Video Games as Tools for Music Learning Adam Reyher

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For as much length of time that pop culture has been near, most educators are obliged to state "Quit concentrating such a great amount on computer games and get your work done!". So what happens when we figure out how to include the exercises individuals love to do as a solid lead to appropriate teaching style? Adam Reyher's thesis from Popular Culture and Video Games as Tools for Music Learning presents that “Relationships are like sharks: they have to keep moving forward or they die. “For music education to remain relevant and provide value, it too must change with the times or experience the fate of the stationary shark.”(1) It concerns the significance of how to make music instruction important. At first this paper gives itself as a window into what great can emerge out of by being educated by out-of-the-crate strategies as it invigorates the intelligence of students. Reyher states, "We accomplish this with innovative music lessons- choosing to incorporate concepts that entice and please students while still providing a valuable and educationally sound experience "(1). These distinctive strategies demand enhancing the training structure by utilizing present day and conventional interests, this situation incorporates Nintendo Wii video game to show of what potential the games carry. Games can be useful because it allows students to get instant responses, feedback and practice sessions. This connects with the ease to students and their interests combined. There are many advantages of using it like providing feedback, it automatically collects information like student’s ability and allow the instructor to spend time on that student. It is most helpful in group participation and competitions. It is one of innovative sources to use in the classroom. Article mostly focuses on how the various forms of games have their unique effect. The idea presented is that the traditional ways combined with the new technology can help teachers to teach the music which is more updated and relevant till date. Reyher's composed piece for the Music Educator's Journal demonstrates his case with dependable precedents from his very own encounters. A basic purpose of his article includes present day culture as a staple to "deep immersion" of students with the fortifications of music goals, for example, with the consideration of computer games. The creator invigorates his point of view with the case of the computer game, Rhythm Heaven Fever, a rhythm game for the Wii gaming console developed by Nintendo Co., where it involves music with intuitive instances of beat and mood, "The player utilizes the Wii remote to include the best possible rhythmic sets and patterns utilizing blend of any one- or two button combinations possible. In the event that the player gives off base info (rhythm, steady beat, etc.), the game will necessitate the activity to be rehearsed until amended. In the wake of finishing the "practice," the real game starts. Throughout the game, the game gives opinion, including onscreen character responses, negative aural alarms, and negative visual cautions, for example, moans, glares, or jumping by the characters". The author depicts the computer game as an amusement hole, however has cleared a street for youthful people to get a handle on the learning of rhythm, beat, chords and basic music theory. Since Rhythm Heaven Fever does not give dynamic criticism, the instructor and friends can take an interest and provide knowledge with their own assessments. A restricting hypothesis says that these practices of utilizing computer games may end up jumbled and with this may present more harm to learning process over the long haul. A case of this would knowledge understudies jumping into the diversion without further investigation of the training then they miss on the calculated learning. "A alarm of this event, in any case, should not keep music instructors from incorporating contemporary culture and technological assets into their classrooms", Reyher handles that in the event that a rational educational goal and result is arranged, it forces an useful experience instead of wasted instructional time, "Instructors can make different sorts of lesson plans utilizing computer games, incorporating plans with individual and team work but also assigning objectives, instructors can equip their students with energizing and advancing musical experience that explain vital concepts in a significant way.". From a typical point of view of the person who is unaware of the most recent patterns that motivate learners to learn and develop is to realize that the pop culture has given a solid impact to educators willing to philosophize, make hypotheses and put them on repeat. Current systems have considerable evidence that these practices have turned into an achievement in the territory of formal instruction. At last, presence of computer games, music and cell phone have positive advantages on learning and memorizing. A case study uncovers that kids who are keen on cell phones may be increasingly drawn in with scholarly material exhibited on smart phones instead of causal paper. Singapore pursues the case of this hypothesis by permitting a agreeable game referred to as EcoRangers as a learning instrument. The amusement is at first intended for advanced mobile phones, and it was transformed into the social investigations program for school grades nine and ten. This demonstration brought about progressively energized students association, and the schoolchildren started to understand that they took in the material for a formal instructive environment. In general, Reyher claims to his readers with his understanding as a tutor that needs to comprehend his students. He develops his hypothesis with his prime concern on the students and what they appreciate, "Music teachers are not confined to computer games or other explicit innovations. Interesting lectures can be made by gathering motivation from different regions in contemporary culture". The author of this article justifies his proposition, eventually turning it into a positive engagement. Reyher's training surely demonstrates that it is helpful to music theory by enabling students to be occupied with their lessons and motivate improvement inspired in a friendly competition environment. Clear and compact, the author shares his individual learning strategies make it fun and an intuitive learning practice, not limited to computer games, but rather films, shows, famous music and TV. A knowledgeable society can keep up with being more than just organized, however a careful knowledge among every student, this begins by coordinating with modern generation by including what their world revolves around. Music teachers are not limited to computer games or other explicit advancements. Inventive and interesting lessons can be made with motivation from different zones in present-day society!
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Video Games As Tools For Music Learning Adam Reyher. (2019, Apr 26). Retrieved April 18, 2024 , from
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