Learning music with Microbit

From Sunday, October 17, 2021 12:00 AM
to Thursday, October 21, 2021 12:00 AM

CPI A XUNQUEIRA

Open in-person activity

blmoreno@edu.xunta.gal

English

Avenida Mar, 15500, Fene, A Coruña, Galicia, ESP

LEARNING MUSIC WITH MICROBIT V2.

 

This activity is aimed at Music subject, although it could be worked on others such as Mathematics, Technology or Programming.

 

Levels

This activity is aimed at Secondary school students and the last courses of Primary.

 

What objectives are trying to achieve?

-    The main objective is to practice musical rhythm with students and develop computational thinking.

-      In addition, the mental calculation is worked and the history of programming is reviewed through the chosen song and the previous activity. As it is developed in English, so the students work on vocabulary related to these subjects.

-  Introduce and understand the basic operation of some basic blocks in programming, such as waits, loops and repetitions.

 Duration

2-3 hours depending on the age and previous knowledge of the students.

 

Activity 1: Some history.

"Daisy Bell" was composed by Harry Dacre in 1892. In 1961, the IBM 7094 became the first computer to sing, singing the song Daisy Bell. Vocals were programmed by John Kelly and Carol Lockbaum and the accompaniment was programmed by Max Mathews.

This performance was the inspiration for a similar scene in 2001: A Space Odyssey. Daisy, Daisy, give me your answer do I'm half crazy all for the love of you It won't be a stylish marriage I can't afford a carriage But you'll look sweet upon the seat Of a bicycle built for two.

(If you wish, you can work more about cinema or history of programming history)

https://youtu.be/41U78QP8nBk

https://youtu.be/Yh97FsULbS0

Activity 2: We understand the notes of the score and measure the times.

 

It is important that students know the values of the different musical figures. If they do not know them, we will teach them or remind them (if we consider that they have seen them before).

Activity 3: We programm the Microbit board

Once we have thought about the melody times, we can start programming them with MakeCode.

It consists of adding music programming blocks with the different notes and times. We will set the white ones at 2 beats, the black ones at 1 beat, etc.

 All these blocks are in the music tab 

Before downloading the code to the Microbit, or if we do not have the board, we can check how our composition sounds by clicking the “play” button on the simulated board we have on the left side of the screen.

If you know to see the development of this teaching unit step by step, click on the link:

https://drive.google.com/file/d/11vGR5kVVJUqw5QYpbcppqRCwM2IgjB3a/view?usp=sharing

Other activities

We can enrich this activity by proposing to the students some modifications. For instance:

-      Change the initial button.

-  Draw something on the screen while the song is playing.

-      Program your favourite melody.

 

    Primary school Secondary school
    Basic programming concepts Visual/Block programming
    #mathematics #Programming #microbit #technology #music #play and fun #coding by blocks

Nearby upcoming activities:

Introducing AI to early childhood education students through "Quickdraw"
Thu, Oct 14, 2021 1:00 PM

( En galego)

O meu alumnado é de ED. Infantil, teñen 3 e 4 anos. 

Imos xogar co Quickdraw para que se familiaricen co concepto de Intelixencia Artificial , e diversos usos que pode ter na nosa vida cotiá.

Neste caso dun xeito lúdico e a través do debuxo.

Veremos se a IA é capaz de recoñecer o que debuxamos, e tamén poderemos ver o que debuxaron outras persoas para referirse ao mesmo concepto.

(En inglés) 

My students are in Early Childhood Education, they are 3 and 4 years old.

Let's play with Quickdraw.

I think it’s a playful way for them to understand the uses that AI can have in their lives.

And the different uses it can have in our lives.

In this case in a playful way and through drawing.

We’ll see if AI is able to recognize what we draw, and we’ll also be able to see what other people have drawn to refer to the same concept.

SIMON WITH MAKEY MAKEY IN PHYSICAL EDUCATION
Mon, Dec 6, 2021 9:30 AM

This activity is intended for 5th and 6th grade of primary education. We will try through it to bring the world of robotics and programming to our student and include them in physical education sessions.

We can carry out the activity in two ways: The first one using the robot makey makey. The second will be an unplugged version of the game, in case we do not have a computer, network, or Mickey himself.

1st Simon with Makey Mickey:

In the Simon game, players must remember the color sequence and repeat it in the correct order by pressing the colored buttons on the game unit. The light sequences are constantly paced at first, but get more complicated as you play, adding to the suspense each turn.

Within the scratch program we have several projects already prepared for the game. For example: https://scratch.mit.edu/projects/40589128/

We connect the Mickey mouse to the computer and projector and from this five crocodile cables, four for each color and that will hold four children dressed in a bib of the corresponding color, placed the same as on the game screen and a fifth that will be placed in the middle having in the hand the grounding being the person in charge of reproducing the sequence of the simón program touching the hands of the companions that represent the different colors.

2nd Simón unplugged version:

We created two simón games with the students. One group is in charge of playing the role of simón by performing the sequence and the other group repeats it. We can have the option of making three groups.

Having the color code sequences on tabs makes corrections easy. The objectives that I intend to achieve with this activity are:

-Develop computational thinking.

-Work logical thinking.

-And get familiar with the Makey Mickey badge

Deseño de actividades didácticas con Mbot
Tue, Mar 9, 2021 12:00 AM
Curso de formación del profesorado sobre robótica educativa. En el curso se trabajará el pensamiento computacional a través de la herramienta Scratch y nos iniciaremos en el uso y programación del robot MBot.