This document discusses using video games in music education. It makes four key points: 1) Games have long been used in music education, 2) Video games are popular with today's students, 3) Games impact both what and how students learn, and 4) Video games can bridge formal and informal music learning. It then describes a research project where pre-service music teachers used Guitar Hero to create arrangements and develop their perspective on using games in education. Most students changed their view to seeing games as valid for musical engagement after this experience.
7. What is of interest to me…?
Music Participation….Why do people do music?
1)understand the nature of musical creation in terms
of performance, consumption, and preference,
2)explore how music is transmitted, or taught and
learned, within the confines of culture, and
3)seek the underlying meanings of musical practices
and musicianship within the context of culture
through ‘everyday’ musical interactions.
9. Four Important Points
1. Games are nothing new in music
education.
2. Video games are the media of choice for
this generation.
3. Games shape not only what we learn, but
how we learn.
4. Video games breach the gap between in-
school and out of school musical doings.
12. Defining games in education…
Gaming
– Social Interaction Theory (Vygotsky, 1978)
– Social Learning or Social Cognitive Theory (Bandura, 1977)
– Constructivism (Bruner, 1966; Jonassen, 2006; Papert, 1998)
– Situated Learning (Lave & Wenger, 1991)
Games in music and music Education are nothing new!
The presentation and genre of games has changed.
Fun games AND Serious games
- MMPO -CoTS -Created L and S
13. How games are studied…
Constance Jim Gee
Kurt Squire
Steinkuehler
14. Guitar Hero
Research
Project 1 Project 2 Project 3
15. Gaming’s Effect on Music Education
Imagined and Virtual Musical Communities
(Clements, Cody, and Gibbs, 2008)
Across the country there has been a
surge of enrollment in middle
and high school level guitar classes.
We believe this is due, in part, to the success of guitar
based video games. Video 1
Musical gaming may be influencing students’ perceptions
of their personal musical ability and may even be
changing what it means to be musical. Video 2
17. Musical Notation
Project 1 –
Nonmusical Element
Inability to create new music
sounds/tunes within game
play.
Transcribed from Guitar Hero 3
18. Guitar Hero - World Tour Music Studio
Additional Instrumentation in
Game Play
• Lead Guitar, Bass, Drums and Vocals
Music Studio
• The ability to input original
compositions
• Lead guitar, Rhythm Guitar, Bass,
Keyboard, and Drums
• The creation of Guitar Hero based
notation for playback by others
GH Tunes
• The ability to share original
compositions with others via the
Guitar Hero platform
23. Pre-Experience Perspectives
INSTRUCTOR
The instructor had some trepidation going into this project about her
comfort level using this form of technology, the ways in which
“I was students might view the be technical glitches. setting, and the
music afraid that there would use of gaming in this Even after
hours of practice, I am still finding open to trying something new.
extent to which students would be difficulties within the game and
am struggling to determine if this is the best way to introduce
students to the uses of gaming in education.”
“These are School of Music students who have dedicated much of
their lives to perfection in their (music) studios and I fear that this
will be viewed as simply entertainment that has no place in formal
education.”
26. Post-Experience Perspectives
INSTRUCTOR
VIDEO 4
Formal and Informal Instruction
“The students have really come together through this project. I have
seen them transform from instruction seeking to class leading, a
transition I didn’t expect to see… not only are they excited about playing,
they are excited about the possibilities the technology is providing in
terms of their future teaching.”
“The class quickly became informal. The students were learning and
teaching one another as is often seen in the (musical) creation processes
of professional or community musicians.”
27. Post-Experience Perspectives
Instructor
“This whole process has been reminiscent of my
experiences as a middle school teacher – when the
music classroom was a general hang out for
students.
Not only are the students enjoying the process, they
are enjoying each other. Music has once again
become ‘cool’ and inhibitions and competition,
which are common place at the collegiate level,
have faded.”
28. Song Construction Instructor’s Observations
There were numerous technical difficulties during each
recording session that hampered students’ progress.
• controlling the tempo and audible click track
• lack of familiarity with the PlayStation and Music Studio
TM
program
• controllers falling asleep from inactivity
• the lack of ability to edit recorded sound at the level most
students had experienced using professional level recording
programs.
Video 5
29. Conclusions
1. Will use of musical video games alter pre-service music educators’
perspectives about the validity of gaming as a means for musical
engagement?
– As evident by the data collected, it appears that even the most simple uses of
gaming in educational practice can have a positive effect on the perceptions
of pre-service music educators.
2. Is it possible for pre-service music educators to create simple musical
arrangements within game play to guide their future students toward actual
guitar playing?
– Due to the technological difficulties within Music Studio, it does not appear
to be practical at this time to create meaningful lessons within the program.
• This is not to say that pedagogical ties between virtual and actual guitar playing
are not present, simply that the technology has yet to be developed within the
game to allow for the precision needed to make arranging meaningful and
consistent.
30. Educational Music Gaming:
Pre-service and Middle School Perceptions
Clements & Stubbs (2010)
Project 3
1. What are the perceptions of preservice music educators and middle school general music
students to a musical gaming project?
1. Is it possible to create meaningful music and guitar lessons for middle school level students
using Guitar Hero?
– Intermediate level guitar preservice teachers created a new song in GH World Tour
– Lesson plans combining virtual playing and real playing were developed
– Preservice students taught the lesson over a two-week period in a local seventh grade general music
classroom.
Preliminary results
– The preservice teachers interest in using Guitar Hero as a teaching tool lowered from second study, with
only 68% responding that the game enhanced their teaching.
– 94% of middle school students ranked this activity as one of the most “enjoyable” they had experienced in
music class.
– A strange dichotomy between the perceptions of the preservice and middle school students regarding the
worth of video game use in the classroom.
31. TLT Fellowship: Musical Play
1) Research project on Musical Play
- Comparison of traditional form of musical play and new
form including video game technology
- 10 children ages 3-15
- 4 play dates, 2 “in home” and 2 in the EGC Lab
- Traditional Musical Items
- Balls, jump ropes, hand clap games, chants, instruments
- Musical Video Games
- Blog and Movie
32. Movement
Uses:
• Warm-up movements in rehearsal
• Physical demonstration of beat/pulse
• Dance/movement in general music settings
Details:
Sample 1
•Cost – under $30.00
Sample 2
•Classroom appropriate
•No dance pad needed Sample 3
33. Theory
Uses: Uses: Uses:
• Individual or class • Individual in front • Individual or class
of class
• Rhythm & pitch • Rhythm building
building skills • Rhythm & pitch skills
building skills
Sample 1 Rhythm Sample 1 - Pitch Sample 1- Beat
Sample 2 Chords Sample 2 - Chords
34. Theory Continued
Uses: Uses:
• Individual or class • Individual or class
• Rhythm building • Rhythm building
skills skills
Sample 1 Chorus Sample 1
Sample 2 Robot
Sample 3 Mix
35. Singing and Playing
Uses:
• Individual or class
• Playing and/or singing skills
Sample 1 Sample 1- Maestro Sample 1
Sample 2 Sample 2 - Bells
Sample 3 Sample 3 - Instruments
36. Composition
Uses:
• Individual or class
• No points, score, or ability to “win”
•Free arrangement and composition
Sample 1 Sample 2 Sample 3
Sample 5 Sample 6 Sample 7 Sample 8 Sample 9
37. Thank you!
This presentation was supported by the
TLT Faculty Fellows Program
http://tlt.its.psu.edu/faculty/fellowship
and the
Educational Gaming Commons Engagement Initiative Program
http://gaming.psu.edu/
Check out our Blog!
http://blogs.tlt.psu.edu/fellows/
Clements Fellowship Project
http://ets.tlt.psu.edu/wiki/Children%E2%80%99s_Music_Play
38. Thoughts to ponder…
Every time we succeed in creating an additional, genuine culture of
musical involvement in the schools, we expand our relevance, our
value, and our claim to be a basic subject capable of serving all
students rather than only a small minority.
… Opening ourselves to these possibilities allows our profession to
become all it is capable of becoming, to serve all the students it is
capable of serving, to demonstrate by its actions that it is worthy of
the full support of its culture rather than trying to coerce that
support by endless pleadings for a program attractive to few.
(Reimer, 2004)
39. Thank you!
This project was supported by a grant from the
Penn State Educational
Gamming Commons.
The PSU Educational Gaming Commons is
creating a community of users who will support
both physical and virtual infrastructure to
promote the broad impact of gaming within the
teaching, learning, and research environment.
For more information please see the following website:
http://gaming.psu.edu/