Abstract

Music technology is known to have the ability to enhance creativity and creative development among students. A high level of engagement has been shown among students who studied and developed musical projects, and among students who were intellectually involved in the process of meaningful exploration. When students develop a music technology project, they use their software design skills to build and combine different artistic and computational components. Here we present a creative education method for computer science and software engineering students, it uses Muzilator, a plugin-based web platform that enables developers to develop a project as a set of independent web applications (plugins). Students can share their plugins with others or use plugins developed by others. We examined 75 projects of teams of computer science students who participated in a Computer Music course. We studied the characteristics of these projects and Muzilator’s effectiveness as a creative education and collaboration tool. Some of our results show that Muzilator-based projects received higher creativity and multidisciplinarity ratings than did other projects, and that high-risk projects were more creative and artistic than low-risk ones. We also found a gender-dependency: women tended more than men to develop interactive applications, while men tended to choose more theoretic (algorithmic), non-interactive projects. Keywords: educational method, creativity, music education, software design, multidisciplinarity. DOI: 10.7176/JEP/12-11-01 Publication date: April 30 th 2021

Highlights

  • Traditional computer science education combines mathematical knowledge, theoretical computer science, computational thinking, computer programming, and software engineering (Hu, 2011; Pirker, Riffnaller-Schiefer & Gütl, 2014)

  • This study investigated the characteristics of music technology projects and the key factors needed to improve computer science students’ skills

  • The first involved applying definition 5 for creativity presented in Section 3.2, and the second involved applying Nilsson’s taxonomy for creative design (Nilsson, 2011)

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Summary

Introduction

Traditional computer science education combines mathematical knowledge, theoretical computer science, computational thinking, computer programming, and software engineering (Hu, 2011; Pirker, Riffnaller-Schiefer & Gütl, 2014). The importance of a multidisciplinary viewpoint is examined by Charyton and Snelbecker (2007) They conducted a study designed to understand the differences or similarities between these domains among music and engineering students. These analyses have indicated that engineers and musicians are approximately equal in terms of artistic creativity. Novelty in form and novelty in content, measured by five hierarchical levels of creative design: imitation, variation, combination transformation, and original creation This taxonomy can be applied to creativity in non-related fields by scale adaptation: for example, by measuring creativity in education to determine novelty among students (Junius, 2015)

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