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Abstract

This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concepts listed above, trying to consider them in the school context. After that, we will make the summary presentation of the music educational game FLAPPY CRAB, a clone of the GEARS Studios Flappy Bird, developed for mobile devices and other platforms with the UNITY 3D© game engine. In this chapter we’ll talk yet, albeit briefly, about the game engine used in the development of this educational application. This educational game aims to assess the possible impacts that its use has on learning and skill development related to auditory memory, qualitative discrimination of musical sound height (pitch—in the range of an octave with a central point in 440 Hz), visual identification of musical notation symbols and its relative organization according to the grammar rules of traditional music spelling. The game has been tested by a group of approximately 30 teenagers over a period of about 6 months, over which data was collected. In this chapter, we will present a review of the preliminary data collected to date.

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Acknowledgements

We thank the students, teachers, and others who tested FLAPPY CRAB and also the CRE -Educational Resource Center-AEPL EBLB, Matosinhos, where the game is installed.

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Correspondence to Cristina Maria Cardoso Gomes M.C.S. .

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Gomes, C.M.C., Figueiredo, M.J.G., Bidarra, J., Gomes, J.D.C. (2016). Project Flappy Crab: An Edugame for Music Learning. In: Spector, J., Ifenthaler, D., Sampson, D., Isaias, P. (eds) Competencies in Teaching, Learning and Educational Leadership in the Digital Age. Springer, Cham. https://doi.org/10.1007/978-3-319-30295-9_18

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  • DOI: https://doi.org/10.1007/978-3-319-30295-9_18

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