You're absolutely right about that. It would make more sense for the players to actually use the knowledge first-hand. ... I'm definitely rethinking the classroom idea now. ... For example, say I want to teach the player how to play the guitar. In a minigame or puzzle game format, he or she could play a live show on stage at night. ... I think that might be more fun than going to a guitar class in a classroom for sure. ...
I think I have a real game design now. I'm removing the classroom for all skills that don't have a practical use there. Instead, I'll create individual minigames for various locations.
Which is what I said in the first post.
Learning through application of knowledge in fun/exciting situations that most people never get to enjoy (like being in a rock band, or being in some fantasy world of dragons, or whatever it is) is both more engaging, and cements the knowledge better through use.
I'm removing the classroom for all skills that don't have a practical use there.
With a little creative thinking, you will soon find that there are no skills that only have a practical use in a classroom. If you can model the skill and evaluate it at all (that is, if it has any use in a game), it can be better modeled in a practical situation through a puzzle and skill-based resolutions in narrative gameplay.
As I said before, that doesn't mean adding 2&2 to kill zombies. That's a bad example. True application makes the knowledge and skill relevant, and still models the real elements of the skill or knowledge closely enough to be educational.
After finishing a song, the player can be scored based on accuracy or creativity (I'll have to think about scoring methods)
Accuracy: If you're just following sheet music, that's fine.
If you're letting them go off script or make their own music (which seems to be what you're suggesting), you will find scoring to be a monumental task which the brightest minds in music and computer science have yet to fully solve (although we're getting closer to computer programs which can evaluate music, I don't think we're quite there yet).
If you keep to the scripted format, you'll be safe for evaluation, but it will also remove a lot of the reason for players to work together or learn the fundamental concepts of music, since all they have to do is give the right inputs at the right time. This can hamper motivation outside the rockband demographic of a party game.
Working the music and concepts into the narrative as a way to advance the story or overcome other obstacles can help rectify this: You need to construct and outside reward and additional feedback for successful mastery. It doesn't matter if that's casting spells, or constructing some kind of dating sim. This reward will help define your ultimate demographic.