2 RELATED WORK
2.1 E-Learning and Gamification
Within the ever-evolving educational landscape, the
merging of technology and pedagogy has led to in-
novative paradigms, particularly in the areas of e-
learning and gamification. As educational environ-
ments increasingly shift to virtual platforms, research
into effective learning methods and the incorpora-
tion of game elements, known as gamification, has
proven to be a compelling strategy to engage and mo-
tivate learners in digital spaces. The majority of re-
search and evaluations have focused predominantly
on higher levels of education (Woody, 2021; Urh
et al., 2015; De Sousa Borges et al., 2014; Kyewski
and Kr
¨
amer, 2018), and covered different areas such
as music (Biasutti et al., 2023; Woody, 2021; Wagner,
2017), medicine (Morton et al., 2016), database man-
agement (Hassan et al., 2019), or a range of subjects
(Aparicio et al., 2019; Kyewski and Kr
¨
amer, 2018).
Most studies report on the positive aspects of using
modern technologies, such as flexibility, accessibil-
ity, self-paced learning, personalization and instant
feedback. In addition, some studies focused on the
challenges that arise when introducing e-learning (Bi-
asutti et al., 2023; Martinez-Garcia et al., 2023). Bia-
sutti et al. showed that the transition to distance learn-
ing in Italian primary school during the COVID-19
pandemic encountered obstacles due to the sudden-
ness of pedagogical changes and teachers’ insufficient
technological skills. Teachers also expressed con-
cerns about the detrimental effects of distance learn-
ing on many students, especially younger students.
However, positive outcomes were reported in terms of
familiarisation with information and communication
technologies (ICT), and it was suggested that more
deliberate and supported implementation could allow
for a smoother and better transition. Furthermore,
Martinez-Garcia et al. present both the opportunities
and challenges associated with the integration of arti-
ficial intelligence into e-learning.
Gamification is defined as the use of game ele-
ments and mechanics in non-game contexts (Deter-
ding et al., 2011), however the line between games
and gamified applications is often blurred. In their
literature review on gamification, Behl et al. (2022)
identified four main themes—personalization, learn-
ing styles, learner engagement and game elements.
The most commonly used game elements, as de-
scribed by Antonaci et al. (2019), are badges, leader-
boards, points, feedback, challenges, likes/social fea-
tures, communication channels, narratives, levels,
progress bars, teams, agents, medals, avatar, tro-
phies, time limit, task, virtual currency, personal-
ization features, mission, replayability, goal indica-
tors, competition, win status. In a survey of pri-
mary school children survey and a literature review
by Nand et al. (2019), graphics, feedback and chal-
lenge were identified as the most attractive features of
computer games. While Kyewski and Kr
¨
amer (2018)
could not prove any significant improvement through
the use of gamification and grades or quiz results
were not influenced by badges, such game elements
do not hinder the increase in learning outcomes, fos-
tering activity, and motivation. Furthermore, De Fre-
itas (2018) shows that games are an effective learn-
ing tool and widespread adoption is only a matter
of time. It is therefore becoming increasingly im-
portant to harmonise the different disciplinary per-
spectives, address methodological challenges and
develop a common terminology. In research on mas-
sive open online courses (MOOCs), gamification has
been found to play a central role in success, as it posi-
tively influences several aspects of the courses (usage,
individual impact and organisational impact) (Apari-
cio et al., 2019). An advanced approach to gamifica-
tion is the personalization of the learning application.
Hassan et al. developed a system that provides stu-
dents with different gamification elements depending
on their learning type. The results showed that adap-
tive gamification elements and activities selected ac-
cording to learners’ learning dimensions significantly
increased factors such as motivation, course comple-
tion, interest, and user interaction in the e-learning
course (Hassan et al., 2019).
2.2 Sight Reading and Sight Singing
In the area of music education, Sch
¨
uler (2021) ad-
dresses the challenges faced by instrumentalists and
vocalists by highlighting their respective weaknesses
in singing-related exercises and ear training tasks.
To counteract student “un-motivation,” Sch
¨
uler ad-
vocates integrating technological tools like online
karaoke and platforms such as SmartMusic, which
lead to higher student motivation, better performance
in less time, improved audiation skills, and improved
solfege skills compared to traditional singing exer-
cises. The concept of audiation, which is crucial to
improving sight-singing skills, is at the heart of these
efforts. Research shows that incorporating famil-
iar music choices and feedback mechanisms through
platforms like SmartMusic, which provide visual and
audio feedback, significantly increases student moti-
vation and performance. In addition, Sch
¨
uler high-
lights the effectiveness of various software tools such
as EarMaster Pro, MacGamut, Practica Musica, Au-
Troubadour: Inverse Dictation Games for Ear Training
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