The Drum


Childhood from age 3.


  • Implementation of eye-manual coordination with the improvement of problem-solving skills through a trial-and-error learning method
  • Understanding the concept of cause and effect
  • Increased ability to concentrate
  • Improvement in the mastery of one’s body
  • Increased creativity
  • Understanding the concepts of succession, scanning and cycle of a given phenomenon;
  • Recognition and implementation of a specific action to provoke a phenomenon with a precise order, a certain succession and for a certain duration;
  • Increased ability to measure time intervals between a succession of actions;
  • Increased attention capacity: attention remains high until target is reached
  • Improvement of the working memory, i.e. the ability to monitor and refine its behavior, by correcting the error and changing the response, thus increasing the executive functions
  • Improved flexibility, the ability to vary one’s actions according to feedback from the context;
  • Enhancement of fluency and divergent thinking
  • Increased planning capacity in organizing the actions to be implemented according to a specific hierarchy

Fields of experience

  • The self and the other
  • The body and movement
  • Images, sounds, colors
  • Knowledge of the world


  • Functional alphabetical competence
  • Mathematical competence and competence in science, technology and engineering
  • Digital competence
  • Personal, social and learning to learn competence
  • Competence in cultural awareness and expression

Life Skills

  • Improvement of self-awareness and self-consciousness
  • Improvement in Emotion Management
  • Increased Creative and Critical Thinking
  • Ability to make decisions and problem solving
  • Improvement in effective communication skills
  • Stress management
  • Empathy
  • Negotiation and conflict management skills

Subjects involved

  • Mathematics
  • Music
  • Art and image
  • Geography

How to propose the scenario

Children are given simple instructions with a clear definition of objectives. The introduction to the scenario could be done with the common creation of a poster with the rules or a specially designed teaching card to be included in the notebook. The content of the scenario allows links to scientific and literary subjects.

Examples of activities: 

  • We build a drum: starting from the use of recycled material we build and paint a drum that will serve as a “fake” base for the scenario.
  • Realization of drum sticks with rods and recycled fabric to allow a reflection between “analogical” and “digital” use of the drum instrument.
  • Realization of didactic cards on the concepts of: pulse, beat and musical scale and their implementation through the use of Roboable.
  • Realization of an intercultural project related to the use of the drum in different cultures of origin of children. Putting into practice through the scenario of different musical “styles”.