Conference paper 2025

The Musical Mastermind: A Case Study on Fostering Music Theory and Computational Thinking

IEEE Global Engineering Education Conference, EDUCON
Conference
Abstract

There is great potential in the introduction of gamified, interdisciplinary learning approaches in various education environments. This paper explores the effectiveness of Musical Mastermind, a gamified educational tool combining music education and computational thinking to promote interdisciplinary learning. The game, which uses a microcontroller-based LED matrix, challenges students to decode musical sequences, bridging artistic creativity and logical problem-solving. Rooted in the constructivist and experiential learning theories, Musical Mastermind integrates gamification into education, aligning with STEAM principles to foster holistic skill development. The game combines music theory and coding, encouraging exploration, problem-solving, and collaboration. The study was conducted in a seventhgrade classroom using the micro:bit, a cost-effective microcontroller. The students began with an introduction to music and coding, and then created and decoded musical sequences while engaging in collaborative gameplay. A mixedmethods approach was employed, utilizing pre-and post-test assessments, observational analyses, and feedback surveys to evaluate learning outcomes. Results showed significant improvements in music theory comprehension, computational thinking, and problem-solving skills. The students demonstrated high levels of engagement, teamwork, and perseverance, with increased motivation and a stronger connection between music and technology. © 2025 IEEE.

Keywords

Author Keywords

educational technology STEAM education music education hands-on learning Coding and Decoding Gamified Learning Micro:bit Music Pedagogy

Index Keywords

Learning systems Teaching Engineering education Education computing Students Problem solving Computer aided instruction Educational technology Cost effectiveness Computation theory Hands-on learning Computational thinkings Computer music Microcontrollers Coding and decoding Gamified learning Interdisciplinary learning Micro:bit Music education Music pedagogy Music theory STEAM education
Author Affiliations
Department of Informatics, University of Piraeus, Piraeus, Attica, Greece
Department of Business Administration, University of West Attica, Athens, Attica, Greece
Funding & Acknowledgements
European Commission, EU
This work has been partially supported by the University of Piraeus Research Center (UPRC). Equipment used in this work was co-financed by Greece and the European Union (European Regional Development Fund - ERDF) through the Regional Operational Program \"Attica\" 2021-2027.
University of Piraeus Research Centre, UPRC
This work has been partially supported by the University of Piraeus Research Center (UPRC). Equipment used in this work was co-financed by Greece and the European Union (European Regional Development Fund - ERDF) through the Regional Operational Program \"Attica\" 2021-2027.
European Regional Development Fund, ЕФРР
Grant: 2021-2027
This work has been partially supported by the University of Piraeus Research Center (UPRC). Equipment used in this work was co-financed by Greece and the European Union (European Regional Development Fund - ERDF) through the Regional Operational Program \"Attica\" 2021-2027.
European Regional Development Fund, ЕФРР
This work has been partially supported by the University of Piraeus Research Center (UPRC). Equipment used in this work was co-financed by Greece and the European Union (European Regional Development Fund - ERDF) through the Regional Operational Program \"Attica\" 2021-2027.
References 10 References
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