{"@context":{"aiiso":"http:\/\/purl.org\/vocab\/aiiso\/schema#","arm":"https:\/\/ld4p.github.io\/arm\/core\/ontology\/0.1\/","bf":"http:\/\/id.loc.gov\/ontologies\/bibframe\/","bib":"https:\/\/bibliotek-o.org\/","bibo":"http:\/\/purl.org\/ontology\/bibo\/","cito":"http:\/\/purl.org\/spar\/cito\/","classSchemes":"http:\/\/id.loc.gov\/vocabulary\/classSchemes","dbo":"http:\/\/dbpedia.org\/ontology\/","dce":"http:\/\/purl.org\/dc\/elements\/1.1\/","dcmitype":"http:\/\/dublincore.org\/documents\/2000\/07\/11\/dcmi-type-vocabulary\/#","dcterms":"http:\/\/purl.org\/dc\/terms\/","ebucore":"http:\/\/www.ebu.ch\/metadata\/ontologies\/ebucore\/ebucore","edm":"http:\/\/www.europeana.eu\/schemas\/edm\/","foaf":"http:\/\/xmlns.com\/foaf\/spec\/#","frap":"http:\/\/purl.org\/cerif\/frapo","identifiers":"http:\/\/id.loc.gov\/vocabulary\/identifiers","ids":"http:\/\/id.loc.gov\/vocabulary\/identifiers\/","opaque":"http:\/\/opaquenamespace.org\/","pcdm":"http:\/\/pcdm.org\/models#","phaidra":"https:\/\/phaidra.org\/ontology\/","rdam":"http:\/\/rdaregistry.info\/Elements\/m\/","rdau":"http:\/\/rdaregistry.info\/Elements\/u\/","rdax":"http:\/\/rdaregistry.info\/Elements\/x\/","rdf":"http:\/\/www.w3.org\/1999\/02\/22-rdf-syntax-ns#","rdfs":"https:\/\/www.w3.org\/TR\/rdf-schema\/","relators":"http:\/\/id.loc.gov\/vocabulary\/relators","role":{"@context":{"aut":{"@container":"@list","@id":"http:\/\/id.loc.gov\/vocabulary\/relators\/aut"}}},"schema":"http:\/\/schema.org\/","skos":"http:\/\/www.w3.org\/2004\/02\/skos\/core#","skosxl":"http:\/\/www.w3.org\/2008\/05\/skos-xl"},"@id":"https:\/\/door.donau-uni.ac.at\/o:5805","bf:note":[{"@type":"bf:Note","skos:prefLabel":[{"@language":"eng","@value":"This case study examines the integration of a teacher-created digital game into the elementary music curriculum on several campuses in two countries, exploring its impact on student engagement, learning outcomes, and classroom culture. Originally developed as an extension of a traditional music lesson featuring a puppet, the game was designed to reinforce the learning of a target melody by incorporating the melody as background music within gameplay. Using an autoethnographic reflection and case study approach, this paper analyzes the evolution of the puppet’s story that forms the base of the lesson, how students responded to the digital adaptation of the story in game form, and how the addition of the game affected instructional time dedicated to the melodic acquisition of the target melody.\nThe findings suggest that embedding musical concepts within a digital game environment may enhance student engagement and efficiency in learning. Additionally, the use of a puppet, structured narrative, and digital game increased the ability of the teacher to integrate Social Emotional Learning (SEL) concepts naturally into the lesson."}]}],"bf:provisionActivity":[{"@type":"bf:Publication","bf:agent":[{"@type":"schema:Organization","schema:name":[{"@value":"University of Krems Press"}]}]}],"dce:subject":[{"@type":"skos:Concept","skos:prefLabel":[{"@language":"eng","@value":"Music education"}]},{"@type":"skos:Concept","skos:prefLabel":[{"@language":"eng","@value":"digital games"}]},{"@type":"skos:Concept","skos:prefLabel":[{"@language":"eng","@value":"puppets"}]},{"@type":"skos:Concept","skos:prefLabel":[{"@language":"eng","@value":"melody"}]},{"@type":"skos:Concept","skos:prefLabel":[{"@language":"eng","@value":"story"}]}],"dce:title":[{"@type":"bf:Title","bf:mainTitle":[{"@language":"eng","@value":"The Power of Unhappy Endings"}]}],"dcterms:issued":["2025-11-14"],"dcterms:language":["eng"],"dcterms:type":[{"@type":"skos:Concept","skos:exactMatch":["https:\/\/pid.phaidra.org\/vocabulary\/69ZZ-2KGX"],"skos:prefLabel":[{"@language":"eng","@value":"Text"},{"@language":"deu","@value":"Text"},{"@language":"ita","@value":"Testo"}]}],"ebucore:filename":["Fimbel_FROG24_The Power of Unhappy Endings.pdf"],"ebucore:hasMimeType":["application\/pdf"],"edm:hasType":[{"@type":"skos:Concept","skos:exactMatch":["https:\/\/pid.phaidra.org\/vocabulary\/XA52-09WA"],"skos:prefLabel":[{"@language":"eng","@value":"book part"},{"@language":"deu","@value":"Buchkapitel"},{"@language":"ita","@value":"Capitolo di libro"}]}],"edm:rights":["http:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"],"rdam:P30004":[{"@type":"ids:doi","@value":"10.48341\/5ry2-t630"}],"rdau:P60101":[{"@type":"schema:CreativeWork","bf:provisionActivity":[{"@type":"bf:Publication","bf:agent":[{"@type":"schema:Organization","schema:name":[{"@value":"University of Krems Press"}]}]}],"dce:title":[{"@type":"bf:Title","bf:mainTitle":[{"@value":"Gaming the Apocalypse"}]}],"ids:isbn":["978-3-903470-30-9"],"skos:exactMatch":[{"@type":"ids:doi","@value":"10.48341\/j34c-h575"}]}],"role:aut":[{"@type":"schema:Person","schema:affiliation":[{"@type":"schema:Organization","schema:name":[{"@value":"Evelyn Scott School"}]}],"schema:familyName":[{"@value":"Fimbel"}],"schema:givenName":[{"@value":"Mary Eleanora"}]}]}