AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


BEATWHEEL - A Programmable Music Instrument

Authors

;

Term

4. term

Publication year

2017

Submitted on

Pages

122

Abstract

Legetøjsindustrien står over for to samtidige tendenser: at udfordre kønsstereotyper i legetøj og leg samt at introducere grundlæggende komputational tænkning ved at lære yngre børn at kode. Undervisning i programmering sigter mod at give børn fremtidsrettede teknologiske kompetencer, men det kan være svært at formidle de abstrakte mentale processer, der ligger i at skrive kode og bygge et program. Samtidig kan kønsstereotype legetøjsmønstre på skæv vis præge børns kognitive, følelsesmæssige og sociale udvikling og forstærke ulighed gennem kønnede kompetencer og stereotype karriereforløb. Det kræver løsninger, der både gør kodning forståelig og nedbryder stereotyper. Beatwheel præsenteres som en sådan løsning: et letprogrammerbart, genopladeligt musikinstrument med et håndgribeligt interface og brugervenlig software. Det bringer kodning væk fra computeren ved at flytte syntaks til fysiske brikker. Hver brik repræsenterer en bestemt musikalsk funktion; når børn arrangerer brikkerne, skriver de et program og skaber deres egne lyde og musik. I den tilhørende software kan de se den underliggende kildekode for hver brik og ændre indstillinger via et farvekodet, blokbaseret programmeringssprog. Ved at forene leg, musikskabelse og hands-on kodning gør Beatwheel læring tilgængelig for alle børn uanset køn. Projektet omfatter også særlige aftaler for skoler og kodecamps.

The toy industry is seeing two simultaneous shifts: challenging gender stereotypes in toys and play, and introducing basic computational thinking by teaching young children to code. Programming education aims to equip children with future-ready technological skills, yet it often struggles to communicate the abstract mental steps involved in writing code and building a program. At the same time, gender-stereotyped toys can shape cognitive, emotional, and social development in biased ways, reinforcing unequal, gendered career expectations. This calls for solutions that make coding understandable while countering stereotypes. Beatwheel is presented as one such solution: an easy-to-program, rechargeable musical instrument with a tangible interface and user-friendly software. It brings coding off the computer by moving syntax into physical pieces. Each piece represents a specific musical function; by arranging the pieces, children write a program and create their own sounds and music. In the companion software, they can view the underlying source code for each piece and adjust settings through a color-coded, block-based programming language. By combining play, music making, and hands-on coding, Beatwheel aims to make learning accessible to all children, regardless of gender. The project also includes special agreements for schools and coding camps.

[This abstract was generated with the help of AI]