Band Gamification Among High School Students with Autism Spectrum Disorder: A Qualitative Case Study
Date
5-22-2024
Department
School of Music
Degree
Doctor of Music Education (DME)
Chair
Nathan Street
Keywords
autism spectrum disorder, music education, technology, computer applications, case study
Disciplines
Music
Recommended Citation
Rusnak, Carolyn, "Band Gamification Among High School Students with Autism Spectrum Disorder: A Qualitative Case Study" (2024). Doctoral Dissertations and Projects. 5675.
https://digitalcommons.liberty.edu/doctoral/5675
Abstract
This qualitative case study aims to describe, explore, and identify how the high school beginning band student’s choice of computer applications was implemented to demonstrate increased music literacy for percussion students with autism spectrum disorder (ASD). This qualitative research examines two male and four female high school beginning band percussionists with ASD. Data was collected over four weeks via computer applications, observations, and recorded exit interviews of each student. Students’ respective schools were selected to conduct research; data was analyzed by studying the computer application scores and educational implications. Perspectives on improving communication, cognitive, and music reading skills are also examined. Employing student choice may encourage ASD students to self-advocate in other areas. This work is important because few studies have been conducted on adolescents with ASD in music education: there are still very few randomized control studies on the effectiveness of computer applications, even though the literature on this topic appears to have demonstrated advantages for people with ASD. This study could encourage the research of a more extensive survey of the population with ASD and students with other disabilities to use technology, gaining a deeper understanding of needs and challenges and encouraging growth in communication and cognitive skills in different subject areas.