Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI
Literacy Through Co-Creativity and Multimedia Storytelling
Emilia Parada-Cabaleiro
a
Department of Music Pedagogy, Nuremberg University of Music, Germany
Keywords:
Lifelong Learning, 21st Century Skills, STEAM, AI Ethics, Co-Creative Composition, Music Emotions.
Abstract:
The rapid integration of Artificial Intelligence (AI) in our daily lives has raised an always increasing attention
for the need of developing AI literacy. In the realm of STEM (Science, Technology, Engineering, Mathemat-
ics), successful initiatives aiming to develop children’s AI literacy can be found in the literature. However,
despite STEAM-based methods offer a great potential for music education too, the integration of the (A)rts in
STEM education is mostly biased—the arts are used as a tool to support STEM subjects but not the other way
around. With this background, the question how AI literacy might be promoted in the music classroom through
audiovisual co-creativity and digital storytelling is explored in a music-pedagogy workshop with nine children
(7 male, 2 female) aged 10 to 12. This work is a proof of concept that illustrates how generative tools might be
used to support child-AI co-creative interactions and by this acquiring not only digital skills and knowledge
but musical ones, too; thus, fostering an integrative development of artistic and technical competences.
1 INTRODUCTION
“So-called digital natives, born already immersed in
a digital broth culture, have now internalized the dig-
ital “gesture”, but not the rules and the awareness of
the logic inherent in the technologies they use” (Stri-
ano, 2019, p. 84). The words by Francesco Striano in-
vite to reflect about an eventual mismatch between the
myriad of opportunities offered by using Artificial In-
telligence (AI) in education (Zhang and Aslan, 2021)
and students’ readiness to fully profit from them. An
important requirement to successfully interact with
technology is Digital literacy, a set of competences
including not only the ability to use but also to under-
stand and critically assess the implications of using it.
Digital literacy makes the difference between passive
consumers and sovereign individuals whose sense of
agency proactively shapes the digital landscape.
AI literacy can be considered within the concept
of Digital literacy, which is one of the eight key
lifelong learning competences amongst those recom-
mended by the Council of the European Union as es-
sential “for personal fulfilment, a healthy and sustain-
able lifestyle, employability, active citizenship and so-
cial inclusion” (European Commission, 2019, p. 4).
In its last update, the the DigComp framework (Fer-
rari and Punie, 2013), includes an Annex about Cit-
a
https://orcid.org/0000-0003-1843-3632
izens interacting with AI systems (Vuorikari et al.,
2022, p. 77). Therefore, introducing AI technology in
the classroom from early age seems to be a necessary
step not only to enhance learning but also to develop
an authentic knowledge about AI (Su and Yang, 2022,
p. 4) and therefore promoting Digital and AI literacy.
With this background, a workshop to promote AI
literacy within the music classroom, is presented. A
total of 9 children, aged 10 to 12, participated in the
activity, whose goal was to co-creatively (i. e., by in-
teracting with generative AI) compose the music and
create the illustrations for a multimedia Fairy-Tale
defining AI and narrating its ethical implications. An
English version of the Fairy-Tale is freely available.
1
The article proceeds as follows. In Section 2,
previous works are outlined. Section 3 presents the
methodology. Sections 4 and 5 describe and discuss
the results. Finally, Section 6 concludes the article.
2 STATE OF THE ART
Recent research highlights the benefits of a success-
ful integration of computational thinking within the
music curriculum (Bell and Bell, 2018) as well as
the great potential of using STEAM-based tools for
1
https://zenodo.org/records/10825484
Parada-Cabaleiro, E.
Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling.
DOI: 10.5220/0012731000003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 1, pages 623-630
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
623
music education (
¨
Ozer and Demirbatir, 2023). Con-
cerning the development of children’s AI knowledge,
very promising initiatives such as the PopBots toolkit
(Williams et al., 2019) exist. Still, such initiatives,
although integrating music-related activities, are typi-
cally implemented within informatics-related courses.
This relates to the fact that the integration of the Arts
in STEAM is “often misunderstood as referring to the
use of the arts only to enhance teaching and learning
[i.e., arts are used as] a vehicle for learning STEM—
not the other way around” (Liao, 2016, p. 45).
STEAM education should be, however under-
stood as an integration between ‘The Arts’ and ‘The
Science’ (Jesionkowska et al., 2020). The idea behind
this formulation is that solving nowadays problems
requires innovative solutions for which both techni-
cal skills and creative thinking are essential. Such so-
lutions will only emerge from connections amongst
different knowledge domains (Jesionkowska et al.,
2020). From this perspective, educational initiatives
within STEAM often involve the integration between
children’s literature, art, and technology in order to
foster children’s creativity and technological thinking,
e. g., through digital story writing (Ng et al., 2022).
This type of research can be broadly included
within the realm of Computational Creativity, which
centres around three main areas (Tatar and Pasquier,
2019): (i) Artificial creative systems, typically inves-
tigated within Computer Science; (ii) Computational
systems for supporting creativity, typically explored
by artists; (iii) Computational models of (human) cre-
ativity, often research within psychology which aims
to better understand human creativity by employing
computational models. In this work, we will refer
to the second type of application, i. e., computational
systems, used within an educational setting, to foster
children’s creativity while acquiring AI literacy com-
petences. This will be possible through digital sto-
rytelling, which besides promoting creative attitudes
through digital possibilities has shown to be an opti-
mal way to encourage children discussions about the
impact of AI in our society (Ng et al., 2022).
Depending on the level of involvement played by
the AI, the interaction between the user and a compu-
tational system supporting creativity could be concep-
tualised as co-creativity. As indicated by Kantosalo et
al., co-creative systems “represent a middle ground
between autonomous creative systems, which are in-
tended as the sole shepherds of their own creativity,
and creativity support systems, which instead facil-
itate the creativity of their users” (Kantosalo et al.,
2020, p. 57). Still, since disentangling to which extent
a user’s creativity has been influenced or activated in
any way by a system might not be totally possible,
Photos: Emine Yaprak Kotzian
Figure 1: Four children and one instructor interacting with
AI tools during the workshop [rights of all photos granted].
a clear distinction between co-creative and creativity
support systems would be difficult in some scenarios.
Beyond this conceptual fuzziness, AI systems
aiming to enhance musicians’ creativity have been
presented. Still, the overwhelming amount of gen-
erated content and the limited interaction possibilities
are often drawbacks preventing a fruitful use of gener-
ative AI in co-creative processes (Louie et al., 2020).
3 METHODOLOGY
3.1 Context and Outline
A workshop aiming to collaboratively develop a digi-
tal Fairy-Tale discussing positive and negative impli-
cations of AI for the society was conceived. The par-
ticipants were expected to generate music and images
illustrating the plot (text), which was already given.
In Figure 1, children generating music (right) and
images (left) under the supervision of an instructor are
shown. The digital layout of the Fairy-Tale was or-
ganised as shown in Table 1. The children would cre-
ate content for chapters 1 to 4, while the Introduction
and Chapter 5 were already provided as an example.
The workshop was carried out in the context of a
‘Kinder-Uni’, an initiative which tries to engage chil-
dren in scientific and cultural topics. The workshop
was designed within the ‘Music Pedagogy Project’, a
mandatory course of the Music Education curriculum
whose goal is to design innovative didactic ideas and
test them within a small group of children. Given the
human (2 instructors) and temporal (150 minutes) re-
sources constraints, the workshop was designed for a
maximum of 12 children (aged 10 to 12). Out of the
12 registered ones, 9 participated, eventually.
The workshop was divided into six phases (i-
vi) developed in two different areas of LEONARDO
Zentrum (a research and innovation centre): the Co-
working space (suited for presentations and discus-
sions); and the Laboratory (equipped with the hard-
CSME 2024 - 5th International Special Session on Computer Supported Music Education
624
Table 1: Layout of the Fairy-Tale. The discussed content,
as well as the evoked emotions (in brackets), are indicated.
Section Content
Introduction Describes the characters and context of the plot
Chapter 1 AI to support learning (excitement)
Chapter 2 The risk of privacy violation (anxiety)
Chapter 3 The risk of bias and stereotypes (disappointment)
Chapter 4 AI to understand general trends (anger, calm)
Chapter 5 Importance of ethical regulations
ware and software needed for the hands-on experi-
ment). The six phases can be summarised as follows:
(i) Welcome Message (Co-working space, 5 min):
a brief explanation of formalities including presenta-
tions and the general outline of the workshop.
(ii) Overview of AI (Co-working space, 25 min): ex-
amples of AI applications are described and discussed
through children-friendly materials. Subsequently,
the Introduction of the Fairy-Tale is used as an exam-
ple to illustrate the goals of the workshop, i. e., learn-
ing about AI opportunities and challenges as well as
using AI to generate suitable music and images.
(iii) Co-creative Experimentation with AI (Labo-
ratory, 60 min): the kids, divided in two groups (A
and B) and supervised by each instructor respectively,
work on different chapters of the Fairy-Tale in par-
allel: Group A (chapters 1 2); Group B (chapters
3 4). After discussing the meaning and emotional
content of a given chapter with the instructor, the chil-
dren work on the generation of songs and images for
that chapter for 30 minutes. To enable satisfactory in-
teractions with the tools, each group is subsequently
split in two sub-groups in a way that a maximum of
3 children interact together at one PC. For instance:
A.1 focusing on the images; A.2 focusing on the mu-
sic. This process is repeated for the other assigned
chapter (which evokes a contrasting emotion, cf. Ta-
ble 1). This time, the children who previously exper-
imented with music would work on the images and
vice versa. The children generate as many images
and songs as they want in the available time; Then,
the group jointly decide on the best option.
Break (10 min): one of the instructors inserted the
musical tracks generated by the children into the dig-
ital Layout (i. e., Canva) and downloaded the project
in video format. Note that the images where directly
generated/inserted by the children in Canva.
(iv) Exchange and Final Discussion (Co-Working
space, 30 min): after projecting each chapter of the
Fairy-Tale, the children engaged in a short discussion
concerning content and usability experience.
(v) Evaluation (Co-Working space, 10 min): the chil-
dren are invited to individually reflect on their expe-
rience and to fill out a questionnaire used to assessed
the acquisition of the learning goals (cf. Section 3.2).
(vi) Conclusion (Co-Working space, 10 min): finally,
after the core part of the workshop has concluded, the
parents are invited to come into the Co-Working space
and the resulting video is watched together.
3.2 Lifelong Learning Competences
The workshop is framed around three lifelong learn-
ing competences (LLC) defined by the European
Commission: Digital and technology-based compe-
tences (LLC4); Active citizenship (LLC6); and Cul-
tural awareness and expression (LLC8). The core ob-
jectives within each LLC are formulated in line with
the UNESCO guidelines (Miao et al., 2023). Con-
cerning LLC4, the workshop aims to promote the
ability to interact with (procedural skills) but also to
understand (conceptual skills) the basics of AI tech-
nologies. Concerning LLC6, the workshop aims to
instil the importance of AI ethics and the need for
humans to become aware of the opportunities and
risks associated with AI. Finally, concerning LLC8,
the workshop aims to promote creative reflection, a
form of metacognition which emerges from interac-
tions in novel situations and is shown by the ability to
imagine and describe new creative solutions (Cook,
1998, p. 46). Creative reflections would be shown by
children’s ability to imagine how the emotions of a
given chapter could be evoked through musical means
(a process facilitated by the interaction with AI).
For each competence, several learning outcomes,
articulated in knowledge, skills, and attitudes, were
formulated as follows. Concerning LLC4, children
can define AI, successfully interact with the gener-
ative tools, and demonstrate interest in technology.
Concerning LLC6, children can describe risks asso-
ciated with AI, critically evaluate social unfairness,
and demonstrate cooperative and respectful attitudes
towards others. Concerning LLC8, children can de-
scribe connections between musical parameters and
emotional meanings, can appropriately adapt the mu-
sical output to fit the narrative of the chapter, and are
open to experience new co-creative interactions.
The knowledge, skills, and attitudes to be acquired
can be broadly articulated in four general Learning
Goals: LG1, to gain a first understanding and experi-
ence with AI; LG2, to reflect about the ethical impli-
cations of AI; LG3, to experiment in evoking different
emotions through music; and LG4, to collaboratively
explore generative AI to expand the own creativity.
3.3 Teaching Methods
Previous research highlights the importance of pro-
moting students’ content creation through collabora-
tive work on multiple technologies to develop digi-
Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling
625
tal competences (Lakkala et al., 2011). Thus, col-
laboratively creating digital stories, which has shown
to brings great benefits in the classroom (Robin,
2008), seems to be suitable to develop 21st Century
Skills, too. To reach the described learning goals, a
student-centred teaching method implemented within
a project-based learning setting, was employed. The
digital storytelling approach Stories that inform or in-
struct (Robin, 2008), i. e., digital stories partially de-
veloped by the instructors and presented to the chil-
dren in order to convey specific information and pro-
mote the acquisition of concrete skills, was used.
In particular, the acquisition of conceptual knowl-
edge, e. g., defining AI, describing its ethical impli-
cations, and reflecting on relationships between emo-
tions and musical parameters, as well as critical think-
ing skills were promoted through guided discussions,
also known as modern Socratic method (Le, 2019).
Structured dialogues were lead through the Turn-
Taking-Reading strategy, used to collaboratively read
the story plot whose scenes where alternated with
questions posed by the instructor.
Subsequently, each sub-group was assigned a task,
generating either the missing music or the images.
The hands-on skills and attitudes were promoted
through active learning, i. e., the children were ex-
pected to learn by doing (exploring the tools by them-
selves) while the instructor assumed a facilitator role.
3.4 Generative Tools and Resources
A variety of resources (hardware and software) were
used. Hardware: 1 projector and 1 laptop (used by
one instructor); 4 desktops computers (one per sub-
group, i. e., A.1, A.2, B.1, B.2, cf. Subsection 3.1).
Software: ChatGPT, RunwayML, and Tha3 (used
only by the instructors during the preparation of the
Fairy-Tale layout); Canva and AIVA (used also by the
children during the Workshop). All the AI tools were
accessed through a free account. For security rea-
sons, the Leechblock browser-blocker was installed
to make the children only able to interact with Canva
and the desktop version of AIVA.
ChatGPT
2
is a chatbot developed by OpenAI de-
signed to enable natural human-machine written con-
versations. ChatGPT was used by the instructors dur-
ing the workshop preparation to generate the Fairy-
Tale plot. Through iterative exchanges, the content,
language style, and text length were defined. In the
final plot, it is hardly discernible what was proposed
by ChatGPT and what by the instructors—both influ-
enced each other during the co-creative interaction.
No interaction with ChatGPT during the workshop
2
https://chat.openai.com
Figure 2: PC-screen during the interaction with Canva aim-
ing to generate an image that represents the given text
4
.
was considered as the tool is not expected to be used
by children and due to the informative purpose of the
story, its content had to be designed beforehand.
RunwayML
3
is a platform to create and trans-
form visual art with the support of generative AI. It
includes text-to-image technology, i. e., models able
to generate images from a textual description. Run-
wayML was used by the instructors during the work-
shop preparation to modify the background of some
images containing the main characters (generated
with Canva, see below). Although the background re-
placement functionality was also experimentally im-
plemented in Canva, its performance was considered
still sub-optimal to be used in the workshop.
Manual Poser Tool from Tha3 - Talking Head
Anime 3 (Khungurn, 2022) is an application that en-
ables to modify anime facial expressions from a given
image in order to portrait different emotions. It was
used by the instructors to modify the facial expres-
sions of the characters over the story. This was needed
to keep them recognisable across the Fairy-Tale since,
due to the non deterministic output of the text-to-
image generation model in Canva, every time a new
text prompt was written, the protagonists would be
differently generated. Given the difficulty and time
needed to use this tool effectively, the children were
not expected to interact with it but only with Canva.
Canva
5
is an online graphic design tool that en-
ables to intuitively create audiovisual content and was
used for the Fairy-Tale layout including text, images,
and music (cf. Figure 2). Canva also integrates a text-
to-image generator, which was used by the children to
create the images. The example images, including the
source for the main characters (before creating further
variations with RunwayML and Tha3) were also cre-
ated by the instructors in Canva with the Anime style.
3
https://runwayml.com
4
In English, translated as: AI makes judgements based
on a huge pool of data. The extent to which a data pool is
free of bias determines how fair the AI’s answers are.
5
https://www.canva.com
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626
Figure 3: PC-screenshot during the interaction with AIVA
aiming to generate a track evoking the chapter’s emotion.
AIVA
6
is an AI music generation assistant that en-
ables the user to control a variety of elements such
as genre, instrumentation, or chord progression. The
step-by-step option, which leads the user through sev-
eral decision-making steps, was used in the desk-
top version of the tool (cf. Figure 3). At each step,
the children were encouraged to try out different op-
tions, reflect on the chapter’s emotional content, and
then make the musical decisions accordingly. The co-
creative interaction with AIVA implied the following
steps: (i) choosing a musical genre to be taken as ref-
erence; (ii) automatically create a chord progression
from a text prompt; (iii) changing the instruments and
altering specific layers (by removing, re-generating
or manually modifying them) as considered adequate;
(iv) automatically generate and save the final track.
For evaluation, an observation protocol to be filled
out by the instructors and a questionnaire for the chil-
dren were designed. The observation protocol is made
up of eight questions: Q1-Q3 related to the LGs; Q4-
Q8 assessing the appropriateness of the set-up (i. e.,
teaching methods, content, and resources). The chil-
dren questionnaire is divided into five parts: Sec-
tion 1 (assessing the appropriateness of the set-up);
Section 2 (assessing LG1 and LG2); Section 3 (as-
sessing LG3); Section 4 (assessing LG4); and Sec-
tion 5 (an empty box inviting the children to freely
share their thoughts, something typical of elementary
school inquiries and which the children usually use
to creatively express themselves). The question Do
you want to experiment further with AI?, although in-
terpreted according to LG1, is intentionally included
at the end of Section 4. The reason of this is to en-
courage the children in providing more informed an-
swers which would derive from their reflection on the
questions stated over the previous Sections. Common
practices, such as formulating the questions in unam-
biguous and straightforward language, were followed
(Bell, 2007). Due to the preliminary nature of the pi-
lot study as well as constrained resources in terms of
6
https://www.aiva.ai
duration and number of participants, comparative de-
signs assessing pre- vs post-intervention were explic-
itly avoided in favour of qualitative evaluation and a
descriptive interpretation of rating scales. An English
translation of both instruments is freely accessible.
1
4 RESULTS
4.1 Instructors’ Perspective
Concerning LG1, the first impression was that some
children were already particularly knowledgeable and
interested in AI. The ones more active in the introduc-
tory discussion were able to name AI tools they were
familiar with and were eager to know which tools they
were going to use. Their initial idea about AI was
something related to programming and some kind of
human-generated autonomous entity.
Concerning LG2, children were in principle aware
of some potential risks related to AI, but could not
clearly identify them at the beginning. After the prac-
tical experience, in the discussion (phase iv), they
could at least repeat the specific risks illustrated in
the Fairy-Tale. Some children could generalise such
risks by giving examples from their own experiences,
e. g., the fact that generally male like dinosaurs does
not mean that all male must like dinosaurs; thus, an
AI that suggests the latter, would be unfair.
Concerning LG3, the importance of the music for
the audiovisual Fairy-Tale was clear for the children,
who could describe in simple terms how music would
convey specific emotions. Indeed, one of the chil-
dren requested the instructor to combine two gener-
ated tracks in a way the second one would perfectly
fit the last scene of chapter 4, whose generated image
evoked a more modern/active atmosphere (cf. minute
6:18 in the video). Nevertheless, beyond reflecting on
general atmosphere/mood, the relationship between
emotional concepts and musical ones could not be ad-
dressed in detail due to the limited amount of time.
Concerning LG4, the children were generally very
interested in the topic and keen to use the computer.
Some where easily satisfied by the AI-generated out-
put, while others where much more critical and tried
to modify their actions in order to improve the re-
sults. In the latter case, co-creative interactions were
initiated. In some cases, children very engaged and
perfectionists on one task were easily satisfied on the
other, which highlights the importance of considering
children’s interest (beyond tools’ appropriateness) to
enable successful co-creative processes.
In terms of methodological choices, the content
showed to be suitable for the target group. Despite an
Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling
627
initial disinterest concerning Fairy-Tales in general,
probably due to the children’s age (they felt too old
for Fary-Tales), children’s attitude was very positive
when interacting with the actual story, whose topic
was timely enough not being perceived as child-like
content. Indeed, the children were actively engaged
during the whole workshop, i. e., not only in the active
learning part (phase iii), but also in the others.
In terms of technological difficulty, despite an ini-
tial uncertainty about AIVA, both tools showed to be
appropriate for the target group. The children were
able to naturally interact with them and explore be-
yond what was expected. Some of the children au-
tonomously interacted with AIVAs midi track until
they obtained the expected outcome. However, the
time necessary to load new instruments and the low
volume of the chord progression pre-view, led to some
frustration. Concerning the images, some children
showed slight disappointment as they seemed to know
more sophisticated software. Still, the fact that they
were unable to generate the main characters of the
Fairy-Tale due to the non-deterministic nature of the
image generator brought up discussions about the dif-
ference between rule-based and stochastic processes.
The children explored this by running several times
the text-to-image generator on a given prompt.
Another consideration to be made is that while
Canva was available in the native language of the chil-
dren, i. e., German, AIVA was only available in En-
glish. This was hypothesised to limit children’s inter-
action, which was the case for some of them, although
not for all: thus, highlighting the need of tools in lan-
guages beyond English.
Finally, the planned time was slightly short, as
some children intentionally decided not to make the
break in order to refine the generated music/images.
In addition, since the final discussion (phase iv) was
longer than expected, the time dedicated to the eval-
uation (phase v) had to be reduced. Due to this,
some children were not able to finish the question-
naire and requested to do it after watching the video
with the parents (phase vi). In terms of group dynam-
ics, the sub-group interaction was optimal with two
children as this allowed an easier communication and
decision-making while working in groups of three left
one child to some extent apart.
4.2 Children’s Perspective
Concerning LG1, the answers to the questionnaire
show that most of the children were able to provide
a plausible definition of AI, indicating that it is a
technology created by humans which has the ability
to learn. Some of them did not provide an actual
Figure 4: Multiple-choice responses related to LG3.
definition but rather said for what it might be used,
which suggests that addressing the topic more for-
mally would be needed. All of them indicated they
have heard about AI before the workshop, have under-
stood the tasks to be performed, and highlighted their
motivation to work again with AI in the future. To the
question What did you find bad in the workshop? all
answered ‘nothing’ except for one who indicated that
there could have been more variety in the activities.
This however, contrasts with the general opinion that
the time was too short (6 children would have liked
more time, 3 considered that the time was sufficient).
Concerning LG2, all children were able to provide
precise examples of the chances and risks. Concern-
ing examples of how AI can support humans, they
generally (6 of them) considered as most important
that AI can support learning and acquiring knowl-
edge, while one of them mentioned as benefit some-
thing not discussed in the workshop, i. e., the pos-
sibility of using AI to perform tasks dangerous for
humans, such as space travel. Finally, one child in-
dicated that AI would not imply any risk if we take
appropriate precautions while the others considered
that using AI might be associated to some risks. They
were able to repeat those discussed within the Fairy-
Tale, and even formulate new ones, e. g., military use.
Concerning LG3, all the children agreed on the
importance of music for the Fairy-Tale, but only 5 in-
dicated explicitly that it was needed to create the ap-
propriate atmosphere/emotional situation. The music
was perceived as easier to generate w. r. t. the images
(cf. 7 vs 2 in Figure 4, above). This is probably due
to the more abstract options the children imagined for
the music compared to the images. Indeed, concern-
ing the images, the children explicitly referred to the
difficulty of exactly generating what they had in mind.
Thus, in terms of children’s level of satisfaction with
the AI output, a relationship between their interest and
perceived simplicity could be drawn: generating the
music was clearly perceived as simpler and was also
slightly seen as more interesting (cf. Figure 4, below).
Indeed, two children (one of them mostly enjoying the
image task) explicitly expressed that the most inter-
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628
Figure 5: Self-perceived confidence improvement (related
to LG4). X-axis: Children’s confidence with tools similar
to those used in the workshop; Y-axis: Number of answers.
esting task was the one implying less effort (simpler).
Finally, since successful co-creative interactions
might depend on the self-perceived agency, to evalu-
ate LG4, the children were requested to indicate their
general level of confidence with tools like those used
in the workshop (very confident, confident, not so con-
fident)
7
as well as their self-perceived improvement
due to the workshop (no, to some extent, yes). The re-
lationship between these two questions is shown in
Figure 5. The children feeling very confident with
computers (5 out of 9) showed a lower self-perceived
improvement: 2 of them indicated no, i. e., they did
not feel more confident after the workshop, 3 indi-
cated the workshop helped to some extent. On the
contrary, those feeling not so confident showed a pos-
itive trend: one indicated a clear improvement (yes),
the other to some extent. The remaining two children,
both considering themselves confident, perceived a
clear improvement in their own skills after the work-
shop. Although no relationship between perceived
improvement and own creativity development can be
drawn, perceived learning can be seen as a sign of
positive attitude towards the co-creative experience.
Finally, 3 of the children indicated as particularly
good the possibility to do work themselves. This was
the case for 2 children identifying themselves as very
confident as well as for 1 not so confident, and sug-
gest a relationship between active learning and chil-
dren’s enjoyment/motivation. However, the child who
self-identified as not so confident attributed the lim-
ited self-perceived improvement to the fact that dur-
ing the workshop there was not so much explained.
This shows that even if, as expected, active learning
is appreciated by the children, providing sufficient ex-
planations is needed to guarantee meaningful learn-
ing that goes beyond simple interaction, especially for
children with a weaker technical background.
7
Note that an additional option indicating absolutely not
confident was given but none of the children chose it.
5 DISCUSSION
Children’s positive reaction to the music task contra-
dicts to some extent previous works showing users’
overwhelming feelings as a reaction to their limited
involvement w. r. t. the amount of generated musical
content (Louie et al., 2020). A reason for this differ-
ence might be the age of the participants: although
Louie et al. (2020) do not indicate it, by the descrip-
tion it seems they are at least young adults. Thus,
older participants, who had the time to acquire a mu-
sical background, would naturally have more expec-
tations and therefore would be disappointed by an AI
generating too much content which does not mirror
their specific expectations. This was indeed the case
for the children concerning the images, who were dis-
appointed by the non-deterministic output, something
also pointed out by (Louie et al., 2020).
Previous works have shown that children would
change the own attitude towards AI when discovering
that it can speak their native language (Druga et al.,
2019). The workshop’s outcomes show that while the
language did not play a role in the co-creative pro-
cess for some children, interacting in a foreign lan-
guage limited the experience of others. Even for those
whose interaction quality seemed to be independent
of the language, this is only applicable to the investi-
gated scenario. Just because some children’s English
skills were sufficient to explore the interface does not
mean that they would have shown the same attitude
if the interaction had been carried out orally, as in
(Druga et al., 2019). Furthermore, during the inter-
action with AIVA, the children were only expected
to understand the name of some dialogues in English
while they could still insert text prompts in German:
this was explicitly requested by the children.
6 CONCLUSIONS
The presented pilot study suggests that the integration
of AI-child co-creativity within a digital storytelling
framework might be a promising method to promote
several lifelong learning competences. In particular,
music generative tools such as AIVA, with functional-
ities that encourage users’ interaction, are an interest-
ing option to support children’s creativity while im-
plicitly promoting AI-literacy. In addition, the pre-
sented framework might offer educational advantages
with respect to traditional storytelling, since besides
its inherent flexibility towards any instructional con-
tent, it also integrates a powerful active learning com-
ponent, i. e., AI-supported co-creativity.
Despite the positive feedback from the children,
Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling
629
limited discussion about the music-emotion connec-
tions was observed. This was in part due to time con-
straints but also due to the fact that the topic was not
formally addressed in the introduction (which was fo-
cused on AI). Due to the complexity of the topic (to
some extent underestimated), exploring musical emo-
tions through co-creative interactions with generative
AI should be addressed on a specific workshop.
Finally, it goes without saying that due to the small
evaluated sample, these outcomes cannot be gener-
alised beyond the investigated group. Similarly, ded-
icating several sessions to the topic would be natu-
rally beneficial. The presented project should be taken
rather as a proof of concept illustrating how AI-child
co-creativity can be used to promote AI-literacy, even
in a compact format. This might eventually trigger
replication studies in other contexts as well as pro-
mote the engagement of schools in the longitudinal
implementation of such projects, something needed
for an empirical evaluation. Despite its limitations,
the qualitative and methodological discussions result-
ing from this experiment aim above all to rise the at-
tention on a important (under-researched) topic and
by this, eventually inspiring future related works.
ACKNOWLEDGEMENTS
I am immensely thankful to the children for their en-
thusiasm, which is my biggest motivation to explore
new horizons in teaching and learning. Special thanks
go to my student Judith and all others involved.
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