Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-01-19 DOI:10.2196/80766
Yun Wang, Wee Hoe Tan, Qiaoling Ye, Tingting Gu
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引用次数: 0

Abstract

Background: Music education is central to holistic child development; yet, traditional piano instruction in China often emphasizes rote memorization at the expense of meaningful understanding. Elementary school pupils, particularly novices, frequently struggle with rhythm, melody, and music theory. Game-based learning (GBL), which applies game elements to teaching, may address these challenges by enhancing engagement, providing immediate feedback, and fostering long-term learning.

Objective: This study aimed to examine the effects of a GBL module for piano education on elementary school pupils' music knowledge in Anhui Province, China, compared to traditional instruction.

Methods: A quasi-experimental, nonequivalent control group pretest-posttest design was used. Participants were allocated nonrandomly to experimental and control groups based on scheduling feasibility and teacher availability. A total of 60 novice piano learners (mean age 8.8 years, SD 1.16 years; 16 boys and 44 girls) from 3 elementary schools were assigned to either the GBL group (n=30) or the control group (n=30). Music knowledge was measured using the standardized Level 1 Basic Music Written Test before and after an 8-week intervention. Nonparametric analyses were applied, including Mann-Whitney U, Wilcoxon signed-rank, and McNemar item-level analyses. Rank-based effect sizes (r) and 95% CIs were reported where applicable.

Results: Baseline differences were present, with the control group scoring higher at pretest (median 52, IQR 24-76) than the GBL group (median 28, IQR 16-64; Mann-Whitney U=265.50; r=-0.35; 95% CI -0.39 to -0.32; P=.006). After the intervention, the GBL group significantly outperformed controls (median 100, IQR 88-100 vs median 60, IQR 40-92; Mann-Whitney U=4.0; r=-0.87; 95% CI -0.90 to -0.83; P<.001). Within-group analyses confirmed significant pre-post improvements for both groups (control Z=-3.24; r=-0.59; P=.001; and GBL Z=-4.81; r=-0.88; P<.001). Item-level McNemar tests showed significant improvements (P<.05) in 5 of 25 items for the GBL group. Missing data were negligible (<2%) and handled via listwise deletion after Little's missing completely at random (MCAR) confirmation (P=.08).

Conclusions: The GBL module significantly improved pupils' music knowledge, overcoming baseline disparities and producing posttest score gains with consistent mastery. The innovation of the study lies in the systematic integration of gamification with Orff and Dalcroze pedagogy through the Sidek Module Development Model, which distinguishes it from previous music education studies that examine gamification in isolation. By providing a validated, cost-effective, and scalable instructional module, the study contributes empirical evidence to the field of game-based music education and other practical implications for improving piano instruction in resource-constrained elementary school settings.

游戏学习对小学生钢琴音乐知识的影响:前测后测准实验研究
背景:音乐教育是儿童全面发展的核心;然而,中国传统的钢琴教学往往强调死记硬背,而牺牲了有意义的理解。小学生,尤其是初学的,经常在节奏、旋律和乐理方面遇到困难。基于游戏的学习(GBL)将游戏元素应用到教学中,可以通过提高参与度、提供即时反馈和促进长期学习来解决这些挑战。目的:本研究旨在探讨GBL模块钢琴教育对安徽省小学生音乐知识的影响,并与传统教学进行比较。方法:采用准实验、非等效对照组前测后测设计。根据时间安排的可行性和教师的可用性,将参与者非随机地分为实验组和对照组。来自3所小学的60名钢琴初学者(平均年龄8.8岁,标准差1.16岁,男16名,女44名)被分为GBL组(n=30)和对照组(n=30)。在8周干预之前和之后,使用标准化的一级基础音乐笔试来测量音乐知识。采用非参数分析,包括Mann-Whitney U、Wilcoxon符号秩和McNemar项目水平分析。在适用的情况下,报告了基于秩的效应量(r)和95% ci。结果:存在基线差异,对照组在前测评分(中位数52,IQR 24-76)高于GBL组(中位数28,IQR 16-64; Mann-Whitney U=265.50; r=-0.35; 95% CI -0.39至-0.32;P= 0.006)。干预后,GBL组显著优于对照组(中位数100,IQR 88-100 vs中位数60,IQR 40-92; Mann-Whitney U=4.0; r=-0.87; 95% CI -0.90至-0.83;结论:GBL模块显著提高了学生的音乐知识,克服了基线差异,并产生了持续掌握的测试后分数提高。本研究的创新之处在于通过Sidek模块开发模型将游戏化与Orff和Dalcroze教学法系统地结合起来,区别于以往的音乐教育研究孤立地考察游戏化。通过提供一个有效的、具有成本效益的、可扩展的教学模块,本研究为基于游戏的音乐教育领域提供了经验证据,并为改善资源有限的小学钢琴教学提供了其他实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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