Serious Games for Music Education
A Mobile Application to Learn Clef Placement on the Stave
Adriano Barat`e, and Luca A. Ludovico
Department of Computer Science, Universit`a degli Studi di Milano, Via Comelico 39, Milan, Italy
Keywords:
Music, Education, Mobile Applications.
Abstract:
According to recent researches, gaming can be used in educational contexts to improve learning processes.
In this work, at first serious games are introduced by defining their key features, then their applicability to
the music education field will be discussed. Finally, the paper will present a specific case study focusing on
real-time solf`ege of scores with frequent clef changes. The resulting pedagogical game, called iClef, has been
designed and implemented to run on mobile devices such as the iPhone and iPad.
1 INTRODUCTION
Recent research has shown that gaming can be prof-
itably used in educational contexts, in order to make
the learning process both effective and amusing. Seri-
ous games (Abt, 1970) are designed for purposes that
go beyond mere amusement. Like any game, they
are intended to entertain users, but their main goal is
usually to train and educate them. In other words,
the recreational aspects of serious games act as a sort
of Trojan horse to convey computer-supported educa-
tion. The effectiveness of games as teaching tools is
due to their potential to engage players.
The term “serious game” was actually used long
before the introduction of computer and electronic
devices into entertainment, but our concern in this
article is with the application of information tech-
nology to educational processes. The article (Zyda,
2005) provides an up-to-date definition for serious
games, depicting them as “mental contests, played
with a computer in accordance with specific rules”
that use entertainment to further government or cor-
porate training, education, health, public policy, and
strategic communication objectives.
This paper addresses a specific field, namely mu-
sic education. Serious games could be applied to this
domain for a number of different purposes. For in-
stance, it is possible to teach the key concepts of mu-
sic theory and instrumental practice through ad hoc
hardware and software frameworks based on selected
music materials. The huge success of entertainment-
oriented applications like the celebrated Guitar Hero
(Arsenault, 2008), released for all the principal gam-
ing platforms and PC systems from 2005 on, wit-
nesses not only the pedagogical but also a huge com-
mercial interest towards this kind of products.
In order to provide a comprehensive discussion of
the matter, Section 2 presents a brief review of re-
lated works, whereas Section 3 is devoted to fixing
specific goals for our serious game. Finally, Section 4
describes iClef, namely an example of music serious
games implemented by the authors.
2 RELATED WORKS
The scientific literature about computer-based serious
games somehow dealing with music is very rich. Re-
searches and implementations range from simulated
instrumental practice to advanced ear training, from
alternative ways for music composition to graphical
representation and analysis of scores, from gesture
recognition to motion tracking techniques aiming at
controlling music and/or audio parameters. More-
over, the iPhone, iPod and other popular mobile de-
vices intrinsically support music digital libraries, thus
their environment encourages applications where mu-
sic can be employed in an unconventional way. Since
the field is so wide, we will narrow our discussion
to mobile-oriented applications related to music edu-
tainment and ear training.
A first category includes the huge family of ap-
plications either simulating traditional music instru-
ments or implementing brand new ones. For exam-
ple, (Wang, 2009) describes the so-called Smule Oca-
rina, i.e. a wind instrument designed for the iPhone.
234
Baratè A. and A. Ludovico L..
Serious Games for Music Education - A Mobile Application to Learn Clef Placement on the Stave.
DOI: 10.5220/0004364902340237
In Proceedings of the 5th International Conference on Computer Supported Education (CSEDU-2013), pages 234-237
ISBN: 978-989-8565-53-2
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
In this mobile musical artifact, the interactions of the
ancient flute-like instrument are both preserved and
transformed via breath-control and multitouch finger-
holes. Besides, the onboard global positioning and
persistent data connection allow the users to listen to
one another, thus creating a social experience. Mo-
bile music making is becoming both a relevant field
of research from a technological point of view and an
evolved expression tool in an artistic perspective, as
demonstrated in (Tanaka, 2004). Initiatives such as
Momu - a mobile music toolkit (Bryan et al., 2010)
- and MoPhO - the Stanford Mobile Phone Orchestra
(Oh et al., 2010) - witness this new tendence.
In our short review, it is worth citing researches
about gesture, motion capture and physical metaphors
in designing mobile music performances. An exam-
ple is contained in (Dahl and Wang, 2010), based on
the metaphor of a sound as a ball. Exploring the in-
teractions and sound mappings suggested by such a
metaphor leads to the design of a gesture-controlled
instrument that allows players to “bounce” sounds,
“throw” them to other players, and compete in a game
(called SoundBounce) to “knock out” others’ sounds.
The soundscape is designed so that all actions and
changes of state have audible correlates, allowing
both players and audience to perceive what is hap-
pening without any explicit visual information.
In the music education context, there are many in-
teresting initiatives and applications based on mobile
devices. For instance, (Zhou et al., 2010) describes
the experience of MOGCLASS, namely a system of
networked mobile devices to amplify and extend chil-
drens capabilities to perceive, perform and produce
music collaboratively in classroom context. An-
other relevant example is represented by Rhythmati-
cal (Moorefield-Lang and Evans, 2011), designed to
be an educational application for the iPhone and iPod
Touch that conveys mathematical topics via musical,
rhythmic, or movement interactive techniques.
With respect to the applications and approaches
reviewed in this section, our work is focused on a
very specific matter, often referred to as clef read-
ing. In this sense, our software takes advantage from
the mentioned experiences as regardthe use of mobile
technology and interface design.
3 HOW TO PRACTICE SIGHT
READING IN DIFFERENT
CLEFS
In modern notation, usually three clefs (namely three
graphical symbols) are used to notate music, i.e. G, F,
and C. Each type of clef assigns a different reference
note to the line on which it is placed. Modern nota-
tion often assigns a standard position to the three cited
clefs; nevertheless, in order to facilitate writing for
different tessituras, any of the clefs may theoretically
be placed on any of the lines of the staff. This prac-
tice was common in renaissance and baroque music,
above all in vocal pieces such as motets and madri-
gals. However, modern instrumentation and orches-
tration texts, such as (Blatter, 1997), suggest their use
for some instrument scoring: e.g. the alto clef is a
common one for viola, as well as the tenor clef is typ-
ical of trombone scores.
Since there are ve lines on the stave, and three
clefs, it might seem that there would be fifteen possi-
ble clefs. Six of these, however, are redundant clefs,
so only nine possible distinct clefs are allowed and
have been historically adopted: the G-clef on the two
bottom lines, the F-clef on the three top lines, and the
C-clef on any line of the stave except the topmost,
which is deprecated. Each of these clefs has a differ-
ent name based on the tessitura for which it is best
suited: Treble, and French violin clef (symbol: G-
clef); Bass, Baritone, and Sub-bass clef (symbol: F-
clef); Alto, Tenor, Baritone, Mezzo-soprano, and So-
prano clef (symbol: C-clef). The keys listed above are
graphically shown in Figure 1.
In Italian conservatories, sight reading of scores
containing frequent clef changes is one of the tests
the final exam of Music Theory and Solf
`
ege is made
of. Figure 2 provides a hand-written example of this
kind of examination. Since for most young music stu-
dents practicing clef reading is an unusual and dreary
activity, our purpose is providing them with a serious
game oriented to this specific task. The mobile ap-
plication described in the next section, called iClef,
should do the job.
4 CASE STUDY: LEARNING
CLEFS ON A PORTABLE
DEVICE
iClef is a serious game which addresses the problem
of correctly reading note pitches when the clef is not
only a commonly used one, such as a treble or bass
clef. The interface shows notes with no rythmic in-
dication, written on a staff that carries randomly se-
lected clefs, at an increasing metronome rate. In or-
der to help the user, smaller noteheads suggest the
next notes written in the current clef. The user has
to choose the right corresponding key on a piano-
like keyboard as quickly as possible. The interface
SeriousGamesforMusicEducation-AMobileApplicationtoLearnClefPlacementontheStave
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Figure 1: Clef types and their placement on the stave.
Figure 2: An example of final examination from an Italian
conservatory.
Figure 3: The interface of iClef.
is shown in Figure 3.
4.1 Gameplay
The key idea is providing the player with a very sim-
ple graphical interface, where the main game controls
- namely the music keys - are located on the right side
and are easily accessible through the thumb. In fact,
the user must be able to give a prompt response to the
notes graphically shown in the left panel.
The game is organized in a number of levels, each
one presenting an increasing degree of difficulty. It is
worth underlining that melodies are not predefined,
but they are computed in real-time by taking into
account both music-related rules and player perfor-
mances. The former aspect is detailed in the following
subsection, where some notation obstacles are listed.
After a given number of mistakes, the player is not
allowed to access the next tier.
4.2 Levels and Scoring
Like any other game, in order to catch the attention
of the player and to stimulate his/her abilities, iClef
presents increasing degrees of difficulty.
A first aspect is the overall metronome, which es-
tablishes through its beats when a new note should ap-
pear. Needless to say, a slow metronome is adequate
to the very first levels, whereas it becomes faster and
faster as the game goes on.
Besides, the number of clef changes can dramati-
cally impact on the degree of difficulty, so the rate in-
creases from level to level according to n = (11 l),
where n is the number of notes occurring between two
clef changes and l [1..10] is the current level.
Another aspect taken into account is melody com-
plexity. In fact, a step-by-step melody (often known
as conjunct motion) is intrinsically easier to read than
a line with wide intervals. In this case, the number of
scale grades that separate the endpoints of the (either
ascending or descending) interval is i N : i l. As
an example, at level l = 1 only 1-grades (ascending
and descending second) intervals are allowed. There
is a relevant exception to this rule: when a clef change
occurs, the random interval is not related to the pre-
vious note in the sequence, but to the base line of the
new clef. Only in this case, unison is allowed.
1
For
instance, at level l = 1 and under a treble clef, the first
pitch is one of F, G, or A, independently of the previ-
ous pitch under the old key.
Since accidentals and ledger lines make the read-
ing exercise harder, they are progressively introduced
in the higher levels. As regards the former aspect, for
l [1..4] the algorithm chooses only natural notes, for
l [5..8] single accidentals (i.e. sharp and flat) are in-
troduced, and finally for l [9..10] double accidentals
may appear.
During the gameplay, the interface provides a vari-
able number of clues which provide in advance infor-
mation about the next notes (graphically indicated by
small symbols). In the easier levels clues are two, but
they gradually disappear in higher levels.
All these aspects are conveniently mixed during
1
Please note that in general terms the concept of interval
implies the distance between two pitches, whereas in this
case the “unison” occurs between a real pitch and the virtual
pitch indicated by the clef position.
CSEDU2013-5thInternationalConferenceonComputerSupportedEducation
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the gameplay, so that the task becomes harder and
harder.
The players performances are mainly measured
in terms of right-answers rate, and this is the key as-
pect to extend play to higher levels. However, scoring
is influenced also by his/her reaction time: a prompt
response results in a higher score for the current note,
and a series of quick responses gives bonus points.
5 CONCLUSIONS AND FUTURE
WORKS
The present paper has addressed the issue of serious
games’ application to a specific domain of computer-
supported education, namely music training. Unlike
many other approaches, here the professional voca-
tion of the entertainment activities is stressed. In fact,
the target is represented by young students who attend
music conservatoriesrather than video gamers fond of
music.
This serious game allows the improvement of
score following for some instruments - e.g. violas and
trombones - and for specific repertoires as early vo-
cal music, whose typical ensemble is Cantus, Altus,
Tenor and Bassus (Kurtzman, 1994). The resulting
pedagogical application has been tested on several
classes of music students. In all cases, such an ap-
proach has produced a high level of amusement and
involvement in students, which has been evaluated
through blind questionnaires. This is a relevant re-
sult for our research, since clef reading is usually con-
sidered either an annoying or a challanging activity.
Needless to say, relevant differencesemergeddepend-
ing on the age and the degree of music students.
Future works may take advantage from a wide
user acceptance test, paying special attention to as-
pects such as usability, learning effectiveness and
player amusement. Besides, we are interested in re-
leasing such a game for other platforms, including a
Web version. Finally, other aspects of music theory
(e.g. rhythmic ear training or music dictation) could
be investigated.
ACKNOWLEDGEMENTS
This work is one of the scientific outcomes of Project
E2, funded by the Education, Audiovisual and Cul-
ture Executive Agency of the European Commission
in the framework of Lifelong Learning Programme
Leonardo Da Vinci - Development of Innovation (E2
- 517964-LLP-2011-IT-LEONARDO-LMP). The au-
thors wish to acknowledge all the researchers and
contributors who made this result possible.
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