2017 ASEE Annual Conference &Amp; Exposition Proceedings
DOI: 10.18260/1-2--28841
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STEAM Education through Music Technology (Evaluation)

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Cited by 6 publications
(7 citation statements)
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“…The center regularly incorporates work from current research projects into cutting edge workshops and programs for K-12 students, allowing them to explore nontraditional STEAM areas (music technology, video game design, etc.). Since 2007, the Summer Music Technology (SMT) program has introduced rising high school sophomores and juniors in the Philadelphia region to STEAM activities (21). Admitted students participate at no charge, and preferential admission is given to students in the School District of Philadelphia and city residents.…”
Section: K-12 Education Programsmentioning
confidence: 99%
“…The center regularly incorporates work from current research projects into cutting edge workshops and programs for K-12 students, allowing them to explore nontraditional STEAM areas (music technology, video game design, etc.). Since 2007, the Summer Music Technology (SMT) program has introduced rising high school sophomores and juniors in the Philadelphia region to STEAM activities (21). Admitted students participate at no charge, and preferential admission is given to students in the School District of Philadelphia and city residents.…”
Section: K-12 Education Programsmentioning
confidence: 99%
“…Of particular note were Arduino, LOGO, Scratch, Agentcubes online, Earsketch and Kitsi blocks. For example, Arduino was used in the context of STEAM studies that focused on physical computing and/or digital fabrication and was conducted in primary (Bureekhampun & Mungmee, 2020), secondary (Callahan, 2019; Juškevičienė et al, 2021; Maaia, 2018; Morton et al, 2017) and higher education classrooms (Kaneko & Yamada, 2019).…”
Section: Resultsmentioning
confidence: 99%
“…Students, working in small workshops equipped with 3D printers and other computer‐controlled tools offering personalized digital fabrication, engaged in activities aimed at developing their STEAM knowledge and skills. Others explored the influence of using these technologies on interest levels in specific STEM disciplines such as maths and science (Callahan, 2019; Chung et al, 2020; Kim & Kim, 2020), computing, and programming (DesPortes et al, 2016; Hug et al, 2017a, 2017b; Jailungka et al, 2020; Juškevičienė et al, 2021; Timotheou & Ioannou, 2019) and on future STEAM careers (Callahan, 2019; Morton et al, 2017; Park, 2014). For example, Hug et al (2017a, 2017b) designed a series of workshops for primary and secondary school children to connect computational thinking with musical thinking leading to students noting programming was less “hard and boring” and, therefore, something for which they could achieve success.…”
Section: Resultsmentioning
confidence: 99%
“…There are studies showing the importance and positive effects of STEAM education in art education (Liao, 2016;Jeon and Lee, 2014;Guyotte et al, 2015;Andreotti and Frans, 2019;Phanichraksaphong and Tsai, 2021;Morton at al., 2017). Hasanova (2021), drawing attention to the importance of aesthetic education in the full development of young generations, emphasized the invaluable contribution of music education in this direction.…”
Section: Statement Of the Problemmentioning
confidence: 99%