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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Sonic Modding: Modding Video Game Music and Sound

This interactive session explores modding the music and sound of video games. The session begins with a brief presentation on software and hardware modifications that can be done to create music and sounds within and through video games. Following the brief presentation, we will begin modding the music and sounds of the video game Left 4 Dead 2 by finding and/or recording new music and/or sounds for the game. The session will end with a discussion on what could be learned in a project like this and how it can be implemented in the settings we facilitate in.

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Beyond Linear Coding: Creating and Innovating in Arts-based Programming

This session is on how the K-8 technology classes I worked with evolved beyond linear coding, to arts-based programming projects. The session discusses the rationale behind moving away from puzzle programming into project-based programming, as well as how the arts fostered creativity and innovation in learning how to code. Video footage from actual classes will be used to demonstrate some of the affordances and constraints of this approach. 

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Merging Inquiry-based Approaches with Aspects of Participatory Culture in Online Learning

This presentation will discuss how aspects of participatory culture can be fused together with inquiry-based learning in online learning environments. The presentation will focus on utilizing collective-intelligence to create rhizomatic learning spaces that can treat course objectives and/or materials as platforms for inquiry that are modeled after relevant practices. 

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An Exploratory Correlational Study among Music Scholarships, Average Amount of Hours Practiced, and Obsessive-Compulsive Traits

The purpose of this exploratory study was to investigate correlations of obsessive-compulsive traits, amount of hours practiced, and music scholarships. Participants included 150 undergraduate and graduates students who were attending a school of music located in the southwest region of the United States. Participants completed an online questionnaire which included inquiries related to demographics, music scholarships, average amount of time practiced, obsessive-compulsive traits, and whether they had been diagnosed in the past by a medical professional as having an obsessive-compulsive disorder. Findings indicate statistically significant correlations between obsessive-compulsive traits and amount of hours spent practicing. While there were limited statistically significant correlations between obsessive-compulsive traits and music scholarships, 88.89% (n = 9) of those diagnosed with Obsessive-Compulsive Disorder and 100% (n = 2) of those diagnosed with Obsessive-Compulsive Personality Disorder were currently on or previously received music scholarships. Findings also indicate a positive correlation between the average amount of time spent practicing and music scholarships. 

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Interacting with 8-bit

The early technological constraints imposed on 8-bit composers can act as project criteria for composing and performing 8-bit music that interacts with live 8-bit video games. This two hour session will begin with an interaction with 8-bit media and then break out into groups to create short musical excerpts and sound effects for a live video game. After all of the groups share what they created, the session concludes with a discussion on musical problems, technological constraints impacting creativity, and future projects. 

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#MusEd Resource Collaborating

This session will explore how to find and share resources with other music educators using a variety of social media services and tools. The focal points of this session will involve exploring where to go to find resources, how to bring the resources to you, how to save the resources for future use, and how to share the resources with other music educators. Please feel free to bring a laptop, tablet, and/or smart phone as this session will focus on hands on experience with the various services and tools.

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Modern Video Game Projects

This session will explore potential projects that involve creating music to modern video games. We will also explore how video games can be used to explore technology, music theory, music history, composing, and performing with modern video games. Experience with video games is not required as the focus is on the unique musical affordances students can experience when creating music to video games. Please feel free to bring an instrument as we will experience a mini project that requires everyone to musically contribute to a live video game in the session.

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Old School Video Game Projects

This session will explore potential projects that involve composing and performing music in the 8-bit aesthetic. We will also explore how the 8-bit aesthetic can be used to explore technology, music theory, and music history through composing and performing with 8-bit video games. Experience with video games is not required as the focus is on the unique musical affordances students can experience when composing and performing music to old school video games. Please feel free to bring a laptop with a way to write music notation as we will create and perform music to a live video game in the session. 

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Using Technology to Augment Musicianship

This session will explore various uses of technology to augment performing in ways that were previously unimaginable. The focal points of the session will revolve around exploring questions such as: How can technology be used to include all students? In what ways can technology be used to think deeper about performing music? Where is there a place for digital and hybrid musicianship in our programs? How can we find out how to use technology to augment musicianship? Experience with technology is not required; however, bringing a laptop, tablet, and/or smart phone will assist with the discussion and experience.

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Using Technology to Augment Teaching

This session will explore various uses of technology to augment teaching in a way that is conducive to student-center learning. The focal points of the session will revolve around exploring questions such as: How can we use technology to assess students at an individual level while engaging an entire class of students? How can we find out how to use technology in the classroom? How can we use technology to provide more feedback to students? How can we combine various technologies to do things they weren't designed to do? Experience with technology is not required; however, bringing a laptop, tablet, and/or smart phone will assist with the discussion and experience.

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Video Games in Music Education

This session will explore applications of video games inside and outside of the music classroom. We will explore various games, apps, and websites that allow students to engage with music through video games. Experience with video games is not required as the focus is on the unique musical affordances students can experience when engaging with music video games. Please feel free to bring an instrument, laptop, and/or tablet as we will be exploring a wide variety of uses of video games inside and outside of the music classroom.

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Engaging with Popular and Participatory Cultures: Implications for Music Teaching and Learning by Tobias, E., Box, C., Johnston, N., & O’Leary, J.

In this panel we (a music teacher educator and three doctoral students) address our engagement with popular and participatory cultures to develop understanding, skills, and dispositions related to such engagement for K-12 and higher education. We demonstrate how new musicianship and musical engagement situated in participatory and popular cultures can inform contemporary approaches for music teaching and learning, broadening beyond garage band-focused approaches to address popular music and culture in music programs. We discuss key principles and concepts related to participatory culture and transforming or recontextualizing music in terms of 1) musical engagement; 2) musical learning; and 3) future practice. NOTE: The resources on this website only pertain to my portion of this panel presentation. 

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8-bit Composition Unit? Composing for Old School Video Games

Students are highly motivated by video games as they can spend dozens of hours playing each week. What if educators could channel this motivation into composing by allowing students the opportunity to compose to old school video games? This presentation demonstrates a variety of 8-bit musical experiences that integrate technology, theory, history, composition, and performance with 8-bit video games.

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From Large Ensembles to Video Games: Technology in Music Education

In the past couple decades, instrumental education has evolved relatively very little in comparison to technology. Understanding how to augment music education through technology is vital to the growth of our field. This presentation provides some suggestions for using technology in instrumental settings to expand possibilities for both performing and teaching.

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