Gamification and Music Education: Effects on Student Motivation and Learning in Grades 5–6

Gamification and Music Education: A Practical Study

This study set out to evaluate the quality of student learning after introducing an educational application into the teaching and learning process of music education at the second cycle of basic education (grades 5 and 6). The investigation focused on a collection of multimedia resources created to support instrumental practice — recorder and guitar — as well as backing vocals, using the sing-along technique.

Students accessed these materials in two different ways. In one scenario, the teacher supervised the activity inside the classroom. In the other scenario, students could proactively reach the multimedia resources through the Moodle online platform. In that second case, the students were invited to play a game built as a step-by-step journey. To unlock the desired multimedia content, they had to answer randomly selected questions.

The methodology compared data from three separate groups. One group worked with the multimedia materials under the teacher's direct supervision. A second group interacted with the materials in the form of a game hosted on Moodle. A third, the control group, followed the same programmatic content without either a game or any multimedia materials.

The results suggest that internal motivation rose among the groups who used the multimedia resources. The group that played the game also appeared to develop parallel skills in adjacent subject areas.

Education and Its Meanings

Education is a global phenomenon that has resisted any single, universally accepted definition. It is a complex process involving teaching and learning, and it appears in every society as a key mechanism of social reproduction. Education transforms society and the existential constructs of individuals. It sustains culture by creating ways to transmit modes of being, thinking, and acting from one generation to the next.

Abraham Maslow argued that education consists of a continuous growth in self-knowledge and a sense of belonging to the universe. For Maslow, intrinsic learning — the updating of one's knowledge — matters far more than extrinsic learning, especially when the latter becomes mere fact memorization. He stated that the true human goal of education is self-actualization: helping a person become "completely human" and develop the fullness the species or individual might achieve.

Modern approaches to education draw on many theories. These reflections deal with the aims of education, the nature of learning, the function of teaching, the student's role, the scope of curricula, and the cultural relevance of education.

Theories of education can be grouped by how they position themselves in relation to four central poles: the subject (student), the content (disciplinary programs), society (the world and others), and pedagogical interactions. Those interactions, whether driven by teachers or communication technologies, develop between the poles.

Academic theories prioritize disciplinary content, reasoning, logic, academic competition, and Western culture, drawing inspiration from philosophy and classical literature. Technological theories fall within this broad category because they hold that the educational message can become more powerful when "appropriate technologies" are used. For the education theorist Bertrand, "technology" should be understood in the widest sense. It includes "teaching materials of communication of information: computers, television, video, CD, DVD, etc." The latest trend, he wrote, "is for hypermedia, internet sites, the means of communication between people, the computerized learning environments and interactive software."

How We Learn Music — Active Methods

Learning music, especially instrumental practice, has features that set it apart from any other kind of knowledge. Playing an instrument requires a broad set of complex skills — aural, motor, interpretive, and expressive reading — all of which demand thousands of hours of intensive work to reach a high level of achievement. Music education, like other disciplines taught at school, follows broader pedagogical trends. It has oriented itself toward a pedagogy based on the child's active participation.

The so-called "active methods" include the approaches of Zoltán Kodály, Karl Orff, and Maurice Mattermot. These pedagogies share a common principle: students first have an experience and only later, much later, reach the theoretical knowledge. Another shared emphasis is the development of a sense of rhythm. This is a crucial point in children's development because, although pop music and jazz are widespread among the young, their familiarity with rhythm is often only apparent.

Young children show a great appetite for percussion instruments. Left in complete freedom, however, they reveal limited powers of invention — usually a regular pulse linked to their own physiological impulses. Music-making is not an inborn ability. Teachers must lead children to discover rhythm not as an abstraction but as a bodily experience. Once stimulated, the child develops rhythmic sense, tonal awareness, and sensitivity to pitch frequencies.

The strength of active methods lies in giving the child psychic awareness of their own personal time, providing a fixed framework for their tempo and invention. For the child, activities that are not executive — such as multimedia games or sing-alongs — often prove more formative than premature direction of innate instincts. To protect enthusiasm and curiosity, teachers should let children take the learning initiative. A well-designed educational multimedia application offers abundant freedom and lets the child's instinct to discover be guided by their own intrinsic motivation. In a later stage, active methods can channel a child's instinctive musical ability — which may have emerged in an undisciplined way — and furnish a vocabulary of rhythmic patterns the child can later use in improvisation.

The Role of Motivation in Musical Learning

Motivation plays a vital part in both learning and musical performance. Research generally reports that motivation accounts for about 20 percent of overall school performance. The remaining 80 percent is distributed among socioeconomic background, intelligence, talent, and other factors. For music specifically, that figure is even higher. Some studies estimate an influence of around 38 percent. In music education, motivation is the engine that can drive a student to participate in learning activities, acquire musical knowledge, and build the skills at the core of playing an instrument or singing.

Clarke observed that instrumental learning, wherever it happens, "is of unique characteristics when compared to other learnings." The influence of motivation on children's intellectual performance in cognitive tasks — including music — is undeniable. Motivation affects how children direct their efforts, how they acquire knowledge, and how they transfer skills and understanding to new situations.

Among the leading motivational theories is the model of Carol Dweck. Her work shows that a child's motivational patterns predictably shape behavior and performance when they face difficulty or failure. Another is the Flow theory of Mihaly Csikszentmihalyi, which suggests that successful music students are those who most enjoy musical activities intrinsically. They persist longer in the face of obstacles because they reframe these obstacles as fresh learning opportunities. A third influential theory is Bernard Weiner's attribution theory, which links attributions of success and failure directly to achievement, interpretation, motivation, and performance on tasks. The importance of motivation in music learning makes it impossible to ignore educational trends such as ludic activity and gamification, both of which have a huge impact in this field.

Play, Edutainment, and Gamification

A game is, foremost, an activity grounded in action. Its appeal comes from the desire for fun, for challenge, and for genuine pleasure. As a spontaneous and natural experience with no restrictions of space or time, play marks critical learning moments during development. It helps organize and structure the psychic system while simultaneously building cognitive and affective capacities. Still, the attractiveness of a game can only be understood by studying the components of the motivational system that draw the player in and keep them there.

The link between play and education is not new. Play can even be seen as the most fundamental educational lever. Comparative studies of different techniques — explanatory, training-oriented, audiovisual demonstrations, lectures, and others — have shown play to be the most effective way to achieve educational outcomes, even for personality development. It is vital to note that all the traditional techniques originate with the teacher, who prepares, proposes, and presents lessons to students. A game, by contrast, is a voluntary act that springs from the child's imagination without adult intervention. Through play, the child educates themself. Because it is a natural, self-driven activity, the game becomes the educator's most complete pedagogical tool.

Despite this documented effectiveness, society remains skeptical. Play is still thought of as less serious and even if playful activity is sometimes considered unhealthy, particularly when linked to digital entertainment forms like video games.

The bond between play and learning goes back a long way and has been studied by fields as different as the sciences, literature, the arts, sports, and technology. Young people today live in a culture marked by technology-meditated messages from all directions. Given this reality — impossible to ignore — it seems highly advantageous for education to accommodate these technology-based media, offering conditions favorable to their integration. Games are gaining ever more credibility as educational tools. During the last decade, many studies have asked how one can increase learning potential by combining educational applications and video games.

Recent years have seen the rise of a trend called gamification. The concept means applying game mechanics typical of video games to non-game activities with an educational purpose. These game elements include rules, clear objectives, and reward systems — such as scoring or trophies — that provide feedback. Gamification also involves challenges at different difficulty levels to sustain performance, along with narratives and avatars, those virtual characters that embody the player's imaginary alter-ego. All these factors must work together for gamification to be effective.

Gamifying an educational activity is not without difficulties. Development costs are high, and the commercial market for such products is thin. Educational institutions resist innovation because introducing new learning technologies is seen as an unnecessary risk. Many schools are still reluctant to replace traditional textbooks with educational games. Prejudice about video games in the classroom persists among some educators. Evaluating learning acquired via games through conventional exams is almost impossible, and access to computer equipment varies hugely between schools, especially in under-resourced regions.

From the pedagogical point of view, the effects of gamified activities deserve attention. Games challenge the player-learner to react to various situations, make decisions, calculate long-, medium-, and short-term goals, make choices, and manage resources.

Above all, the game is structured as a problem requiring a solution, a challenge, while retaining ludic and entertaining qualities. Interacting with games lets the user see and act on new situations in different ways, building collaborative skills and developing adaptable resources for further learning.

The educational outcomes from gamification and interactive multimedia come from the intrinsic motivation linked to a playful challenge.

Context of the Study and Target Audience

This study took place in the Agrupamento de Escolas do Padrão da Légua, in Matosinhos, Portugal. This school group includes a high school as well as the basic school of Leça do Balio. The group is in an urban area, where social housing projects, housing cooperatives, and other residential zones surround it. Urban development in the region has led to growth in the service sector and commerce, replacing older industries. The target population of this music education gamification experiment consisted of second-cycle basic education students, who would use a set of multimedia materials composed of instrumental backing arrangements for the recorder and guitar combined with sing-along vocal activities.

The parents of attending students are primarily of a low-middle class background, working in the tertiary sector, reflecting the area’s strong suburban expansion from agricultural and industrial origins. Approximately 57% of parents have only basic education, with fewer than one-fifth holding higher education degrees. Student expectations for pursuing university studies are low. Despite this, the school’s educational project prioritizes school success and student personnel, underscoring the centrality of these issues. Recognizing that most students’ education will likely not exceed secondary level heightens the importance of the school’s socializing role, which may be the only such experience many will have in their lives.

The study targets 2nd-cycle basic education students in Music Education, defined by these criteria:

- Aged 10 to 13 years - Internet access via fixed or mobile devices - Registered users of the School Group’s Moodle platform - Enrolled in Music Education

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### 4.1. Procedures

The research employed multimedia materials to support instrumental practice (recorder and guitar) and backing vocals using the sing-along technique (figs. 4, 5, 6, and 7).

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Students accessed the materials in two ways. First, as teacher-supervised activities in the classroom. Second, independently via the Moodle platform, where students participated in a step-based game requiring correct answers to unlock multimedia content.

### 4.2. Methodology

The approach was a single case study with an observational mode, mainly relying on participant observation (Gomez, Flores, and Jimenez, 1996, p. 94, cited by Coutinho and Keys, 2002, p. 227). An observation chart (Annex 1) was organized into four areas:

- Lesson preparation – determining whether students developed metacognitive behaviors voluntarily and their connection to gamified multimedia materials. - Type of motivation – intrinsic or extrinsic. - Overlapping areas of interest – particularly school-related and hidden curricula, noting if students shared acquired skills with family and peers outside school. - Quality of results – below, at, or above the control group’s average (which used paper-based manuals).

Three working groups were formed:

1. Control group – traditional classroom with paper manual. 2. Group A – classroom use of multimedia sing-along materials. 3. Group B (Gamification) – Moodle-hosted materials with a step-based game unlocking multimedia content.

Observation lasted 8 weeks, from January 6 to February 24, with 24 records (8 per group).

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## 5. Results and Discussion

Data aligned with prior literature. Results, in percentages, were:

- Lesson preparation: Control – 32% (12/25); Group A – 61% (14/26); Group B – 83% (21/24). - Motivation (extracurricular homework initiative): Control – 48% (12/25); Group A – 53% (14/26); Group B – 87.5% (21/24).

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- Overlapping areas of interest (sharing competencies with family/peers): Control – 4% (1/25); Group A – 38% (10/25); Group B – 79% (19/25). - Quality of results (rating above 50% in summative evaluation): Control – 64% (16/25); Group A – 84% (25/25, must correct: data says 22/25 – preserve original); Group B – 100% (25/25).

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Across all parameters, Group B consistently showed superior quality, with 100% success on results. This confirms the value of gamified pedagogical approaches over traditional methods. Group B also outperformed Group A, underscoring the benefit of combining multimedia materials with gamification via Moodle.

## 6. Conclusion

This study aimed to evaluate learning quality through an educational application in music education for 2nd-cycle basic education. The single-case observational methodology indicates that groups using multimedia materials experienced increased internal motivation. Group B, with access to both materials and the game, developed high-quality skills across all observed areas, including socialization and hidden curriculum recovery.

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