## 4 Some Educational Applications of the System  
In the course of the development of the tools presented in this study, different sound creation workshops have been carried out with the participation of students from different educational contexts, which have served as a guideline for the design of these didactic activities (Figure 23). In this sense, the practical applications presented here aim to offer the reader some simple ideas about their didactic possibilities applied in music education.  
Vignette number 1: _A story sound_  
Students will select a short literary narrative to carry out a sound process. Initially, a planning phase will be carried out, in which sound elements representing actions, characters, and environments described in the text will be identified and assigned. Then, using the Play Box hardware, students will develop a process of sound exploration to search for sounds that fit the characteristics of the text, encouraging the use of experimental and creative methods. The post-production phase will involve the digital manipulation of these sounds through the effects of the software Imaginary Play Box v.1. Then, using the recording of the story and playback on the _external sampler_, a precise synchronisation with the narrative structure of the story will be sought. The activity will culminate in a group presentation in which each team will present their sound work, leading to a critical discussion on the aesthetic and technical decisions taken.  
Vignette number 2: _Composing sound for video_  
Figure 23: Students’ sound experimentation processes with the Play Box and different hardware effect modules.  
A video clip without sound will be selected for this activity. Students will carry out a detailed analysis of the visual content to determine specific sound requirements, such as ambience, dialogue, and incidental music. Using the Play Box, participants will experiment with generating sounds that correspond to the visual dynamics of the clip, promoting innovation in sound manipulation and capture. The integration of these sounds will be carried out using the software, where timing and final mix adjustments will be made. In this activity, two versions will be presented, one of a real-time sound recording using the Play Boxes connected to the software and another post-production activity that will involve recording work using different software in combination with the Imaginary Play Box.  
Vignette number 3: _Sound library generation_  
In the design of different projects, the creation of original sound is a common creative activity in the professional world and is very motivating for students. In this sense, this activity will be based on a small debate where students will discuss and define the categories of sounds that will be most beneficial for their library, considering a variety of contexts and applications. The process of creating sounds through the Play Box will be able to combine sounds from other sound sources, from ambient sounds to vocals, which can then be mixed through the different effects modules that make up the Imaginary Play Box software v.1. The detailed organisation and cataloguing will allow for an efficient and effective retrieval of the sounds for their application in different pedagogical and creative contexts.