Guitar Hero in the Classroom?
Note added 1/11/08 I received an e-mail this week describing some potentially offensive material in Guitar Hero 3. To quote from the e-mail (the text is essentially the same as on this Wikipedia article)…
Guitar Hero III: Legend of Rock is the first game in the series to feature a storyline for the Career mode, portrayed through animated cartoon scenes in between venues. The band starts out as a neighborhood sensation, before hooking up with a record producer named “Lou” at one of their shows. After a successful music video hits the web, the band travels to England, and then performs at an Island jail (despite “Lou” encouraging them to “sell out”), which ends up boosting the band’s popularity. As a result, they are invited to headline the Desert Rock Tour festival. After a botched performance in Japan (thanks to “Lou”) they attempt to break free of their contract with “Lou”, who then reveals himself to be the DEVIL and the contract as ownership of their souls. The band is dragged down to “Lou’s Inferno”, where the final showdown comes. In this final showdown, the player must defeat “Lou” in a boss battle to earn back the band’s souls and the title of “Guitar Legend”.
If you feel my ideas (see original post below) are worth pursuing, I’d suggest you use an earlier version of Guitar Hero - which, according to this quote - does not have the animated cartoon storyline.
Original Post:
We bought our 15 year old daughter Guitar Hero for Christmas after she raved about it after a friend’s party. What a game! By the way, you don’t really learn how to play the guitar… it’s just a game - but it has wide appeal. Our 10 year old loves it and is getting better. The 15 year old loves it and is good at it. Our 20 year old confessed he and his friends have gotten together in the past and played it well into the night. I’m closing in on 50 and enjoy it and am actually improving!
So why is it appealing?
- It is very interactive for the person playing. First you pick your avatar (who plays guitar in the videos) and name your band. When it’s time to play, you hold a small plastic guitar that has 5 buttons where the outer frets should be and another switch where you pretend to strum the guitar. The “music” you are to play comes at you on what looks like a music staff. As the “notes” reach small circles, you play them. (Click this link and then click on Media for a screenshot showing 2 staffs on screen with notes.) If you do it right, you hear your guitar in with the song. If you miss, you get a clanking sound instead. The game itself has great intrinsic appeal (you really want to play it right) and extrinsic also (you have to do well enough or the song stops and you get boo’d off the stage). The user interface is extremely good - and, in my opinion, probably the key to the success of the program. We have Guitar Hero 3 - Legends of Rock and the music is all rock ranging from pretty old (think Stones and Foghat) to the new rock (I don’t know who these people are! Is this really music? OK, I’m getting pretty old!). There’s lots more going on - but I think you get the idea. For more information, find a friend with the game or read through the Wikipedia article here.
- Unlike many games, Guitar Hero has great observer appeal. The video background is great… and it’s also fun to provide constant feedback (positive, negative, or downright insulting) to the person playing.
So why am I talking about it in a educational technology blog?
I believe a creative educator could use Guitar Hero in a music class - seriously. I sometimes watch my daughter play and try to figure out how to do the song she’s playing. I find I’m thinking in terms of timing (quarter-notes, half-notes, speed…) and comparing what the “play” guitar is playing to what is going on in the song. Possible music class applications include:
- Assume only 5 notes associated with the 5 switches and put a song from Guitar Hero into music notation. I believe that when done as a small group (or possibly even a class) project, this could generate good discussions and constructive learning. Can you play the song with the music from the game? When does it sound good? When does it sound bad? Why?
- Convert sheet music to Guitar Hero notation. Compressing to 5 notes is the main problem (maybe this has something to do with the “key” a song is written in - I’m way out of my expertise here!). Can you play the song? How does it sound different from the original? How can you make it better?
- Note - I’m not a musician. There are probably lots of concepts in music that could be investigated in this manner, I just don’t know what they are.
I mentioned above the the user interface (how the guitar, video, moving notes, etc all work together) is probably the key to the success of the program. It is elegant - but the functional elements are not terribly complicated. I think a creative educator could use Guitar Hero in a computer class - seriously. Possible programming applications include:
- Investigation / analysis of the Guitar Hero user interface. Discuss possible applications in other settings (operating system user interface? business software?). This would probably work at a high school (or above) level. Personal note - If this activity seems to be a stretch of reality, good! Think about the advances sparked by the Xerox PARC project including the mouse and the graphic user interface (GUI) that form the user interface of virtually all modern PCs.
- Use a programming environment like Scratch to create your own version of Guitar Hero. The sophistication of such a model would depend on the level of programmer and programming environment used. I don’t suspect that the background videos are practical… but kids who are properly motivated (that are doing something because they want to - for the pleasure / value they derive from the effort - a.k.a. intrinsic motivation) can do remarkable things (in other words, I wouldn’t stop them from trying)!
Do you have an unstoppable urge to do a cross-curricular music / computer project? A couple of ideas come up here as well:
- Use the model you programmmed to create your own Guitar Hero songs (based on sheet music, music you have written, or music on CDs).
- Investigate, design, and create a program like Guitar Hero that “really” teaches one to play the guitar. By the way, if it works well and is as fun as Guitar Hero, you might just find yourself rich.
One last note (pun intended). I’d suggest that implementing activities such as those I’ve mentioned above can generate powerful engagement and learning in the classroom - if the intrinsic motivation of the task is NOT destroyed. Introducing such activities by listing how many points they are worth and how they will be graded - like providing a 2 page rubric to students - will surely kill any intrinsic motivation and most learning. Maybe, just this once, try one of the shorter ideas just to see how much the kids can learn, do, and enjoy without worrying about a grade.
That’s my 2 cents worth. I’d sure love to hear other ideas like this.