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Abstract

Little research exists on the use of video games as instructional tools in music education. The purpose of this pilot study was to examine the effects of two different video games on rhythm performance and to determine whether the level of flow achieved during the games had an impact on the results. Collegiate music students (N = 8) participated in an experiment comparing the effects of a traditional video game and a virtual reality video game. While I did not find any statistically significant changes, results imply some practical significance. While educators may wish to implement video games as tools to help improve student rhythm performance, further research should be conducted for more conclusive results.

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