A Study on the Application Method of Creative Music Class by using DAW(Digital Audio Workstation) based Garage Band Software

2017 ◽  
Vol 33 ◽  
pp. 93-114
Author(s):  
SeungHyeok Son ◽  
2021 ◽  
pp. 27-39
Author(s):  
Will Kuhn ◽  
Ethan Hein

This chapter presents an optimal equipment list for establishing a creative music technology lab. While preservice music teachers are taught how to purchase and maintain instruments, they are rarely given equivalent advice for music production tools. This chapter provides practical recommendations for purchasing and maintaining hardware, software, and furniture, including computers, digital audio workstation software, headphones, MIDI controllers, microphones, tables, podiums, display screens, and soundproofing. Suggestions are given for arrangement and design of the overall space as well as design of individual workstations. The chapter also includes suggestions for managing wear and tear on equipment, for maintenance and cleaning routines, and for sustainable budgeting. Finally, for situations where the optimal setup is not immediately attainable, the various items described here are ranked in terms of priority.


Author(s):  
Rue Lee-Holmes

The chapter focuses on examining musical creativity in middle school general music by the use of digital technology, from the perspective of a middle school music teacher who is working with digital natives. It provides practical lesson plans concerning the use of digital audio workstation (DAW) apps and Chrome Music Lab apps to compose music, music notation apps for notating compositions, and ScratchJr for creating music tutorials. Tablets and hand-held devices are morphed into tools for adolescents to express their creative musicianship, leading to a transformation of a middle school general music class.


2017 ◽  
pp. 219-264
Author(s):  
David Miles Huber ◽  
Robert E. Runstein

2010 ◽  
Vol 13 (1) ◽  
pp. 21-26
Author(s):  
Barry Truax

This article outlines the author's views on the contemporary social and economic situation of electroacoustic music and digital technology in general. The dominance of commercial interests in shaping the listener, the artist, and the definition of culture is examined. Issues associated with digital technology, such as standardization, de-skilling, and upgrades, are discussed with respect to artistic practice. It is argued that marginalized artforms such as electroacoustic music have benefited from the windsurfer availability of the digital audio workstation (DAW) for production and the Internet for distribution, but no analogous avenue exists for the creation of the consumer.


2021 ◽  
Vol 1 (2) ◽  
pp. 42-47
Author(s):  
Mas Drajad Jiwandono ◽  
Dilla Octavianingrum ◽  
Gandung Djatmiko

Masa darurat COVID-19 menuntut proses pembelajaran dilakukan secara daring. Hal ini menghambat proses pembelajaran praktik karawitan di SMP Negeri 2 Kretek, Bantul DIY. Oleh karena itu inovasi media pembelajaran cukup dibutuhkan seperti pemanfaatan Digital Audio Workstation (DAW) Logic Pro X dan aplikasi E-Gamelan. Tujuan penelitian ini adalah untuk mendeskripsikan penggunaan DAW Logic Pro dan E-Gamelan sebagai alternatif media pembelajaran praktik karawitan secara daring. Pengumpulan data ditempuh mulai dari observasi, wawancara, dan analisis dokumen yang berkaitan dengan permasalahan tersebut. Sumber data dalam penelitian ini adalah guru dan peserta didik di sekolah terkait. Teknik validasi pada penelitian ini menggunakan validasi triangulasi teknik. Hasil penelitian menunjukkan bahwa penggunaan media Logic Pro X dan E-Gamelan dalam proses pembelajaran praktik karawitan SMP cukup efektif membantu guru dalam mencapai tujuan pembelajaran. Lebih lanjut, sebagian besar para siswa memberikan respon positif terhadap proses pembelajaran yang dilaksanakan.  The COVID-19 emergency period demands that the learning process be carried out online. This hinders the learning process of karawitan practice at SMP Negeri 2 Kretek, Bantul DIY. Therefore, learning media innovations are needed, such as Digital Audio Workstation (DAW), Logic Pro X and the E-Gamelan application. This study aims to describe the use of DAW Logic Pro and E-Gamelan as alternative media for learning karawitan practice online. Data collection was taken starting from observation, interviews, and analysis of documents related to these problems. Sources of data in this study were teachers and students in affiliated schools. The validation technique uses a triangulation validation technique. The study results indicate that using Logic Pro X and E-Gamelan media in the learning process of junior high school karawitan practice is quite effective in helping teachers achieve learning goals. Furthermore, most of the students gave a positive response to the learning process carried out. 


Author(s):  
Adam Patrick Bell

This chapter presents a portrait of DIY (do-it-yourself) recreational recording as it exists currently, using the personal example of a band’s music making processes. It also examines the evolution of DIY recording from its genesis to its current iteration (e.g., digital audio workstation) to illustrate how present practices have been informed and influenced by past practices. While DIY recording may not always be recreational by nature, the chapter focuses specifically on DIY recording as a leisurely pursuit. The ethos of DIY, self-sufficiency, is summarized by the idea that music making is all about producing your own music using whatever resources are available to you. Interspersing autoethnographic excerpts with an analysis of select primary and secondary historical documents on recording (home studio, project studio, tape recording, audio engineering), this chapter charts the development of DIY recreational recording as a process-based music making practice tethered to the tenets of ease of access and ease of use.


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