Liberal Arts Computing Curricula

SIGCSE 2020 Pre-Symposium Event by the SIGCSE Committee on Computing Education in Liberal Arts Colleges

Auburn University

Name of the program: Mentoring Alabama Girls in Computing and Music (MAGIC + M)

Institutional and departmental context

Institutional Mission

As a land-grant institution, AU is dedicated to improving the lives of the people of Alabama, the nation, and the world through forward-thinking education, life-enhancing research and scholarship, and selfless service.

Culture, Curriculum, or Strategic Plans

Many programs have aimed to increase awareness about Science, Technology, Engineering, and Mathematics (STEM) education for female students across the globe, such as the Cybergirlz and Cyberhigh initiatives [1]. In our efforts to attract underrepresented female students towards future careers in Computer Science (CS) and Music, we developed the MAGIC + M program - a curriculum combining music, CS, and robotics. In the context of this project, we believe that Perfomatics [2] is a potential area which may attract students to CS. The main steps of the curriculum are: (1) Introducing students to CS concepts and skills using Scratch music-related games [3] Introducing students to music-based story telling. (2) Teaching basics of music programming using EarSketch, figure 1 [4].
(3) Introducing social robots and the features of semi- humanoid PEPPER robot shown in figure 2 [5]. (4) Teaching how to synchronize their social PEPPER robot with their musical composition. (5) Providing an opportunity for student presentations in a dancing robot competition.

Figure 1:The EarSketch web-based learning environment.
Figure 2: PEPPER Robot.

Table 1: MAGIC +M Computing Module Lesson Plan Outline

Section Learning Objective: Students will . . .
Demonstrate PEPPER’s reaction to music Explore and interact with the technology
Introduce robotics Gain basic understanding of robotics
Introduce PEPPER robot Understand what exactly the PEPPER can do
Illustrate PEPPER programming Understand the steps required to program the PEPPER using blocked programming based functional coding
Hands-on coding activity and dance routine Get familiar with coding a PEPPER and learn to test the routine and see how the commands on the synchronizing the PEPPER dancing robotic with students’ musical composition.

Table 2: MAGIC +M Music Module Lesson Plan Outline

Section Learning Objective: Students will . . .
Demonstrate creativity in using music in other fields. Explore basic concepts of rhythm and generating a musical composition.
Introduce EarSketch Understand the concept of making music beats in EarSketch
Introduce digital music instrument (piano keyboard) Understand how to instantiate objects and call their methods from the Python class Library as well as third party libraries (e.g. their own pre-defined library to read the input from the digital music instruments).
Illustrate main piano octave. Compose a simple piece using the first five notes of the C Major scale.

Relevant historical circumstances

Females of all ethnicities are under-represented in STEM areas, but the equity gap is even greater for females of color. Therefore, this project aims to provide a thickly authentic learning environment for females of color and underrepresented females to increase their creativity and interest to persist in STEAM (STEM + Arts) related fields.

Goals for interdisciplinarity, broaadening participation, etc

This collaboration between our CSSE and Music Education program represents an innovative approach employing two-way integration of computing and music (STEAM) as opposed to previous approaches that merely used music as a tool for learning in STEM areas. This curriculum is based on content standards for both science and music.

Unusual opportunties

Curricular overview

Non-major program (elective summer day camp)

The following is a general outline of scheduled topics:

• Day 5:

Key contributions

MAGIC, a free one-week summer STEAM camp was launched at AU in 2016. MAGIC aims to attract more underrepresented populations in CS by prioritizing personal expression, creativity, and aesthetics. In summer 2018 we added music resources to allow students enjoy learning CS concepts through music remixing. EarSketch, a collaborative and authentic learning tool, introduces students to programming through music remixing, has previously been shown to increase student engagement, and increases learner’s intentions to persist in computing.

Researches have been demonstrated the use of the social robot as a tool for STEAM education by creating live theatre using multiple robots as actors, where students experience playing with robots and brainstorm ideas on the story and roles of the robots [17, 18]. As a new aspect of MAGIC camp in Summer 2020, we will introduce the semi-humanoid robot Pepper that can communicate in different modalities. MAGIC camp utilizes the idea of designing a social robot to improve student’s critical thinking and creativity.

Limitations/challenges

Due to the one-week time limitation, it is not feasible to teach all concepts of designing a social dancing robot and music theory at MAGIC + M camp. Therefore, the main focus is on empowering these young females in STEAM through creative robotics and music activities.

References:

[1] C. Outlay, P. Ambrose, and J. Chenoweth, “Overcoming gender stereotype entry barriers to computing degree programs: the cybergirlz program experience,” Journal of Computing Sciences in Colleges, vol. 28, pp. 33–38, 2006.

[2] A. Ruthmann, J. M. Heines, G. R. Greher, P. Laidler, and C. Saulters II, “Teaching computational thinking through musical live coding in scratch,” in Proc. of the 41th ACM Technical Symposium on Computer Science Education, 2010, pp. 351–355.

[3] MIT Scratch Homepage, https://scratch.mit.edu/, last accessed 2019/12/28.

[4] EarSketch, https://earsketch.gatech.edu/earsketch2/

[5] SoftBank Robotics, https://www.softbankrobotics.com/emea/en/pepper

[6] Engelman, S., Magerko, B., McKlin, T., Miller, M., Edwards, D., & Freeman, J. (2017). Creativity in Authentic STEAM Education with EarSketch (pp. 183– 188). ACM Press. \https://doi.org/10.1145/3017680.3017763

[7] Amabile, T.M. 1990. Within you, without you: The social psychology of creativity and beyond. In Theories of Creativity, M.A. Runco and R.S. Albert. Sage Publications, Newbury Park, CA, 61-90.

[8] Rogers, C. 1976. Toward a Theory of Creativity. In The Creativity Question, Rothenberg, A. and Hausman. C.R. Duke University Press, Durham, NC.

[9] Mayer, R.E. 1999. Fifty years of Creativity Research. In Handbook of Creativity, R.J. Sternberg. Cambridge University Press, New York, NY, 449- 460. DOI= http://dx.doi.org/10.1017/CBO9780511807916.024

[10] Tom McKlin, Brian Magerko, Jason Freeman, “ Authenticity and Personal Creativity: How EarSketch Affects Student Persistence” , Computer Science Published in SIGCSE ‘18 2018 DOI:10.1145/3159450.3159523

[11] Wiebe, E., Williams, L., Yang, K., and Miller, C. 2003. Computer science attitude survey. Comput. Scie. 14.

[12] Knezek, G. and Christensen, R. 1996. Validating the Computer Attitude Questionnaire (CAQ). Presented at Annual Meeting of the Southwest Education Research Association (New Orleans, Louisiana, January 26, 1996). AMSERA’96.

[13] learn piano with the song you love, https://www.flowkey.com/en.

[14] Carlos N. Silla Jr., Andr ́e L. Przybysz, Andriano Rivolli, Thayna Gimenez, Carolina Barroso, Jessika Machado, “Girls, Music and Computer Science”

[15] Carlos N. Silla Jr., Andr ́e L. Przybysz, and Wellington V. Leal, “Music Education Meets Computer Science and Engineering Education”

[16] B. Taylor, J. Allison, Y. Oh, D. Holmes, and W. Conlin. “Simplified Expressive Mobile Development with NexusUI, NexusUp and NexusDrop”. In Proceedings of the New Interfaces for Musical Expression conference, 2014.

[17] M. Jeon, M. Fakhrhosseini, J. Barnes, Z. Duford, R. ts -Robot Interact., no. 1, pp. 445446, 2016.

[18] J. Barnes, M. FakhrHosseini, E. Vasey, Z. Duford, J. - the Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction - 404404.