of or created through early computer and video game sound chips. Corpus-assisted discourse analysis tools and techniques assisted with revealing patterns of discourse across 10,892,645 words written between December 30th, 2009 and November 13th, 2017 within chipmusic.org.

Findings indicate seven interconnected themes of chiptune-related practices that demonstrate potential transdisciplinary connections between computer science education and music education: (a) music composition practices, (b) music performance practices, (c) maker practices, (d) coding practices, (e) entrepreneurial practices, (f) visual art practices, and (g) community practices. Abstract continues . . .

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Augmenting Programmatic Music

This interactive session explores augmenting programmatic music through a variety of technology. The session begins with a brief presentation on how we augmented programmatic music performed by a community band I worked with. Following the brief presentation, we will work together to augment a programmatic piece of music. The session will end with a discussion on what could be learned in a project like this and how we might implement similar projects in the settings we facilitate. A laptop or tablet is recommended for this session.

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Depression, Suicide, and Music Education

This paper presentation is formatted into the following sections: 1) A vignette on my own experiences coping with depression and suicide; 2) Statistics on depression and suicide as it relates to various populations music educators work with; 3) A vignette of a music educator helping a musician through depression and suicidal thoughts; 4) Risk factors and warning signs; 5) Suggestions for providing support; 6) A vignette from a music educator's perspective on a musician who committed suicide; 7) Closing thoughts. This paper presentation ends with an open discussion.

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Exploring Music and Video Games

This interactive session explores the nexus of music and video games. We will make live music to live video game play and discuss considerations for implementation in general music classes.

NOTE: This session was originally scheduled as an hour long session with lecture, interaction, and discussion; however, this session was booked for the same time as another session I am presenting. Because of this conflict, I have curated resources below I would have mentioned in the lecture portion of the proposed session.

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Exploring Music Through Coding

This interactive session explores the nexus of music and coding (computer programming). We will collaboratively explore music making and learning through multiple programming languages and discuss how the elementary kids I work with make music through code.

NOTE: This session was originally scheduled as an hour long session with lecture, interaction, and discussion; however, this session was booked for the same time as another session I am presenting. Because of this conflict, I have curated resources below I would have mentioned in the lecture portion of the proposed session.

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A K-8 Nexus Between Music Creation, Sound Design, and Computer Programming

This interactive session explores an elementary nexus between music creation, sound design, and computer programming. The session begins with a brief presentation on some of the ways the kids I work with explore music creation, sound design, and computer programming, all within K-8 computer programming classes. Following this brief presentation, we will work together or independently to modify the music, sound, or code from a variety of example projects. The session will end with a discussion on what could be learned in a project like this and how we might implement similar projects in the settings we facilitate. A laptop is recommended for this session.

 

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Emerging Music Nexuses: Technology, Video Games, and Coding

This discussion-based presentation focuses on three emerging music nexuses: 1) music performance and technology; 2) music and video games; and 3) music and coding. The presentation slides below provide many resources related to these nexuses; however, the discussion revolving around this presentation are not limited to these nexuses. I intend for this presentation to be a springboard for discussion on emerging music nexuses and their implications in music education/facilitation.

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Coding Live Music with Sonic Pi

This interactive session explores the nexus between computer programming and performing music. Sonic Pi is a platform that uses the programming language Ruby to create live music by writing out lines of code. We will walk through creating a hip version of "Hot Cross Buns" in Sonic Pi, explore more potentials involved with the nexus between computer programming and music, and conclude with a group discussion. No coding experience is required; however, a laptop is encouraged.

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Multimedia Ensemble: Performing Live Music with Live Video Games

This presentation focuses on a multimedia ensemble that created live music and sounds (acoustic and digital) to live video games. The session explores the successes, failures, and musical problems experienced within the ensemble as well as the specific software and hardware used by the ensemble. The session concludes with a discussion on future ensemble possibilities for music and sound with multimedia experiences.

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