Context
Research on Music Teaching and
Learning During Elementary School Years
Diane C. Persellin
Trinity University
Music is its own discipline and need not to be justified to
strengthen other skills or understandings. The learning of music, however, may
also have a broader effect, one beyond the aesthetic merit of music.
The effect of music instruction on spatial skills. Music instruction can supply
intellectual, emotional, and physical components critical to childrenĄ¯s development.
During the last ten years, investigators have suggested that music instruction
may have an effect on spatial skills or the ability to visualize an object from
different perspectives. Hetland (2000), in a meta-analysis, examined 15 studies
relating music instruction and spatial skills. These studies were conducted
by a variety of research teams using various treatments. Hetland found that
active instruction in music appears to have a small but significant effect on
spatial skills for preschool and elementary-aged children lasting as long as
instruction continues up to two years. Effects of music training, however, did
not persist for long after music instruction ceased. The testing instruments
used in these assessments are imperfect; low reliability of the testing measures
used in many of these studies continues to be a concern. More research in this
area is needed.
The effect of piano instruction on self-esteem. A McGill University study (Costa-Giomi,
1999) found that children who had taken three years of piano instruction had
significantly higher self-esteem than children who were not enrolled in piano
lessons. These results were not related to family income, sex, family structure,
or parental employment. In addition to piano lessons, students in this study
owned a new piano, played in recitals, and received individual attention from
a caring teacher. While these elements could also have had an impact on the
improvement in self-esteem, the overall effect of piano instruction could not
be disputed.
Conclusion. This is an exciting time to explore research on musical development
and music instruction of children. Interest in how children learn and value
music has increased dramatically in parents, educators, and the music industry
in the past twenty years. As investigators continue to conduct new studies and
to replicate current studies, a strong foundation of musical understanding will
be developed which will strengthen music education for generations to come.
THE NEW YORK TIMES
June 3, 2003
Playing Music as a Toy, and a Toy as Music
By James Gorman
Tod Machover - composer, inventor, cellist and educator - has
made it clear to me that I am a puritan. This has nothing to do with sex. It's
about another sort of seduction, the lure of electronics and computer technology,
the easy pleasure of video games, the ultimately hollow virtual world.
Mr. Machover, professor of music and media at the M.I.T. Media Lab, is devoting
considerable energy to luring children into the electronic world. He has invented
electronic instruments that allow anyone, skilled or not, to enjoy the kind
of creativity and collaboration available only to the most advanced players
of traditional instruments.
Mr. Machover has not ignored those advanced players. He has, in the past, helped
develop instruments like the hypercello, which Yo-Yo Ma used to perform one
of Mr. Machover's compositions. But now, Mr. Machover has turned his hand to
musical toys, or instruments for children.
He recently came to New York for a performance of his Toy Symphony and to conduct
workshops at the Cooper-Hewitt, National Design Museum. Hyperscore, a composing
tool he and his colleagues developed, is on display there as part of the National
Design Triennial. The workshops allowed children to work with Hyperscore and
play two electronic instruments called Beatbugs and Music Shapers.
I went to talk to him and to see and touch the two performance toys because
of my curmudgeonly conviction that electronics, even in the service of creativity,
could not be good for children, or anyone else for that matter.
I know a bit about electronic toys. I've had my hand in coverage of consumer
technology. I have watched children (frequently mine) become completely absorbed
in video games. I myself am easily addicted to them. Consequently, in my anti-technology
moments, I have the moral fervor of a sinner.
I'm convinced that electronic entertainment can cast a sort of mist over the
physical world human beings have bumped around in for so long, making it seem
slow and out of focus, compared with the new flat screens.
Even if some game skills are transferable to life apart from the computer, including
enhanced visual attention and peripheral vision, as reported in a study in Nature
on Thursday by Dr. Daphne Bavelier and colleagues at the University of Rochester,
the games create a world, as does television, which in some ways is more appealing
than the physical one.
The games can even, it seems, put a veil between mind and body. The Cartesian
mind/body division is no longer accepted by science, but video games are Descartes's
revenge. The eyes and fingers are allowed in the game, but the rest of the body
becomes dead weight - meat, as William Gibson described it in the science fiction
novel "Neuromancer."
And yet, researchers in artificial intelligence and behavioral sciences often
talk now about embodied intelligence. Dr. Antonio R. Damasio, a neurobiologist
at the University of Iowa, who is the author of "Descartes's Error"
and more recently "Looking for Spinoza," has argued that the mind
contains a model of the human body and that the actions of the body inform the
brain. "The mind exists," he writes in "Spinoza," "because
there is a body to furnish it with contents."
In "The Hand," written several years ago, Dr. Frank R. Wilson, a clinical
professor of neurology at Stanford, suggests that the hand has molded human
language and consciousness during the course of evolution and that its activities
are powerfully connected to the development of the individual.
To capture the essence of his argument, he quotes the Canadian novelist Robertson
Davies, who wrote that "the hand speaks to the brain as surely as the brain
speaks to the hand." You have to wonder, when the hand is clicking a mouse
for a couple of hours, what does it have to say?
Not much of interest I would think. But music is something different. Learning
to make music on traditional instruments, even in a limited, amateurish way,
draws on body and mind together. They function in intimate communion, as they
should. You can't make music without thinking and feeling and training your
hands. The connection of muscle and motion to rhythm and melody is fundamental.
That's why I was predisposed to doubt the value - not for music, but for human
development - of Mr. Machover's instruments. When asked whether there wasn't
some value to the training in a traditional instrument in which motor skills,
muscle memory, thinking, emotion and creativity all came into play, Mr. Machover
said that he thought that traditional training for children gave very little
room for creativity, which is what he was trying to provide.
"It's so difficult, physically to learn a traditional musical instrument,"
he said. "The smartest kids take a lot of time just to master the interface
- to say nothing of creativity - before you're expressing something, and way
before you're expressing something individual.
"I think that what I've tried to do in all this work is to emphasize creativity
over virtuosity." Not that he is against traditional training. One of his
daughters is learning the violin.
NEWSDAY
The Sounds of Play: Tod Machover is trying to revolutionize
the way kids learn to make music with digital technology
Author: Justin Davidson
When he was a child, [Tod Machover]'s mother, a music teacher, would send the
boy and his friends on scavenger hunts for objects with which to make interesting
sounds, then organized chamber music sessions with their found instruments.
Nine years ago, when he became a parent, Machover realized just how exceptional
that sort of activity was. Struck by the paucity of organized, creative music-
making for young children, Machover embarked on a three-year, $3 million international
project he calls "Toy Symphony," which in New York culminates next
Saturday with a free concert performed by professionals and kids in the Winter
Garden of the World Financial Center. In the meantime, groups of New York City
public school children are busily learning to use Machover's toys: an antennaed
rhythm box called a "beatbug," a squishy "shaper" that produces
a range of digital honks and rustles, and Hyperscore, the kid composer's first
software.
"My goal," Machover said, "was to put together a suite of musical
activities that children can do with other children and with grown- ups and
that could end up in a concert." Some of the pieces that children produce
in these weeks will be performed by a professional orchestra, along with Machover's
own "Toy Symphony" for beatbugs, shapers and strings.
Date: May 11, 2003
Technology and Creative Expression
Tod Machover
October, 1995
The idea of hyperinstruments was to develop computer systems that could monitor
and eventually "understand" every nuance of musical performance, so
that the musician's interpretation and feeling could lead to an enhanced and
expanded performance. My idea was always to try to capture the most complete
and integrated sense of the musician's meaning and intention, rather than to
collect a set of unrelated "parameters" from performance which could
then be "mapped" to independent features of a synthesizer or automated
composition system. I always want the musician to imagine a musical result in
its totality, to use highly developed musical skills and talents, and then to
have the machine do the work to translate this into a desired and predictable
result.
So I think that we must strive now for a music which can stand on its own against
the other media - emphasizing its ability to create mysteriously deep emotional
and mental experiences, encouraging listeners to "fill in the blanks"
- while combining a seriousness of purpose and depth of content with a colloquial
and non-elitist expression.
Our interactive technology should encourage this goal, by creating situations
which invite people to participate in significant ways through eliminating every
unnecessary barrier, while making sure that the experience offered enhances
and expands life experience instead of being a mindless drug.
So, the situation is in fact paradoxical. We DO have to find increasing ways
to make music a part of everyday life, by building "instruments" of
expression into our everyday environment, into furniture, clothing, toys, walls,
everything - but must do this so that our lives become richer, more REAL, and
not synthetically plastic and "virtual."