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Book Gamifying the Music Classroom

Download or read book Gamifying the Music Classroom written by ANDREW. LESSER and published by Oxford University Press. This book was released on 2024-10-08 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gamifying the Music Classroom, author Andrew J. Lesser, Ed.D., provides an introduction to how in-service and pre-service school music teachers can use digital games in educational contexts and shows how to successfully use them to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. The book features specific examples of over 40 digital games in the form of lesson plan outlines that are connected to educational objectives and National Core Arts Standards and that are designed to be implemented in multiple classroom technology environments.

Book Gamifying the Music Classroom

    Book Details:
  • Author : Andrew J. Lesser
  • Publisher : Oxford University Press
  • Release : 2024-09-24
  • ISBN : 019769666X
  • Pages : 201 pages

Download or read book Gamifying the Music Classroom written by Andrew J. Lesser and published by Oxford University Press. This book was released on 2024-09-24 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamifying the Music Classroom: Digital Tools for Practical Application spotlights the application of digital game-based learning tools to enhance a General Music curriculum with a focus on grades K-8. Digital games, often referred to as video games, have the potential to act as effective educational resources in the teaching of musical concepts and skills. In this book, author Andrew J. Lesser, Ed.D., provides an introduction to how digital games can be used in educational contexts for in-service and pre-service school music teachers and shows how to successfully use them to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. The book features specific examples of over 40 digital games in the form of lesson plan outlines that are connected to educational objectives and National Core Arts Standards and that are designed to be implemented in multiple classroom technology environments. The games are organized into individual lesson templates which include learning objectives, detailed game descriptions, procedures for multiple classroom environments, differentiated instruction, assessments, and extensions. Supplemental tutorial videos of each game are available on the companion website. Gamifying the Music Classroom showcases digital game-based learning technology as a valuable tool not only to produce new and innovative ways to teach music, but to create meaningful experiences for all students.

Book Gamification Strategies for Music Educators

Download or read book Gamification Strategies for Music Educators written by Luis Enrique Espinosa and published by . This book was released on 2020 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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

Download or read book Discovering the Pedagogy and Secrets of Gamification and Game based Learning Applied to the Music Theory Classroom written by Jordan E. Montana Richards and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Enhancing Students  Motivational Capacities in Music Classrooms Through Gamification of Curriculum

Download or read book Enhancing Students Motivational Capacities in Music Classrooms Through Gamification of Curriculum written by Nikita Mamedov and published by . This book was released on 2024 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study examined the influence of gamification on students' motivation in the music theory curriculum in eighth through twelfth grades. The study measured students' motivation by applying a gamified assessment method in the high school music coursework covering music theory in the curriculum. Through educational gamification, self-regulated motivation, interest and enjoyment, competence, and autonomy were assessed within the student motivation. The study employed an experimental research design with 57 participants in the control group and 59 participants in the experimental group enrolled in music courses at the North America International School in Shanghai, China. The control group completed the traditional learning path, while the experimental group underwent the gamified approach. Data was collected through a questionnaire where students ranked a series of statements on a 5-point and 7-point Likert scale. Descriptive statistics, independent-sample t-tests, paired t-tests, ANCOVA, and ANOVA analyses were employed. Findings showed that the gamification of the music theory content significantly influenced the experimental group students' self-regulated motivation within the three theory modules of the respective music curriculum. Additionally, the gamification of the music theory content significantly influenced these students' competence levels within the three theory modules of the respective music curriculum. It was concluded that the gamification of music theory content substantially improved experimental group students' self-regulated motivation and competence levels within the three theory modules of the respective music curriculum. The study's findings contributed to the relevant literature on the use of gamification as a teaching and learning strategy. Findings would also help policymakers and practicing educators in developing effective instructional strategies for promoting students' motivation through gamification.

Book Gamification in Music Education

Download or read book Gamification in Music Education written by Mary Yanos and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This review of literature comprehensively examines gamification and, specifically its relationship to education, music education, and motivation. First, the definitions of gamification, as well as intrinsic and extrinsic motivation are presented. Gamification in practice is examined in contexts outside of education. Then, gamification is explored in its applicability to education, particularly why gamification is a good fit for education and in what educational contexts gamification has already been used. The various benefits and drawbacks of gamification in an educational setting are then presented. The relationship between video games and motivation is examined, and then how gamification works to increase motivation in students in an educational context. Gamification’s application in a music education context is then explored. Finally, a means of implementing gamification is explored by examining the needed mindset and competencies needed for it. Then, specific design elements of implementing gamification in education are explored, as well as the game mechanics that supports those design elements.

Book Gamify Your Classroom

Download or read book Gamify Your Classroom written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book A Galaxy of Games for the Music Class

Download or read book A Galaxy of Games for the Music Class written by Margaret Athey and published by Prentice Hall. This book was released on 1975 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Grade level: 1, 2, 3, 4, 5, 6, 7, 8, k, p, e, i, s, t.

Book Level Up Your Classroom

Download or read book Level Up Your Classroom written by Jonathan Cassie and published by ASCD. This book was released on 2016-06-28 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?

Book The Multiplayer Classroom

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Book Gamification in Education  Breakthroughs in Research and Practice

Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Book Gamification in Learning and Education

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Book 101 More Music Games for Children

Download or read book 101 More Music Games for Children written by Ger Storms and published by Hunter House. This book was released on 2001 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Music games are relaxing and playful. They encourage creativity both in children's imagination and expression. All players need is a willingness to have fun and to experience the joys of interacting with others. The games include rhythm games, dance and movement games, card and board games, and musical projects. All of the games stress humor, challenge, surprise and cooperation rather than competition.

Book The Psychology of Music Teaching

Download or read book The Psychology of Music Teaching written by Edwin Gordon and published by Prentice Hall. This book was released on 1971 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author seeks to provide insights into how students learn music and focuses on musical aptitude and musical achievement.

Book Learning  Education   Games  Volume 3  100 Games to Use in the Classroom   Beyond

Download or read book Learning Education Games Volume 3 100 Games to Use in the Classroom Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-18 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Book The Gamification of Learning and Instruction Fieldbook

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Book 101 More Music Games for Children

Download or read book 101 More Music Games for Children written by Jerry Storms and published by Turner Publishing Company. This book was released on 2001-11-13 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: This action-packed compendium offers parents, teachers, and anyone else who works with kids a wide array of ingenious sound and dance activities from a variety of cultures to get kids singing, dancing, listening, interacting, and involved. 101 More Music Games for Children includes games that facilitate musical development, such as sound games, rhythm games, game projects, and card and board games. All of them have simple, clear rules, and they stress excitement, humor, challenge, surprise, and cooperation rather than competition. Whether or not kids are "musical" or play an instrument, these activities can help them: develop musical skills such as spontaneous singing; create, play, and recognize various rhythms; appreciate the structure of sounds; and learn how to play with all kinds of instruments. Like its best-selling predecessor, this book encourages and enhances creative expression, social interaction, family relationships, and kids' budding powers of listening, concentration, and discrimination.