Abstract
Music students face a significant cognitive load, which often causes them to abandon musical studies. Serious games offer a solution to this problem: present educational content in a fun package to increase student engagement and foster self-regulated, independent learning. In this paper we examine serious music games, specifically on the iOS platform. We address three questions: whether these games exhibit the benefits that serious games are considered to have; whether they provide educational value; and whether they offer any improvement over traditional teaching tools. We found that although they can offer the benefit of immediate, automated feedback, the currently available games cover only a small amount of musical knowledge. They also tend to support rote-learning style tasks, resulting in low-level learning outcomes, and do not tailor content to players. Despite these drawbacks the games offer some educational value. However, there is significant scope for continued development in the future.
| Original language | English |
|---|---|
| Title of host publication | DiGRA 2020 - Proceedings of the 2020 DiGRA International Conference: Play Everywhere |
| Editors | Dale Leorke |
| Place of Publication | Finland |
| Publisher | Digital Games Research Association (DIGRA) |
| Number of pages | 13 |
| Publication status | Published - 2020 |
| Externally published | Yes |
| Event | Digital Games Research Association International Conference 2020 - Tampere, Finland Duration: 2 Jun 2020 → 6 Jun 2020 Conference number: 13th http://www.digra.org/digital-library/forums/digra2020/ (Proceedings) https://web.archive.org/web/20200420143605/https://digra2020.org/ (Website) |
Conference
| Conference | Digital Games Research Association International Conference 2020 |
|---|---|
| Abbreviated title | DiGRA 2020 |
| Country/Territory | Finland |
| City | Tampere |
| Period | 2/06/20 → 6/06/20 |
| Internet address |
Keywords
- educational games
- mobile games
- music education
- serious games
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