Hostname: page-component-586b7cd67f-gb8f7 Total loading time: 0 Render date: 2024-11-25T06:20:28.026Z Has data issue: false hasContentIssue false

Playing to learn or learning to play? Playing Rocksmith to learn electric guitar and bass in Nordic music teacher education

Published online by Cambridge University Press:  16 November 2018

Sigrid Jordal Havre
Affiliation:
Western Norway University of Applied Sciences, Møllendalsveien 6, P.B. 7030, 5020 Bergen, [email protected]
Lauri Väkevä
Affiliation:
University of the Arts Helsinki, Töölönkatu 3 A 4, Box 1 FIN-0097 UNIARTS, [email protected]
Catharina R. Christophersen
Affiliation:
Western Norway University of Applied Sciences, Inndalsveien 28, P.B. 7030, 5020 Bergen, [email protected]@hvl.no
Egil Haugland
Affiliation:
Western Norway University of Applied Sciences, Inndalsveien 28, P.B. 7030, 5020 Bergen, [email protected]@hvl.no

Abstract

This article is based on a case study of how the Rocksmith entertainment music video game can be used in the context of studying electric guitar and bass as part of music teacher training. In empirical terms, we were interested in how music teachers’ knowledge becomes articulated in the pedagogical discourse of our participants. As conceptual points of departure, we used play theory, game studies, and the Technological Pedagogical Content Knowledge (TPACK) model of teacher's knowledge. Four ways of approaching the potential role of Rocksmith in music teacher education stand out as a result. In the discussion, we suggest that music gaming can be conceptualised as an activity that expands the reach of what can be considered as ‘playful’ and ‘serious’ in music teacher studies. Such an approach can guide our thinking about how different areas of music teachers’ knowledge merge into multidimensional competence, paving the way for further discussion about how ‘music educatorship’ can be constructed in the digital era.

Type
Research Article
Copyright
Copyright © Cambridge University Press 2018 

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

BAUER, W. (2014) Music Learning Today. Digital Pedagogy for Creating, Performing, and Responding to Music. New York: Oxford.Google Scholar
BURN, A. (2014) Digital Aletheia: Technology, culture and the arts in education. In King, A., Himonides, E. & Ruthmann, A. (eds.), The Routledge Companion to Music, Technology & Education (pp. 314). London: Routledge.Google Scholar
CAILLOIS, R. (1961) Man, Play and Games. Urbana and Chicago: University of Illinois Press.Google Scholar
CALLEJA, G. (2012) Erasing the magic circle. In Sageng, J. R., Fossheim, H. J., & Larsen, T. M. (eds.), The Philosophy of Computer Games (pp. 7791). Dordrecht: Springer.Google Scholar
CHRISTOPHERSEN, C. & GULLBERG, A.-K. (2017) Popular music education, participation and democracy: Some Nordic perspectives. In Smith, G. D., Moir, Z., Brennan, M., Kirkman, P. & Rambarran, S. (eds.), The Routledge Research Companion to Popular Music Education (pp. 425437). Abingdon: Routledge.Google Scholar
CONSALVO, M. (2009) There is no magic circle. Games and culture, 4 (4), 408417.Google Scholar
DORFMAN, J. (2013) Theory and Practice of Technology-Based Music Instruction. New York: Oxford.Google Scholar
ELLIOTT, D. J. (1995) Music Matters: A New Philosophy of Music Education. Oxford: Oxford University Press.Google Scholar
FLYVBJERG, B. (1991) Rationalitet og Magt: 1. Det Konkretes Videnskab. København: Akademisk forlag.Google Scholar
GEE, J. (2003) What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave McMillan.Google Scholar
GERA, E. (2013) Rocksmith 2014 and the Fear of Educational Games. http://www.polygon.com/2013/9/21/4743872/rocksmith-2014-and-the-fear-of-educational-games (accessed 21 February 2017).Google Scholar
GEORGII-HEMMING, E. & WESTVALL, M. (2012) Music education: A personal matter? Examining the current discourses of music education in Sweden. In Karlsen, S. & Väkevä, L. (eds.), Future Prospects for Music Education (pp. 97116). Newcastle: Cambridge Scholars.Google Scholar
GOWER, L. & MCDOWALL, J. (2012) Interactive music video games and children's musical development. British Journal of Music Education, 29, 91105.Google Scholar
HEIN, E. (2014) Music games in education. In Schrier, K. (ed.), Learning and Education Games Volume 1: Curricular and Design Considerations. Pittsburgh: ETC.Google Scholar
HUIZINGA, J. (1955) Homo Ludes: A Study of the Play-Element in Culture. Boston: Beacon.Google Scholar
IDELAND, J. (2011) Spela, Leka Eller Låta Bli – Guitar Hero Som Kommunikativ Praktik för Unga Musiker. Licentiatuppsats. Luleå Tekniska Universitet.Google Scholar
JORDAL HAVRE, S. & VÄKEVÄ, L. (2013) Games people play and games teachers love – Considering the value of entertainment video games in music education. Paper presented at CMS/ATMI conference, Boston, USA, November 1, 2013.Google Scholar
JUUL, J. (2004) Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: MIT.Google Scholar
JUUL, J. (2013) The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge: MIT.Google Scholar
LEMBCKE, S. (2010) Musikfaget i læreruddannelsen. In Nielsen, F. V. (ed.), Musikfaget i Undervisning og Uddannelse. Status og Perspektiver 2010 (pp. 103118). København: Danmarks Pædagogiske Universitetsskole, Aarhus Universitet.Google Scholar
MÄYRÄ, F. (2008) An Introduction to Game Studies: Games in Culture. Thousand Oaks: Sage.Google Scholar
MILLER, K. (2012) Playing Along: Digital Games, YouTube, and Virtual Performance. New York: Oxford.Google Scholar
MISHRA, P. & KOEHLER, M. J. (2006) Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108 (6), 1017.Google Scholar
NACHMANOVITCH, S. (1990) Free Play: Improvisation in Life and Art. New York: Penguin.Google Scholar
PEPPLER, K. A., DOWNTON, M. P., LINDSAY, E. & HAY, K. (2011) The Nirvana Effect: Tapping video games to mediate music learning and interest. International Journal of Learning and Media, 3 (1), 4159.Google Scholar
PRENSKY, M. (2007) Digital Game-Based Learning. St. Paul: Paragon House.Google Scholar
PÄSSILÄ, A., OWENS, A. & PULKKI, M. (2015) Learning Jam: An evaluation of the use of arts based initiatives to generate polyphonic understanding in work based learning. Higher Education, Skills and Work-Based Learning, 6 (2), 178192.Google Scholar
SALEN, K. & ZIMMERMANN, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge: The MIT Press.Google Scholar
SHULMAN, L. S. (1986) Those who understand: Knowledge growth in teaching. Educational Researcher, 15 (2), 414.Google Scholar
STAKE, Robert E. (1995) The Art of Case Study Research. Thousand Oaks: Sage.Google Scholar
SÆTRE, J. H. (2014) Preparing Generalist Student Teachers to Teach Music. Oslo: Norges musikkhøgskole.Google Scholar
TOBIAS, E (2012). Let's play!: Learning music through video games and virtual worlds. In McPherson, G. & Welsh, G. F. (eds.), The Oxford Handbook of Music Education (Vol. 2, pp. 531548). Oxford: Oxford University Press.Google Scholar
UBISOFT (2011) Rocksmith. Video game. San Francisco: Ubisoft.Google Scholar
UBISOFT (2013) Rocksmith 2014. Video game. San Francisco: Ubisoft.Google Scholar
VÄKEVÄ, L. (2006) Teaching popular music in Finland: What's up, what's ahead? International Journal of Music Education, 24 (2), 126131.Google Scholar
VÄKEVÄ, L. (2010) Garage band or GarageBand®. Remixing musical futures. British Journal of Music Education, 27 (1), 5970.Google Scholar
VÄKEVÄ, L. (2012) Digital musicianship in the late modern culture of mediation: Theorizing a new praxis for music education from a pragmatist viewpoint. Signum Temporis, 6 (1), 3847.Google Scholar
VOOGT, J., FISSER, P., PAREJA ROBLIN, N., TONDEUR, J. & VAN BRAAK, J. (2012) Technological pedagogical content knowledge – A review of the literature. Journal of Computer Assisted Learning, 47 (3), 186201.Google Scholar
WESTERLUND, H. (2006) Garage Rock Bands: A future model for developing musical expertise? International Journal of Music Education, 24 (2), 119125.Google Scholar
WOODFORD, D. (2008) Abandoning the magic circle. Unpublished conference paper. http://eprints.qut.edu.au/75824/ (accessed December 18, 2017).Google Scholar
YIN, R. K. (2014) Case Study Research: Design and Methods. Los Angeles: Sage.Google Scholar
ZANDEN, O. (2010) Samtal om Samspel: Kvalitetsoppfatningar i Musiklärares Dialoger om Ensemblespel på Gymnasiet. Göteborg: Göteborgs Universitet.Google Scholar