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Publikation Computational Music Thinking - Using End-User Programming to Explore Musical Creation in a STEAM-oriented Integrated Music Education Setting(07/2016) Hug, Daniel; Stüber, Nadine; Repenning, Alexander; Cslovjecsek, Markus; Hauser, Sarah; Agotai, Doris; Miyazaki, Shintaro; Escherle, Nora; Assaf, Dorit; Woodward, SheilaComputers have not only changed the way we live and work, but also how we create and consume music. Music software and apps are nowadays widespread in music education (Bauer, 2014). But the potential of the computer as actual musical „computing device“ is rarely exploited. In the area of computer science education the need to approach programming as creative and playful activity has been acknowledged since several years (Repenning et al., 2015). „Computational thinking“, as approach to problem solving that can be executed by both humans and computers (Wing, 2006), is being fostered in schools in the context of STEM (Science, Technology, Engineering, Math) education. And it is increasingly acknowledged that the notion of STEM should be extended to „STEAM“, the "A" standing for "the Arts", in order to foster transdisciplinary, holistic and innovative thinking. The use of algorithms and computing machinery has a long tradition in music, from the “musical dice games” to musical automatons and the computer music of the 20th century. Learning procedural and time-based concepts such as rhythm, melody and polyphony involves some kind of computational music thinking. Algorithmic composition offers children many opportunities to develop their own understanding of "musicality" from an inside perspective, by defining their own rules for generating "organized sound", and by understanding the "rules" and structures underlying various musical phenomena, practices and cultures. Recent works have demonstrated approaches to implement computational principles in classroom or workshop settings (Greher & Heines, 2014; Burnard et al., 2014). Therefore, we see great pedagogical potential in the integration of musical and computational thinking to “Computational Music Thinking”, which we would like to share and discuss with the community.04B - Beitrag KonferenzschriftPublikation Es macht klick. Künstliche Intelligenz bei schriftlichen Arbeiten clever nutzen(Hep Verlag, 2024) Alloatti, Sara; Montemarano, Filomena«Es macht klick» vermittelt Lernenden und Lehrpersonen grundlegende Kompetenzen im Umgang mit KI-Tools. Welche Werkzeuge sollen für welche Aufgaben gewählt werden? Wie formuliert man Aufträge an die KI? Und wie bewertet man die Antworten? Zehn niederschwellige «Experimente» laden die Schüler*innen ein, KI-Schreibwerkzeuge anhand konkreter Aufgaben auszuprobieren. In zehn Lektionen wird der Umgang mit der KI dann reflektiert, um die für den Einsatz nötigen Kompetenzen erfahrbar zu machen und eine eigene Haltung zu entwickeln. Zudem bietet das Buch sechs Gedankenexperimente, in denen ein Blick zurück auf andere digitale Innovationen geworfen wird, um anschliessend Visionen zur Entwicklung der KI im Unterricht zu wagen. «Es macht klick» eignet sich für vielfältige Unterrichtssettings auf Sekundarstufe II: im Fachunterricht verschiedener Disziplinen (Deutsch, Fremdsprachenunterricht, ABU, Geschichte, Geografie usw.) ebenso wie in fächerübergreifenden Themenwochen oder im Selbststudium zur Vorbereitung auf eine schriftliche Abschlussarbeit.02 - MonographiePublikation Exploring computational music thinking in a workshop setting with primary and secondary school children(ACM, 08/2017) Hug, Daniel; Petralito, Serge; Hauser, Sarah; Lamprou, Anna; Repenning, Alexander; Bertschinger, Didier; Stüber, Nadine; Cslovjecsek, Markus; Petralito, SergeMotivated by the essential role of music in children’s lives, the potential of sound as sensory modality, and the importance of teaching Computational Thinking, there is great pedagogical potential in the integration of musical and computational thinking into “Computational Music Thinking”. In this paper we report a pilot study exploring research and design approaches in creating learning environments and tools, which stimulate the interest of children and adolescents for both computer science and music in a sustainable way in the context of creative, self-guided activities. For the purposes of the study, two online tools, AgentCubes online, a 3D game design environment, and Ludosonica, an interactive music composition and performance system, were employed in a series of workshops designed for primary and secondary school children. Results from the study generally con rm the pedagogical potential of Computational Music Thinking and point toward promising future research directions.04B - Beitrag KonferenzschriftPublikation Towards an Enactive Swimming Sonification: Exploring Multisensory Design and Musical Interpretation(11/2015) Hug, Daniel; Seibert, Gabriela; Cslovjecsek, Markus; Kalliris, GeorgeIn this paper we present a design method that integrates the exploration of visual representations and musical expertise in the process of creating a swimming sonification, and initial results of the method’s application in an explorative study. Our focus lies on the creation of a sonic representation that facilitates the affective, intuitive reproduction of the crawl swim movement. The method integrates artistic creativity and a systematic design process. By combining the linguistic-conceptual, visual and auditory representation of the (imagined) movement, we aim to advance the expressive quality of the sonic representation as well as the design method in a crossmodal, holistic way. Finally we report on a qualitative evaluation of the potential of this approach to support the affective, intuitive re-enactment of the swimming movement.04B - Beitrag KonferenzschriftPublikation Von DeepL zu ChatGPT. Erfahrungen mit KI-Tools aus Sicht einer Fremdsprachenlehrerin(2023) Montemarano, FilomenaDie Auswirkungen der KI-Tools auf den Fremdsprachenunterricht sind einschneidend gewesen. Es ist deshalb ausschlaggebend, mit welchen Strategien in Zukunft Fremdsprachen unterrichtet werden und insbesondere wie die KI-Tools nützlich und lernfördernd eingesetzt werden können.01B - Beitrag in Magazin oder Zeitung