Abstract
This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concepts listed above, trying to consider them in the school context. After that, we will make the summary presentation of the music educational game FLAPPY CRAB, a clone of the GEARS Studios Flappy Bird, developed for mobile devices and other platforms with the UNITY 3D© game engine. In this chapter we’ll talk yet, albeit briefly, about the game engine used in the development of this educational application. This educational game aims to assess the possible impacts that its use has on learning and skill development related to auditory memory, qualitative discrimination of musical sound height (pitch—in the range of an octave with a central point in 440 Hz), visual identification of musical notation symbols and its relative organization according to the grammar rules of traditional music spelling. The game has been tested by a group of approximately 30 teenagers over a period of about 6 months, over which data was collected. In this chapter, we will present a review of the preliminary data collected to date.
Keywords
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Brooke, J. (1996). SUS: A ‘quick and dirty’ usability scale. In P. W. Jordan, B. Thomas, I. L. MacClelland, & B. Weerdmeester (Eds.), Usability evaluation in industry (pp. 189–194). London: Taylor & Francis Ltd.
Buzato, M. E., Silva, D. P., Coser, D. S., Barros, N. N., & Sachs, R. S. (2013, Oct./Dec). Remix, mashup, paródia e companhia; por uma taxonomia multidensional da transtextualidade na cultura digital. Revista Brasileira LInguistica.
Cavalcanti, C. R. (1996). Da Alexandria do Egito à Alexandria do Espaço. Brasília: Thesaurus.
Csikszentmihalyi, M. (1990). Flow. The psychology of optimal experience. New York: Harper and Row.
Deterding, S., O’Hara, K., Sicart, M., Dixon, D., & Nacke, L. (2011). Gamification: Using game design elements in non-gaming contexts. CHI 2011 (pp. 7–12). Vancouver, BC, Canada: ACM.
Kapp, K. M. (2012). The gamification of learning and instruction—Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Katz, M. (2009). Recycling copyright: Survival & growth in the remix age. New York: Hein Online.
Lee, J. J., & Hammer, J. (2011, March). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 146–151.
McPherson, G., & Gabrielson, A. (2002). The science & psychology of music performance. Oxford: Oxford University Press.
Nielsen, J. (1999). Designing web usability: The practice of simplicity. Fremont, CA: Nielsen Norman Group.
Priebasch, S. (2014, July 28). The game layer on top of the world. Retrieved from Ted Talk 2010: http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html.
Wu, M. (2014, Julho 28). Gamification 101: The psychology of motivation. Retrieved from http://lithosphere.lithium.com/t5/Building-Community-the-Platform/Gamification-101-The-Psychology-of-Motivation/ba-p/21864.
Acknowledgements
We thank the students, teachers, and others who tested FLAPPY CRAB and also the CRE -Educational Resource Center-AEPL EBLB, Matosinhos, where the game is installed.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Gomes, C.M.C., Figueiredo, M.J.G., Bidarra, J., Gomes, J.D.C. (2016). Project Flappy Crab: An Edugame for Music Learning. In: Spector, J., Ifenthaler, D., Sampson, D., Isaias, P. (eds) Competencies in Teaching, Learning and Educational Leadership in the Digital Age. Springer, Cham. https://doi.org/10.1007/978-3-319-30295-9_18
Download citation
DOI: https://doi.org/10.1007/978-3-319-30295-9_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-30293-5
Online ISBN: 978-3-319-30295-9
eBook Packages: EducationEducation (R0)