A Critical Examination of the Impact of Serious Games on Learning Music: A Systematic Literature Review

ABSTRACT Background Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives This paper presents a systematic literature review (SLR) on the use of SGs as educational tools for teaching elements of music and instrumental practices. Specifically, the primary objectives of this review are threefold: First, to identify the specific music skills that have been enhanced through the utilisation of SGs and to determine whether their primary purpose is to serve as an introduction to music learning or as a tool for teaching musical instruments. Second, to examine the game mechanics and learning mechanics employed within these SGs. Third, to observe and systematically categorise the aspects of SGs that are assessed and the evaluation methods used to measure their effectiveness. Method To identify suitable studies for this analysis, we conducted a research process utilising the following digital libraries: Scopus, ACM Digital Library, and IEEE Xplore. The keywords employed during the search included ‘SGs’, ‘educational games’, ‘music’, and ‘music education’. Additionally, the search incorporated specific terms aimed at assessing the relevance of titles and abstracts with respect to Music and SGs. The analysis yielded a total of 32 studies, providing empirical evidence regarding the impact of SGs on the learning process and student engagement. Results and Conclusions The results indicate a diverse range of SGs with distinct approaches for addressing the challenges in music elements and instruments, albeit most of them are currently unavailable. The various initiatives found affirm the effectiveness of SGs in enhancing music learning and students' music skills development by fostering their interest in the subject matter. Our SLR may be of interest to music educators who aim to incorporate SGs in educational settings, researchers designing informed empirical studies and SG creators who can benefit from feedback to improve their products.

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Publication Details

Journal
Journal of Computer Assisted Learning
Published
2025-05-23
DOI
https://doi.org/10.1111/jcal.70050
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

A Critical Examination of the Impact of Serious Games on Learning Music: A Systematic Literature Review

Stelios Xinogalos, Maya Satratzemi, Eleftheria Siklafidou
Journal of Computer Assisted Learning
Educational Games and Gamification
article

A Critical Examination of the Impact of Serious Games on Learning Music: A Systematic Literature Review

Stelios Xinogalos, Maya Satratzemi, Eleftheria Siklafidou
article en

Abstract

ABSTRACT Background Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives This paper presents a systematic literature review (SLR) on the use of SGs as educational tools for teaching elements of music and instrumental practices. Specifically, the primary objectives of this review are threefold: First, to identify the specific music skills that have been enhanced through the utilisation of SGs and to determine whether their primary purpose is to serve as an introduction to music learning or as a tool for teaching musical instruments. Second, to examine the game mechanics and learning mechanics employed within these SGs. Third, to observe and systematically categorise the aspects of SGs that are assessed and the evaluation methods used to measure their effectiveness. Method To identify suitable studies for this analysis, we conducted a research process utilising the following digital libraries: Scopus, ACM Digital Library, and IEEE Xplore. The keywords employed during the search included ‘SGs’, ‘educational games’, ‘music’, and ‘music education’. Additionally, the search incorporated specific terms aimed at assessing the relevance of titles and abstracts with respect to Music and SGs. The analysis yielded a total of 32 studies, providing empirical evidence regarding the impact of SGs on the learning process and student engagement. Results and Conclusions The results indicate a diverse range of SGs with distinct approaches for addressing the challenges in music elements and instruments, albeit most of them are currently unavailable. The various initiatives found affirm the effectiveness of SGs in enhancing music learning and students' music skills development by fostering their interest in the subject matter. Our SLR may be of interest to music educators who aim to incorporate SGs in educational settings, researchers designing informed empirical studies and SG creators who can benefit from feedback to improve their products.

Journal of Computer Assisted LearningVol. 41(3)
University of Macedonia (GR)
Hellenic Academic Libraries Link
Quality Education
Openalex Percentile: Top 89%
Educational Games and Gamification
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