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  • Projeto “Flappy Crab”: um jogo educacional para o ensino da música
    Publication . Gomes, Cristina; Figueiredo, Mauro; Bidarra, José; Gomes, José
    Este artigo apresenta um jogo educacional, o projeto “Flappy Crab”, destinado ao ensino de conteúdos programáticos relacionados com a disciplina de Educação Musical. Fazendo uso de processos tais como a gamification e o remix, pretende avaliar os possíveis impactos que a sua utilização porventura possa ter na aprendizagem e desenvolvimento de competências relacionadas com a memória auditiva, a discriminação qualitativa de alturas de sons musicais (em uma tessitura de uma oitava com ponto central nos 440 Hz), a identificação visual dos símbolos da notação musical e respetiva organização segundo as regras gramaticais da grafia sonora. O jogo está a ser introduzido junto de um grupo de cerca de 30 adolescentes, durante um período de, aproximadamente, 6 meses, ao longo dos quais serão recolhidos dados; todavia, no presente artigo, far-se-á já a resenha dos dados preliminares até à data recolhidos. Neste artigo falaremos igualmente, ainda que de forma sucinta, do motor de jogo utilizado no desenvolvimento desta aplicação educativa, o UNITY.
  • 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.
  • Gamification in teaching music : case study
    Publication . Gomes, Cristina; Figueiredo, Mauro; Bidarra, José
    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.