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The Effectiveness of Gamified Applications in Teaching Music to Children

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This study explores the effectiveness of gamified applications in teaching music to children, utilizing machine learning models to analyze the impact on musical proficiency and learner engagement. A sample of 100 children aged 6-12 was divided into two groups: one using gamified music applications and the other receiving traditional instruction. The study measured improvements in rhythm accuracy, note recognition, lesson completion rates, and practice time. Using machine learning models for supervised learning and clustering, the model predicts skill development and determines specific learning profiles. The results were impressive, as the gamified group had higher improvement scores in musical skills and engagement. They achieved a general average increase of 32% in rhythm accuracy and 28% in note recognition. In terms of lesson completion rate, 85% of gamified learners completed their lessons and achieved more practice time compared with the control group. Clustering analysis identified three learner profiles that may be used to differentiate learning pathways. These findings highlight the potential of gamified applications in fostering musical development and engagement, offering valuable insights for enhancing educational tools in music teaching.
Auricle Global Society of Education and Research
Title: The Effectiveness of Gamified Applications in Teaching Music to Children
Description:
This study explores the effectiveness of gamified applications in teaching music to children, utilizing machine learning models to analyze the impact on musical proficiency and learner engagement.
A sample of 100 children aged 6-12 was divided into two groups: one using gamified music applications and the other receiving traditional instruction.
The study measured improvements in rhythm accuracy, note recognition, lesson completion rates, and practice time.
Using machine learning models for supervised learning and clustering, the model predicts skill development and determines specific learning profiles.
The results were impressive, as the gamified group had higher improvement scores in musical skills and engagement.
They achieved a general average increase of 32% in rhythm accuracy and 28% in note recognition.
In terms of lesson completion rate, 85% of gamified learners completed their lessons and achieved more practice time compared with the control group.
Clustering analysis identified three learner profiles that may be used to differentiate learning pathways.
These findings highlight the potential of gamified applications in fostering musical development and engagement, offering valuable insights for enhancing educational tools in music teaching.

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