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...
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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 |
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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 |
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1822009047438589952 |