Project Description

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”.

Download files for Scratch 3

Download emotional mask