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Guerreiro Figueiredo, Mauro Jorge

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  • Project "Flappy Crab": an edu-game for music learning
    Publication . Gomes, Cristina; Figueiredo, Mauro; Bidarra, José; Gomes, José
    This paper discusses some possibilities of gamification and remixing process for music education. Analyses also 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 article begins with a brief introduction to the concepts of education, gamification, remix and mashup and software development. After that, we will make the summary presentation of the music edu-game “Flappy Crab”, a clone of the GEARS Studios Flappy Bird, developed for mobiles devices with the Unity3D game-engine.
  • Project Flappy Crab : an edugame for music learning
    Publication . Gomes, Cristina; Figueiredo, Mauro; Bidarra, José; Gomes, José
    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.