EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION

Hearing abilities, also known as aural skills, play a crucial role for musicians and those who seek to enhance their musical prowess. However, training these skills presents its own set of challenges. Often perceived as tedious and time-consuming, these training activities can deter individuals f...

Full description

Saved in:
Bibliographic Details
Main Author: Nobel Fauzan, Muhamad
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/79976
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:79976
spelling id-itb.:799762024-01-17T09:33:28ZEAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION Nobel Fauzan, Muhamad Indonesia Final Project ear training, gamification, engagement, interaction design, user-centered design, prototype INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/79976 Hearing abilities, also known as aural skills, play a crucial role for musicians and those who seek to enhance their musical prowess. However, training these skills presents its own set of challenges. Often perceived as tedious and time-consuming, these training activities can deter individuals from pursuing them. This final project aims to address these issues by developing a prototype for a mobile ear training application, with a focus on user engagement. The chosen approach to boost engagement involves the use of gamification elements. The decision to incorporate gamification is backed by numerous studies highlighting its positive impact on engagement and the overall learning process. In this project, the prototype’s effectiveness is evaluated using various metrics such as the System Usability Scale (SUS), scaled engagement questions, and a range of qualitative queries. The test results indicate that the gamification elements positively influence user engagement. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Hearing abilities, also known as aural skills, play a crucial role for musicians and those who seek to enhance their musical prowess. However, training these skills presents its own set of challenges. Often perceived as tedious and time-consuming, these training activities can deter individuals from pursuing them. This final project aims to address these issues by developing a prototype for a mobile ear training application, with a focus on user engagement. The chosen approach to boost engagement involves the use of gamification elements. The decision to incorporate gamification is backed by numerous studies highlighting its positive impact on engagement and the overall learning process. In this project, the prototype’s effectiveness is evaluated using various metrics such as the System Usability Scale (SUS), scaled engagement questions, and a range of qualitative queries. The test results indicate that the gamification elements positively influence user engagement.
format Final Project
author Nobel Fauzan, Muhamad
spellingShingle Nobel Fauzan, Muhamad
EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
author_facet Nobel Fauzan, Muhamad
author_sort Nobel Fauzan, Muhamad
title EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
title_short EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
title_full EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
title_fullStr EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
title_full_unstemmed EAR TRAINING APPLICATION PROTOTYPE USING GAMIFICATION
title_sort ear training application prototype using gamification
url https://digilib.itb.ac.id/gdl/view/79976
_version_ 1822009047438589952