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Rote practice often leads to high dropout rates among beginner keyboard students. Gamification transforms this repetitive practice into an engaging, sustainable learning experience.
Gamification serves as a viable strategy to mitigate high dropout rates among beginner keyboard students by transforming repetitive, rote practice into an engaging, sustainable learning experience. By integrating custom-developed software with hardware like the LUMI keyboard, the initiative seeks to bridge the gap between entertainment and formal musical education. The primary objective is to determine how game mechanics can effectively support the acquisition of fundamental skills such as fingering, rhythm, and sight-reading without sacrificing pedagogical integrity.
Pilot testing involving ten participants reveals that while gamified practice is significantly more enjoyable than traditional methods, a distinct tension exists between entertainment value and educational efficacy. Users consistently favor streamlined, focused prototypes that prioritize clear feedback and skill-specific drills over complex, arcade-style interfaces, which often suffer from visual clutter and poor alignment with musical theory. Participants emphasize that for these tools to provide long-term utility, they must offer structured progression paths, precise audio-visual synchronization, and better integration with standard musical notation.
Future development must transition from qualitative user feedback toward empirical, replicable measurements of educational outcomes and difficulty curves. By refining specific learning goals and narrowing the target demographic, developers can create more effective tools that balance game mechanics with rigorous musical instruction. The path forward requires a deliberate shift toward prioritizing pedagogical alignment, ensuring that future iterations function not merely as engaging distractions, but as robust educational platforms that facilitate measurable progress in sight-reading and rhythmic proficiency.
Tampere University · 2016