Build Your Own AI Synthesizer: Music, Making, and Mathematics

Monday, June 29, 2026 1:00 PM to 2:30 PM · 1 hr. 30 min. (America/New_York)
Poster
Artificial Intelligence

Information

This session explores how students can design and build a synthesizer using Arduino/ESP32, integrate AI to generate music, and analyze sound waves through a digital interface. Participants will experience a STEAM approach that blends technology, music, and mathematics, promoting creativity, agency, and hands-on learning.
Role Based Tracks
All LeadersLeaders - TechnologyTeachersLibrariansCounselorsHigher EdSolution Providers
Grade Level
PK-12
ISTE Standards
Coaches: Learning Designer: Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.Education Leaders: Systems Designer: Guide teams to establish equitable technology policies that support effective learning.Students: Innovative Designer: Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Delivery/Output
In Person
Subject
Interdisciplinary (STEM/STEAM)
Skill Level
Beginner
Outline
In this session, participants will explore the complete process of building a synthesizer with Arduino/ESP32, integrating artificial intelligence to generate or transform music, and applying mathematical analysis of sound signals through a digital interface. The audience will be actively engaged through hands-on activities such as sound exploration, guided programming, and the collaborative creation of a small soundscape. The session will be organized into clear time blocks: 10 minutes for introducing the STEAM project and sharing inspiring examples, 15 minutes for a guided demonstration of building and programming the synthesizer, 15 minutes for a paired activity where participants personalize sounds and experiment with AI, 10 minutes for analyzing waves and frequencies in the digital interface, and a final 10 minutes for designing pedagogical applications and conducting a collaborative wrap-up. The process will focus on constant interaction, including peer-to-peer collaboration to solve maker challenges, device-based activities to experiment with AI and signal visualization, and group discussions to design strategies for classroom implementation. To keep the experience dynamic, participants will take on mini creative challenges, such as producing a sound effect or composing a short melody, reinforcing active learning and the integration of music, mathematics, and technology.
Supporting research
-Harel, I., & Papert, S. (Eds.). (1991). Constructionism. Ablex Publishing. -Crawford, R., & Jenkins, L. E. (2018). Making Pedagogy Tangible: Developing Skills and Knowledge Using a Team Teaching and Blended Learning Approach. Australian Journal of Teacher Education, 43(1). http://dx.doi.org/10.14221/ajte.2018v43n1.8 -Lai, Ming & Lam, Kwok & Lim, Cher Ping. (2016). Design principles for the blend in blended learning: a collective case study. Teaching in Higher Education. 21. 1-14. 10.1080/13562517.2016.1183611. -Crawford, Renée & Jenkins, Louise. (2015). Investigating the importance of team teaching and blended learning in tertiary music education.. Australian Journal of Music Education. 2015. 3 - 17. "
Attendee Accounts
Hardware Materials; Arduino UNO, laptop or ipad
Audience
CounselorTeacherTechnology Coach/Trainer
Attendee Devices
Devices useful
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSSmartphone: WindowsTablet: AndroidTablet: iOSTablet: Windows
Presenter Type
Student Presentation

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