Gamifying the Music Classroom

Gamifying the Music Classroom PDF Author: Andrew Lesser
Publisher: Oxford University Press
ISBN: 0197696643
Category : Music
Languages : en
Pages : 201

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Book Description
"Digital games, often referred to as video games, have the potential to act as effective educational resources in the teaching of musical concepts and skills. This book will serve as an introduction to how digital games can be used in educational contexts for in-service and pre-service school music teachers and show how to successfully use digital games to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. Specific examples of over 40 digital games are included in lesson plan outlines that, along with connections to educational objectives and National Core Arts Standards, are designed to be implemented in multiple classroom technology environments. Gamifying the Music Classroom: Digital Tools for Practical Application will showcase digital game-based learning technology as valuable tools not only to produce new innovative ways to teach music, but to create meaningful experiences for all students"--

Gamifying the Music Classroom

Gamifying the Music Classroom PDF Author: Andrew Lesser
Publisher: Oxford University Press
ISBN: 0197696643
Category : Music
Languages : en
Pages : 201

Get Book Here

Book Description
"Digital games, often referred to as video games, have the potential to act as effective educational resources in the teaching of musical concepts and skills. This book will serve as an introduction to how digital games can be used in educational contexts for in-service and pre-service school music teachers and show how to successfully use digital games to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. Specific examples of over 40 digital games are included in lesson plan outlines that, along with connections to educational objectives and National Core Arts Standards, are designed to be implemented in multiple classroom technology environments. Gamifying the Music Classroom: Digital Tools for Practical Application will showcase digital game-based learning technology as valuable tools not only to produce new innovative ways to teach music, but to create meaningful experiences for all students"--

Music and Sonic Environments in Video Games

Music and Sonic Environments in Video Games PDF Author: Kate Galloway
Publisher: Taylor & Francis
ISBN: 1040135374
Category : Music
Languages : en
Pages : 222

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Book Description
Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.

The Music Technology Cookbook

The Music Technology Cookbook PDF Author: Adam Patrick Bell
Publisher:
ISBN: 0197523889
Category : Music
Languages : en
Pages : 417

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Book Description
Featuring 56 lessons by 49 music technology experts from around the world, The Music Technology Cookbook is an all-in-one guide to the world of music technology, covering topics like: composition (with digital audio workstations such as Ableton, Soundtrap, GarageBand); production skills such as recording, editing, and equalization; creating multimedia (ringtones, soundscapes, audio books, sonic brands, jingles); beatmaking; DJing; programming (Minecraft, Scratch, Sonic Pi, P5.js); and, designing instruments (MaKey MaKey). Each lesson tailored for easy use and provides a short description of the activity, keywords, materials needed, teaching context of the contributing author, time required, detailed instructions, modifications for learners, learning outcomes, assessment considerations, and recommendations for further reading. Music educators will appreciate the book's organization into five sections--Beatmaking and Performance; Composition; Multimedia and Interdisciplinary; Production; Programming--which are further organized by levels beginner, intermediate, and advanced. Written for all educational contexts from community organizations and online platforms to universities and colleges, The Music Technology Cookbook offers a recipe for success at any level.

Video Game Audio

Video Game Audio PDF Author: Christopher Hopkins
Publisher: McFarland
ISBN: 1476674353
Category : Games & Activities
Languages : en
Pages : 256

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Book Description
From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Four Ways of Hearing Video Game Music

Four Ways of Hearing Video Game Music PDF Author: Michiel Kamp
Publisher: Oxford University Press
ISBN: 0197651224
Category : Art
Languages : en
Pages : 225

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Book Description
Four Ways of Hearing Video Game Music offers a phenomenological approach to music in video games. Drawing on past phenomenological approaches to music as well as studies of music listening in a variety of disciplines such as aesthetics and ecological psychology, author Michiel Kamp explains four main ways of hearing the same piece of music--through background, aesthetic, ludic, and semiotic hearing.

Remediating Sound

Remediating Sound PDF Author: Holly Rogers
Publisher: Bloomsbury Publishing USA
ISBN: 1501387332
Category : Music
Languages : en
Pages : 272

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Book Description
Remediating Sound studies the phenomena of remixing, mashup and recomposition: forms of reuse and sampling that have come to characterise much of YouTube's audiovisual content. Through collaborative composition, collage and cover songs to reaction videos and political activism , users from diverse backgrounds have embraced the democratised space of YouTube to open up new and innovative forms of sonic creativity and push the boundaries of audiovisual possibilities. Observing the reciprocal flow of influence that runs between various online platforms, 12 chapters position YouTube as a central hub for the exploration of digital sound, music and the moving image. With special focus on aspects of networked creativity that remain overlooked in contemporary scholarship, including library music, memetic media, artificial intelligence, the sonic arts and music fandom, this volume offers interdisciplinary insight into contemporary audiovisual culture.

The Oxford Handbook of Video Game Music and Sound

The Oxford Handbook of Video Game Music and Sound PDF Author: William Gibbons
Publisher: Oxford University Press
ISBN: 0197556167
Category : Computers
Languages : en
Pages : 977

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Book Description
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.

Introduction to the Study of Video Game Music

Introduction to the Study of Video Game Music PDF Author: Alyssa Aska
Publisher: Lulu.com
ISBN: 1387037137
Category : Education
Languages : en
Pages : 138

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Book Description
This text is intended to serve as an introduction to the study of video game music. It was initially conceived as a companion to an introductory video game music course that takes a multi-faceted survey approach to the material. Therefore, this text can be used in accompaniment with an academic setting. It can also be useful for anyone that is generally interested in learning about video game music, but does not have a very solid musical or technical foundation. As it was intended to accompany a course in which non-music majors could freely enrol, the text is accessible to nearly everyone, and covers the topic of video game music very generally.

You Have Not Yet Heard Your Favourite Song

You Have Not Yet Heard Your Favourite Song PDF Author: Glenn McDonald
Publisher: Canbury Press
ISBN: 191448715X
Category : Music
Languages : en
Pages : 290

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Book Description
‘If you want to know anything about how music surfaces today, how to find it, or how to create it, you will find what you need right here.’ Joseph Menn, Washington Post writer For the first time in history, almost every song ever recorded is available instantly. Everywhere. This book charts what music’s dazzling digital revolution really means for fans and artists. As a former data guru at the world’s biggest streaming service, Spotify, Glenn McDonald reveals: What the tech giants know about you How they serve up your next song Whether fans can cheat the algorithm Whether jazz is dead and ASMR is the new punk Your chances of becoming a rock star Having analysed the streams of 500 million people, McDonald explores what the data tells us about music and about ourselves, from the secrets of russelåter in Norway to Christmas in the Philippines. Statistically, you have not yet heard your lifetime’s favourite song. This book will take you on a voyage of discovery through music’s fast-flowing new waters. 10 bonus playlists of wonder included! About the Author Glenn McDonald is expertly placed to provide a comprehensive picture of the global music industry in the 2020s. Growing up in 198Os and 1990s America, he was an obsessive collector of physical music – CDs and vinyl albums. But he soon realised the revolutionary power of digital media to make songs more widely accessible. He started doing data work at the US music-intelligence startup The Echo Nest, which was soon acquired by Spotify. He became Spotify's 'Data Alchemist.' His website Every Noise at Once (everynoise.com) is an unprecedented computational map of the world’s music genres. Reviews 'If you want to know anything about how music surfaces today, how to find it, or how to create it, you will find what you need right here. And you will be highly entertained and amused in the process.' – Joseph Menn, Washington Post staff writer and author of All the Rave: The Rise and Fall of Shawn Fanning's Napster. 'We used to sell CDs by the weight of pallets, thanks to streaming we know how our content is consumed. In this immersive book, Glenn has demonstrated what we can do with this knowledge, so other industries facing their Napster Moment can learn from his unrivalled first mover advantage' – Will Page, author of Pivot and former Chief Economist of Spotify 'I'd say that reading this book is the next best thing to having an in-depth, impassioned, hours-long fika with Glenn McDonald about music and culture and all of the most burning topics of our time... but, I'd be lying. It's even better. This book is a true behind-the-scenes examination of our culture and our industry from the perspective of someone who was in the thick of it from the beginning. It's a history of the streaming era, written by someone who made history in the streaming era." Meg Tarquinio, PhD, Spotify/Twitch/Nettwerk Music Group 'Throughout McDonald's book, personal anecdotes and his own love of music spill out in witty, conversational prose. Even chapters that delve into streaming's complex finances – unsurprisingly, your £15 monthly fee does not go directly to your favourite artist, but is split between that month's "most streamed," meaning that megastars such as Swift and Ed Sheeran stay at the top of the pyramid – are told in layman's terms.' Poppie Platt, The Daily Telegraph Extract CHAPTER 9. MERCENARIES AND FAN ARMIES Where there's an 'economic system,' there's probably fraud. This is not a proud truth to admit about humanity, but it seems to me to have been consistently historically true. Money is supposed to be a bookkeeping mechanism, but it becomes a goal. Fraud and cheating existed in the music business, like any business, long before streaming happened. Back when charts were based on people reporting sales numbers on phone calls, those people could be bribed to say different numbers. Radio DJs could be paid to pretend they were playing a song more because they just liked it. Accounting could be manipulated. Streaming doesn’t necessarily make cheating easier, overall, but it definitely makes it more accessible to introverts. Instead of making phone calls, you can write computer programs that pretend to be streaming-music listeners. Piracy maintains a certain dastardly allure. Streaming music fraud is not, to be brutally honest, the most glamorous or profitable form of dastrardry. Streaming rewards accumulate in tiny micro-transactions, and the software necessary to laboriously accumulate micro-royalties illegitimately isn’t any easier to write than legal software for which you can get paid normal salaries. It only really scales if you become a service-provider selling fraud as a service, and then you’re a business with business problems, instead of a pirate with a rakish eye-patch and the sea air in your hair. If you want to cheat your way to riches, you’re better off trying to do it in junk stocks or cryptocurrencies, where there’s way too much money sloshing around and the distinction between “legitimate” behavior and cheating is fuzzy. So you might have thought that fraud wouldn’t be a big issue in streaming... Buy the book and carry on reading

Gameknight999 vs. Herobrine

Gameknight999 vs. Herobrine PDF Author: Mark Cheverton
Publisher: Simon and Schuster
ISBN: 1510700110
Category : Juvenile Fiction
Languages : en
Pages : 214

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Book Description
New York Times Bestselling author. What is more fun than playing Minecraft? Taking an adventure right into the game itself with bestselling author Mark Cheverton. What will Gameknight999 do when his own friend is infected with the evil Herobrine virus? This adventure series is created especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO. With the destruction of the infected Ender Dragon, the monster kings were forced to retreat. Herobrine’s poisonous XP has been captured in an obsidian box and sealed tightly. Gameknight999 and his friends know that the obsidian box will have to be destroyed to eliminate the evil virus once and for all. But how? And who will be brave enough to do it? Gameknight and his friends decide to take the infected ender chest far from their village, to a place where it will do no harm. But during the voyage, Herobrine takes control of Herder and has him steal the ender chest, taking it to the Nether where the blaze-king, Charybdis, awaits. But while they’re battling a host of blazes, zombie-pigmen, and ghasts, the obsidian box is broken, infecting Herder with Herobrine’s XP. As Herder is overcome by the virus’s poisonous wickedness, Gameknight must face his friend in battle if he hopes to defeat this monster. But how can he destroy Herobrine without destroying his friend? Sky Pony Press, with our Good Books, Racehorse and Arcade imprints, is proud to publish a broad range of books for young readers—picture books for small children, chapter books, books for middle grade readers, and novels for young adults. Our list includes bestsellers for children who love to play Minecraft; stories told with LEGO bricks; books that teach lessons about tolerance, patience, and the environment, and much more. While not every title we publish becomes a national bestseller, we are committed to books on subjects that are sometimes overlooked and to authors whose work might not otherwise find a home.