Skip to content

An improvisation-based approach to instrumental music training for cochlear implant users (GAME), specifically designed to facillitate audiomotor learning

An improvisation-based approach to instrumental music training for cochlear implant users (GAME), specifically designed to facillitate audiomotor learning - Play it by ear, Sam!

Status
Unknown
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON48563
Enrollment
72
Registered
2019-03-19
Start date
Unknown
Completion date
Unknown
Last updated
2024-04-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cochlear implant Hearingloss

Interventions

GAME therapy.

Sponsors

Universitair Medisch Centrum Groningen
Lead Sponsor

Eligibility

Age
18 Years to 99 Years

Inclusion criteria

Inclusion criteria: - Native Dutch speaker - Healthy MED-EL CI user that is willing and able to participate in all baseline and follow up testing and the entire music training and practices - Adult, defined as age 18 years or older, and 80 years or younger; special attention will be given to have CI users from a wide range of age group to explore training effectiveness for older users - Using CI on a daily basis for about 10 hours - Experienced CI user: More than one year CI-experience, to ensure stable performance - No prior experience in playing a piano or keyboard

Exclusion criteria

Exclusion criteria: - Neurological and/or linguistic disorders

Design outcomes

Primary

MeasureTime frame
Main study parameters/endpoints: The study endpoints are to evaluate the potential benefits of GAME what we have split up in 5 domains. 1. Auditory perception, especially in challenging areas for CI users, as measured in psychophysical test for a. pitch perception, b. voice perception (voice pitch, F0, VTL), voice gender categorization, c. vocal emotion perception, d. speech in noise perception, e. music perception, 2. cognitive aspects, such as listening effort, attention, or working memory capacity, 3. quality of life (QoL), measured in self-reported questionnaires, 4. psychosocial skills and social engagement, measured in a. confidence, general and music domains, b. ease in talking to strangers, communication over telephone, c. social integration/lonelinsess, d. mood (depression), 5. feasibility, usability, and effectiveness of the GAME method as a training method for CI users, as a. enjoyment of GAME by CI users, b. overall motivation, willingness to continue with lessons, c. music enjoyment, d. amount of music activities such as listening to music, going to concerts, e. feasibility of learning and implementing the training method by piano teachers.

Secondary

MeasureTime frame
- Age - Gender - Age of implantation - Period of deafness - Information about the CI (type model, processor, speech processing strategies used)

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)