Summary Of Popular Culture And Video Games As Tools For Learning

171 Words1 Pages
Technology is evolving and advancing at unprecedented rates, and the educational field, specifically music, is working hard to keep up with the changing times. In the article, “Popular Culture and Video Games as Tools for Learning,” by Adam Reyher, he explains that, “For music education to remain relevant and provide value, it too must change with the times or experience the fate of the stationary shark [must keep moving forward or they die]” (16). Reyher’s main argument proposes that in order to accomplish this we can include interactive technology and media, specifically video games, into music curriculum and teaching. He uses the Wii game Rhythm Heaven Fever, a musical challenge game designed for entertainment as his main example. While