Developing Games for the Purposes of Rote Learning for Keyboard and Piano

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Authors: Brett, J., Gladwell, T., Xu, N., Amelidis, P., Davis, T. and Gatzidis, C.

Journal: CoG

Pages: 724-727

Publisher: IEEE

ISBN: 978-1-7281-4533-4

This data was imported from Scopus:

Authors: Brett, J., Gladwell, T., Xu, N., Amelidis, P., Davis, T. and Gatzidis, C.

Journal: IEEE Conference on Computatonal Intelligence and Games, CIG

Volume: 2020-August

Pages: 724-727

eISSN: 2325-4289

ISBN: 9781728145334

ISSN: 2325-4270

DOI: 10.1109/CoG47356.2020.9231779

© 2020 IEEE. This paper describes the development of a set of three video games designed to reduce the high drop-off rates associated with learning to play the piano/keyboard by gamifying rote tasks that require monotonous practice. By defining our own understanding of what musicianship is and creating a custom framework for assessment through the use of existing curriculum, we have chosen specific areas which require the most rote learning and are critical to developing motor skills and to building an understanding of music; these include learning and practicing scales, keeping in time with tempo and the basics of hand coordination and fingering styles. Existing solutions that attempt to resolve the issue of high drop off rates observed with beginner instrument learners use elements of gamification in order to enrich their learning experiences and also help increase motivation. These approaches do work but in most cases they offer short term solutions; a key issue is retaining users over long periods of time and ensuring that they practice consistently and regularly. We developed solutions which offer a way for learners to practice in an engaging and entertaining way, with the intention to reduce the drop-off rates and lower the barrier for entry to learning piano/keyboard.

The data on this page was last updated at 05:23 on February 23, 2021.