Discovering the Pedagogy and Secrets of Gamification and Game-based Learning Applied to the Music Theory Classroom

Discovering the Pedagogy and Secrets of Gamification and Game-based Learning Applied to the Music Theory Classroom
Author: Jordan E. Montana Richards
Publisher:
Total Pages: 0
Release: 2023
Genre: Music theory
ISBN:

This research project aims to establish the credibility of gamification and game-based learning (GBL) in higher education and online education, specifically for applying digital game-based learning (DGBL) to the twenty-first-century music theory classroom. This research project aims to address the current Education Engagement Crisis, the historical need of engaging students, and adapting the music curriculum to the current technological age. This research project will propose an original digital game concept and framework for teaching music theory core skills and other areas of music-related study in higher education as its contribution to the field and research of music education and digital game-based learning. The proposed game, the Universe of Music Theory: Music Masters (UoMT), will be an immersive, engaging, fun, and interactive, online learning-centered game created for the music theory core curricula and designed to address the preferred learning methods of digital natives. This framework may work alongside any music-core program or course as a MIDI lab activity, course-facilitated, or independent supplemental teaching and learning tool. The UoMT will facilitate unique opportunities to teach, reinforce, and assess music theory concepts in a praxial manner that will enable students to practice music-core skills (Music Theory, Keyboard Skills, and Aural Skills) and explore interconnected music-related disciplines (music academia, natural and scientific sound and music phenomena, and psychology of music). What the student learns in class will increase their in-game efficiency and what the student reviews in the game will increase their in-class efficiency.

Exploring Genre through Gamified Adventures in Elementary Classrooms

Exploring Genre through Gamified Adventures in Elementary Classrooms
Author: Jill T. Tussey
Publisher: Springer Nature
Total Pages: 90
Release: 2024-01-01
Genre: Education
ISBN: 3031417178

This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images to support understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders.

Game-Based Learning and the Power of Play

Game-Based Learning and the Power of Play
Author: Pauline Rooney
Publisher: Cambridge Scholars Publishing
Total Pages: 275
Release: 2016-08-17
Genre: Education
ISBN: 1443898414

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Playful Pedagogy in the Pandemic

Playful Pedagogy in the Pandemic
Author: Emily K. Johnson
Publisher: Taylor & Francis
Total Pages: 133
Release: 2022-08-26
Genre: Education
ISBN: 1000640299

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Gamification Strategies for Music Educators

Gamification Strategies for Music Educators
Author: Luis Enrique Espinosa
Publisher:
Total Pages: 63
Release: 2020
Genre: Blended learning
ISBN:

This curriculum project is designed to provide music educators in the public and private sector with introductory knowledge about the topic of gamification and game-based learning, framed within the scope of an online continuing education course. It is meant for adult learners who teach young musicians in the K-12 range. The course offers a set of strategies and step-based processes that help transform a traditional music lesson plan into an interactive and meaningful learning experience that leverages games. The games created by the students in the course can serve to motivate music students by incorporating a sense of competition and personal achievement in and out of the classroom. Research in game-based design will demonstrate the usability of gamification within music education. This project aims to provide gamified knowledge delivery methods and assessment tools that apply to students in K-12. While one of the goals of gamification is to enhance music education through the creation of fun activities, the curriculum does not lose focus on the importance adhering to the National Core Arts Standards of creating and performing. 1 Game-based learning can complement hard-work and consistent practice through the use of game elements during a music lesson. Educational games can be a valuable method of instruction when a student struggles to understand complex subjects such as music theory by helping the student develop necessary critical thinking skills. Game-based music learning can also increase student interest and participation during class. Keywords: gamification, game-based learning, gamified system design, engagement

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Author: Jonathan Cassie
Publisher: ASCD
Total Pages: 195
Release: 2016-06-28
Genre: Education
ISBN: 1416623035

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Practical Perspectives on Educational Theory and Game Development

Practical Perspectives on Educational Theory and Game Development
Author: Marzullo, Fabio Perez
Publisher: IGI Global
Total Pages: 252
Release: 2021-06-25
Genre: Education
ISBN: 1799850226

The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Game-Based Learning

Game-Based Learning
Author: Curtis A Carter
Publisher: CURTIS A. CARTER
Total Pages: 57
Release:
Genre: Education
ISBN:

Game-Based Learning: A Toolkit for Educators and Mentors" is your essential guide to integrating the engaging power of games into education. This e-book offers a deep dive into game-based learning, providing educators and mentors with the strategies, tools, and insights needed to captivate and educate students of all ages. Key Features: Foundations and Benefits: Understand the core principles and transformative potential of game-based learning. Practical Strategies: Learn to apply game-based learning in your teaching with a variety of tools and techniques. Design Your Educational Games: Discover step-by-step guidance on creating customized games to meet your learning objectives. Assessment Techniques: Master the art of evaluating students' progress through games. Whether you're refreshing your teaching methods or seeking new engagement strategies, this guide equips you for the journey ahead. Transform your educational approach and make learning an adventure with "Game-Based Learning: A Toolkit for Educators and Mentors."

Gamify Your Classroom

Gamify Your Classroom
Author: Matthew Farber
Publisher: New Literacies and Digital Epistemologies
Total Pages: 0
Release: 2014
Genre: Educational games
ISBN: 9781433126703

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Smart Pedagogy of Game-based Learning

Smart Pedagogy of Game-based Learning
Author: Linda Daniela
Publisher: Springer Nature
Total Pages: 239
Release: 2021-09-11
Genre: Education
ISBN: 3030769860

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning