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Gamification in teaching music : case study

机译:音乐教学中的游戏化:案例研究

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摘要

The study presented here aims to assess the quality of learning that occurred by the introduction of an educational application in the teaching/learning process of music education – 2nd cycle of basic education. The investigation focused on the use of a set of multimedia materials designed to provide support for instrumental practice (recorder and guitar) and backing vocals, according to the technique of the sing along. The students had access to the materials in two ways: in the first case, they were presented as an activity supervised by teacher in classroom context; in the second, students could gain access to the multimedia materials so proactive, through the Moodle platform. In this case, students were invited to participate in a game, conceived as a step-by-step journey, in which they were required to answer random questions to unlock the desired multimedia materials.The study reported in this paper adopted a methodology based on the comparative analysis of data from three groups, one in which they use the media materials under the supervision of Professor; in another were presented as a game hosted in the Moodle platform and yet another, with the function of control group, where students were taught the same programmatic content, however without recourse to a game or multimedia materials. The findings seem to point to an increase in the level of internal motivation in groups in which students used the multimedia materials, the group involved in the game seemed to develop parallel skills in other adjacent areas.
机译:这里提出的研究旨在评估在音乐教育的教学过程中引入教育应用程序所产生的学习质量–基础教育的第二个周期。这项调查着重于使用一组多媒体材料,这些材料旨在为乐器练习(录音机和吉他)和支持人声提供支持,具体取决于演唱的技巧。学生可以通过两种方式访问​​这些材料:第一种情况是,他们是在老师的监督下作为活动进行介绍的。第二,学生可以通过Moodle平台访问如此主动的多媒体材料。在这种情况下,学生被邀请参加一个游戏,该游戏被视为一步一步的旅程,要求他们回答随机问题以解锁所需的多媒体材料。本文报道的研究采用了一种基于对三组数据的比较分析,其中一组在教授的指导下使用媒体资料;另一项则是在Moodle平台上托管的游戏,另一项则是具有对照组的功能,在该组中,学生可以学习相同的程序内容,而无需求助于游戏或多媒体材料。这些发现似乎表明,在学生使用多媒体材料的小组中,内部动机的水平有所提高,参与游戏的小组似乎在其他相邻领域发展了相似的技能。

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