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