Saray: A Solfege Learning Computer Game Based on Voice Analysis

Document Type : Original Articles

Authors

1 MSc Student in Computer Arts- Computer Games Production, Cognitive Augmented Reality Lab (CARLab), School of Multimedia, Tabriz Islamic Art University, Tabriz, Iran

2 Assistant Professor in Computer Science, Cognitive Augmented Reality Lab (CARLab), School of Multimedia, Tabriz Islamic Art University, Tabriz, Iran

3 Professor, School of Music, Tehran University of Art, Tehran, Iran

4 Instructor in Information Technology (IT), School of Multimedia, Tabriz Islamic Art University, Tabriz, Iran

10.22122/jrrs.v15i4.3495

Abstract

Introduction: The methods and tools used for learning are rapidly changing. One of the most interesting fields in educational tools are computer games. “Saray” is a solfege training video game, through which the players take solfege rehearsals in form of challenges while tracing a folklore story. The game receives the player's voice through the microphone.Materials and Methods: Based on the algorithm and the written code, the player's voice was analyzed, and its fundamental frequency was extracted. The obtained frequency was entered into comparative calculations with pre-written patterns. If the user's voice frequency was within the defined range, the user would be successful and would earn the score.Results: Solfege exercises took the form of intra-game challenges from basic to advance levels. Behind the scenes, all input sounds were processed. The frequency of the input sounds was analyzed to implement this process. The result of the analysis was compared to pre-designed didactic patterns that were confirmed by the music master. The result of this comparison revealed the correct or incorrect user feedback in the game.Conclusion: Exercising in the form of games motivates players to spend more time for training, and has high impact because of the attractiveness of video games.

Keywords

  1. Ali Farshbaf Akbari N. Design and Production Solfege Learning Computer Game [MSc Thesis]. Tabriz, Iran: Tabriz Islamic Art University; 2020. [In Persian].
  2. Roshanian Ramin M, Izadi Jazi B. Mechanics and educational purposes in serious computer games. Proceedings of the 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC); 2018 Nov 28-29; Tehran, Iran. [In Persian].
  3. Esfijani A. Evaluating game-centered learning: approaches and methods. Proceedings of the 2nd National Computer Games Conference: Challenges and Opportunities; 2017 Feb 16-18; Isfahan, Iran. [In Persian].
  4. Whitton N. Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. New York, NY: Taylor and Francis; 2009.
  5. Fowler A, Cusack B. A proposed method for measuring learning in video games. GSTF Journal on Computing (JoC) 2014; 3(4): 42-7.
  6. Barr M. Student attitudes to games-based skills development: Learning from video games in higher education. Comput Hum Behav 2018; 80: 283-94.
  7. Washington P, Zhong L. Computational Methods for Music Pedagogy. Houston, TX: Rice University; 2018.
  8. Faghih B. E-Learning Music [MSc Thesis] Shiraz, Iran: Shiraz University; 2011. [In Persian].
  9. Azadefar MR. Basic music information. 5th ed. Tehran, Iran: Ney Publications; 2017. p. 11-34. [In Persian].
  10. Mortara M, Catalano CE, Bellotti F, Fiucci G, Houry-Panchetti M, Petridis P. Learning cultural heritage by serious games. Journal of Cultural Heritage 2014; 15(3): 318-25.
  11. Sicart M. Defining Game Mechanics. Game Studies the International Journal of Computer Game Research 2008; 8(2).
  12. Li Z, Hu T, Abu-Siada A. A minimum side-lobe optimization window function and its application in harmonic detection of an electricity gird. Energies 2019; 12: 2619.
  13. Seyed Salamt MA. A treatise on Mithraism. 1st ed. Tabriz, Iran: Ark Publications; 2012. [In Persian].
  14. Sarbakhsh R, Mirzapour H, Sarbakhsh R. The impact of mythical literature on digital games. Proceedings of the 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC); 2018 Nov 28-29; Tehran, Iran. [In Persian].
  15. Faghih B, Azadehfar mR, Katebi S. User Interface Design for E-Learning Software. International Journal of Soft Computing and Software Engineering 2013; 3(3): 786-94.
  16. Schell J. The art of game design: A book of lenses. New York, NY: Taylor and Francis; 2010. p. 222-33.
  17. Hodent C. The Gamer's Brain: How neuroscience and UX can impact video game design. Boca Raton, FL: CRC Press; 2017.
  18. Boyle E, Hainey T, Connolly T, Gray G, Earp J, Ott M, et al. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput Educ 2015; 94: 178-92.
  19. del Blanco A, Torrente J, Marchiori E, Martinez-Ortiz I, Moreno Ger P, Fernandez-Manjon B. A framework for simplifying educator tasks related to the integration of games in the learning flow. Educational Technology and Society 2012; 15(4): 305-18.
  20. Incikabi L, Kepceoglu I, Pektas M. Gamification of middle school mathematics and science: game-playing for learning. In: Keengwe J, editor. Handbook of research on integrating computer science and computational thinking in K-12 education. Hershey, PA: IGI Global; 2020. p. 301-6.
  21. Martins T, Carvalho V, Soares F. Physioland-A serious game for physical rehabilitation of patients with neurological diseases. Entertain Comput 2020; 34: 100356.
Volume 15, Issue 4 - Serial Number 4
September 2019
Pages 211-218
  • Receive Date: 26 February 2020
  • Revise Date: 02 June 2022
  • Accept Date: 22 May 2022