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Motivation-driven educational game design: applying best practices to music education

Published: 15 June 2005 Publication History

Abstract

Building upon research on motivation theory, we provide insights on how video games can be framed as expert tools that naturally reconcile learning and fun, a worthy goal since students are forced to where players volunteer, namely learning. Our main contribution is to suggest best practices rooted in psychology and motivation theory that we believe should be used when designing educational games.As a case study, we illustrate this approach by looking at the design of our ongoing Cha-Luva Swing Festival project, a video game dedicated to music education. Its overall pedagogical goal is to spur the players' curiosity and creativity by enabling them to easily play music using gamepads as musical instruments. This example perfectly illustrates our results, since motivational lapses due to instrumental limitations often lead to resignation and surrender.

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      cover image ACM Other conferences
      ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
      June 2005
      511 pages
      ISBN:1595931104
      DOI:10.1145/1178477
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 15 June 2005

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      Author Tags

      1. educational games
      2. fun
      3. learning
      4. motivation
      5. music

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      • (2024)"See, Hear, Touch, Smell, and,...Eat!": Helping Children Self-Improve Their Food Literacy and Eating Behavior through a Tangible Multi-Sensory Puzzle GameProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655801(270-281)Online publication date: 17-Jun-2024
      • (2024)Gamifying the Music Classroom10.1093/oso/9780197696644.001.0001Online publication date: 19-Sep-2024
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      • (2023)“So, we kind of started from scratch, no pun intended”: What can students learn from designing games?Journal of Research in Science Teaching10.1002/tea.2191861:4(772-808)Online publication date: 5-Dec-2023
      • (2022)Bunker-Room Mnemonics for Second-Language Vocabulary RecallInternational Journal of Virtual and Augmented Reality10.4018/IJVAR.3048996:1(1-13)Online publication date: 1-Jan-2022
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      • (2022)Exploring the Influence of Demographic Factors on Progression and Playtime in Educational GamesProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555873(1-15)Online publication date: 5-Sep-2022
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