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TME Week 12B Notes

First Half with James Humberstone

Stephen Heppell – Mobile devices in the classroom

  • They have an entitlement, not in a negative way, but because they know how good it can be – you can’t ask them to turn that stuff off once they know

  • Schools have always appropriated technology for their own ends (slide rule, calculator, lap top) à but now we don’t really have one size fits all for mobile phone

  • Students want a great learning environment, where they can bring their own technology

  • We are in a period of post-appropriation

A note on violent video games

  • In the research there is clearly a link between violent video games that are realistic (i.e. good graphics and people being shot/maimed) and increased aggression

  • But you can limit the effects if the graphics are less realistic or you are shooting monsters

Core Content: Richard Gill

  • Studying is preparation for making it

  • We make it, and then we make it up (i.e. performance and then composition)

Remix and Remake for O Fortuna

  • This was a unit done at MLC Burwood while James was there

  • Taking a performed work in ensembles, and then pulling apart key rhythms

What is remix and mashup in reality?

  • It’s the Grey Album (White Album and Black Album combined)

  • Girltalk – every single stem is sampled, not a single thing is from a synth or a drum sequencer

  • tuberemix.com (based on thru-you.com)

Hugo Pierre Le Clerk a.k.a. Madeon

  • Self-learning! Knowledge has changed

  • Frank Xavier is also a self-taught guy

Using Launchpad for iPad

  • They have sounds/loops that already work together

  • But the really powerful element is in the editing à you can load your own samples and then make your own live remixes using the Launchpad

New Core Content?

  • [took a photo of it; included in the reflection]

Second Half – Digital Game-Based Learning (with Rebecca Ly)

Intro: played singsmash

Game categories

  • Gamification:

  • Practicia --> browser-based LMS

  • It takes game mechanics (points, levels, rewards) and puts them into music practice

  • Serious Games: games made for non-entertainment (education, health and training)

  • Staff wars, flashnote derby

  • Entertainment games: guitar hero, tap tap revenge

Do games actually work to teach people things?

  • Bogost, 2012 – “why gamification is bullshit” --> cow clicker

  • He said it’s a way to manipulate people into spending time and money --> it’s not actually good for you

  • Hanus & Fox, 2012 – study conducted on university students

  • One group got a gamified curriculum – leaderboard, acquired through badges (only needed 6 badges but you could get up to 22)

  • Control group had a normal course on the LMS

  • Control group did better in the end

Digital game-based learning: Does it work?

  • Flow: being so engaged in something that you don’t even notice the passing of time

  • (Cassidy & Paisley, 2013) did a study on guitar hero and found it provided a sense of flow

  • Affinity spaces: things like fan fiction and forums

  • (Gee, 2007; Havre. 2016) Affinity spaces are very open; no discrimination because you can’t see people

  • Guitar hero afterschool music program --> students who had never had music lessons played guitar hero for 8 weeks

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