Jump‘n’Rhythm: A Video Game for Training Timing Skills
dc.contributor.author | Alexandrovsky, Dmitry | |
dc.contributor.author | Alvarez, Katya | |
dc.contributor.author | Walther-Franks, Benjamin | |
dc.contributor.author | Wollersheim, Joschua | |
dc.contributor.author | Malaka, Rainer | |
dc.contributor.editor | Weyers, Benjamin | |
dc.contributor.editor | Dittmar, Anke | |
dc.date.accessioned | 2017-06-17T20:19:14Z | |
dc.date.available | 2017-06-17T20:19:14Z | |
dc.date.issued | 2016 | |
dc.description.abstract | Developing a sense of rhythm is a central but difficult task in music education. Even otherwise enthusiastic music students might avoid the training of their rhythm skills due to the tedious and repetitive nature of exercises. In this work we explore how a gamification approach to rhythm learning can improve the capacity of entrainment in players. Based on insights from music didactics and neuroscience we developed Jump‘n’Rhythm, a serious game for training rhythmical timing skills. | |
dc.identifier.doi | 10.18420/muc2016-ws10-0005 | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/313 | |
dc.language.iso | en | |
dc.publisher | Gesellschaft für Informatik e.V. | |
dc.relation.ispartof | Mensch und Computer 2016 – Workshopband | |
dc.relation.ispartofseries | Mensch und Computer | |
dc.title | Jump‘n’Rhythm: A Video Game for Training Timing Skills | |
dc.type | Text/Conference Paper | |
gi.citation.publisherPlace | Aachen | |
gi.conference.date | 4.-7. September 2016 | |
gi.conference.location | Aachen | |
gi.conference.sessiontitle | Be-Greifbare Interaktion | |
gi.document.quality | digidoc | de_DE |
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