Playing to play: a piano-based user interface for music education video-games

This paper presents and discusses a case-study where a video-game is the means through which the user is induced to learn to use a complex and not-intuitive control interface such as the keyboard of a piano. The interaction paradigm is based on the idea, common to the Tangible Interfaces, to employ...

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Published inMultimedia tools and applications Vol. 78; no. 10; pp. 13713 - 13730
Main Authors Micheloni, Edoardo, Tramarin, Marco, Rodà, Antonio, Chiaravalli, Federico
Format Journal Article
LanguageEnglish
Published New York Springer US 01.05.2019
Springer Nature B.V
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ISSN1380-7501
1573-7721
DOI10.1007/s11042-018-6917-1

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Abstract This paper presents and discusses a case-study where a video-game is the means through which the user is induced to learn to use a complex and not-intuitive control interface such as the keyboard of a piano. The interaction paradigm is based on the idea, common to the Tangible Interfaces, to employ everyday objects, or anyway not designed for video games, as control user interface. In this research, the case study is the video game called Musa , in which players are led into an imaginary world where music is magic and every action is carried out through it. Combined with an educational path, this is thought to make players able to learn and, in a successive moment, to abstract this knowledge from the game, just by playing. Musa was evaluated in an experimental setup with 51 kids between 6 and 11 years old. Results show that subjects are able to improve their knowledge of the piano keyboard after two sessions of game and no significant differences were found between children with pre-acquired knowledge of the keyboard and the others.
AbstractList This paper presents and discusses a case-study where a video-game is the means through which the user is induced to learn to use a complex and not-intuitive control interface such as the keyboard of a piano. The interaction paradigm is based on the idea, common to the Tangible Interfaces, to employ everyday objects, or anyway not designed for video games, as control user interface. In this research, the case study is the video game called Musa , in which players are led into an imaginary world where music is magic and every action is carried out through it. Combined with an educational path, this is thought to make players able to learn and, in a successive moment, to abstract this knowledge from the game, just by playing. Musa was evaluated in an experimental setup with 51 kids between 6 and 11 years old. Results show that subjects are able to improve their knowledge of the piano keyboard after two sessions of game and no significant differences were found between children with pre-acquired knowledge of the keyboard and the others.
This paper presents and discusses a case-study where a video-game is the means through which the user is induced to learn to use a complex and not-intuitive control interface such as the keyboard of a piano. The interaction paradigm is based on the idea, common to the Tangible Interfaces, to employ everyday objects, or anyway not designed for video games, as control user interface. In this research, the case study is the video game called Musa, in which players are led into an imaginary world where music is magic and every action is carried out through it. Combined with an educational path, this is thought to make players able to learn and, in a successive moment, to abstract this knowledge from the game, just by playing. Musa was evaluated in an experimental setup with 51 kids between 6 and 11 years old. Results show that subjects are able to improve their knowledge of the piano keyboard after two sessions of game and no significant differences were found between children with pre-acquired knowledge of the keyboard and the others.
Author Chiaravalli, Federico
Tramarin, Marco
Micheloni, Edoardo
Rodà, Antonio
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  organization: University of Padova
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  givenname: Marco
  surname: Tramarin
  fullname: Tramarin, Marco
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  givenname: Federico
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References_xml – reference: FantozziCBressanFPrettoNCanazzaSTape music archives: from preservation to accessInt J Digit Libr201718323324910.1007/s00799-017-0208-8
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– reference: SchankRCTamaraRBerman, and Kimberli a. Macpherson. Learning by doingInst-Design Theor Models: A New Paradigm Inst Theory19992161181
– reference: Wigdor D, Wixon D. “Brave NUI world: designing natural user interfaces for touch and gesture”. Elsevier, 2011
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– reference: MarkopoulosPBekkerMOn the assessment of usability testing methods for childrenInteract Comput200315222724310.1016/S0953-5438(03)00009-2
– reference: Canazza S, Fantozzi C, Pretto N. “Accessing tape music documents on mobile devices.” ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 12.1s 2015
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Snippet This paper presents and discusses a case-study where a video-game is the means through which the user is induced to learn to use a complex and not-intuitive...
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SubjectTerms Children
Computer & video games
Computer Communication Networks
Computer Science
Data Structures and Information Theory
Games
Keyboards
Knowledge acquisition
Multimedia Information Systems
Special Purpose and Application-Based Systems
User interface
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Title Playing to play: a piano-based user interface for music education video-games
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