Solihati, - and Suprih Widodo, - (2025) "FINGERXIBILITY": GAME EDUKASI FINGERING UNTUK MENINGKATKAN KETERAMPILAN DASAR BERMAIN PIANO. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Keterampilan fingering merupakan aspek fundamental dalam pembelajaran piano, terutama bagi pemula, karena berkaitan langsung dengan kelenturan jari, keakuratan nada, serta kelancaran dalam memainkan lagu. Namun, dalam praktiknya, pembelajaran fingering sering kali menghadapi hambatan, seperti kurangnya motivasi dalam berlatih secara rutin dan keterbatasan akses terhadap alat musik pribadi di luar lingkungan formal. Penelitian ini bertujuan untuk mengembangkan “FingerXibility”, sebuah game edukasi berbasis rhythm yang dirancang untuk melatih keterampilan fingering sebagai dasar bermain piano secara menyenangkan dan interaktif. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan metode pengembangan Game Development Life Cycle (GDLC) yang mencakup tahapan inisiasi, pra-produksi, produksi, pengujian, dan rilis. Pengujian dilakukan menggunakan metode BlackBox melalui pengujian alpha oleh pengembang dan pengujian beta oleh dua pengguna dari latar belakang yang berbeda guna memperoleh umpan balik dari sisi pengguna. Hasil pengujian menunjukkan bahwa game FingerXibility berfungsi dengan baik secara fungsional dan non-fungsional. Kesimpulannya, FingerXibility dapat digunakan sebagai media alternatif pembelajaran mandiri dalam melatih fingering dan dapat memperluas akses pembelajaran piano berbasis teknologi. ----- Fingering skills are a fundamental aspect of piano learning, especially for beginners, as they are directly related to finger flexibility, note accuracy, and fluency in playing songs. However, in practice, fingering learning often encounters obstacles such as lack of motivation for regular practice and limited access to personal musical instruments outside formal environments. This study aims to develop “FingerXibility,” an educational game based on rhythm designed to train fingering skills as the foundation of piano playing in a fun and interactive manner. The research method used is Research and Development (R&D), with the development method referring to the Game Development Life Cycle (GDLC), which includes the stages of initiation, pre-production, production, testing, and release. Testing was conducted using the BlackBox method through alpha testing by the developer and beta testing by two users from different backgrounds to obtain feedback from the user perspective. The test results show that the FingerXibility game functions properly in both functional and non-functional aspects. In conclusion, FingerXibility can be used as an alternative self-learning medium to train fingering skills and has the potential to broaden access to piano learning through technology-based solutions.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?hl=id&authuser=1&user=LT6dI2gAAAAJ ID SINTA Dosen Pembimbing: Suprih Widodo: 5978120 |
Uncontrolled Keywords: | Game Edukasi, Fingering, Keterampilan Dasar Piano, Rhythm Game, GDLC Educational Game, Fingering, Basic Piano Skills, Rhythm Game, GDLC |
Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Fitri Farida Solihati |
Date Deposited: | 27 Aug 2025 04:11 |
Last Modified: | 27 Aug 2025 04:11 |
URI: | http://repository.upi.edu/id/eprint/136515 |
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