体验式学习:音乐产业模拟教学方法

Jerry Brindisi
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引用次数: 0

摘要

让学生在音乐行业工作有很多挑战。其中之一是提供获得经验的机会,并将他们所学到的知识应用到现实世界中。自20世纪初以来,模拟练习一直是各种行业的一种培训方法。对于试图为学生提供实际学习机会的教育工作者来说,在音乐行业的场景和案例中,模拟练习或游戏可以提供宝贵的经验。应用于管理课程的模拟可以为学生提供将课程的多个组成部分联系在一起的情景,作为实践经验的构建块。这些体验可以由教师指导,让学生在受控的环境中解决现实世界的问题和困境。研究了模拟背景的探索,并提出了当前模拟游戏作为音乐商业教学方法的一个例子。进一步探究模拟和学习周期的描述,并用于说明一种方法来评估模拟经验的学习成果。通过对课程中模拟活动的评估来评估学生的学习情况,可以深入了解这种教学方法的有效性及其在高等教育中的实用性。这项研究建立在之前的合著作品《将游戏教学法应用于音乐商业课程:音乐产业沉浸感》的基础上,并对学习周期及其与模拟开发工具的联系进行了更详细的调查。介绍了仿真评估方法,并对仿真的可行性进行了讨论。本文将对音乐和娱乐行业的教师和项目主管特别感兴趣,他们希望将“现实世界”的例子、替代的教学方法和多模式的学习环境纳入课程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experiential Learning: Music Industry Simulation as a Pedagogical Approach
Preparing students to work in the music industry has many challenges. Among them is providing opportunity to gaining experience and apply what they have learned in real world circumstance. Simulation exercises have been a method of training in a variety of industries since the early 1900s. For educators attempting to offer students practical learning opportunities working on music industry scenarios and cases, simulation exercises or gaming can offer valuable experiences. Simulation applied to management programs can provide students situations that tie multiple components of curricula together as building blocks for practical experiences. These experiences can be guided by faculty and allow students to navigate real world problems and dilemmas in a controlled environment. An exploration of simulation background is examined and an example of a current simulation game as a pedagogical approach to teaching music business is presented. Further inquiry into simulation and learning cycles is described and used to illustrate a method to assess learning outcomes of simulated experiences. An evaluation of student learning from assessment of simulation activities in course offerings provides some insight into the validity of this pedagogical approach and its usefulness in higher education. This study builds on a previous co-published work titled “Implementing Game Pedagogy into Music Business Curriculum: The Music Industry Immersion” and provides a more detailed investigation of learning cycles and their connection to simulation as a development tool. Simulation assessment methods are introduced and a discussion of simulation feasibility are argued. This paper will be of particular interest to music and entertainment industry instructors and program directors looking to incorporate “real-world” examples, alternative pedagogical approaches, and multimodal learning environments into curricula.
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