|
Could learning to keep the beat with
a metronome be a helpful adjunctive treatment
for children with ADHD? This question addressed
in a study published in the American Journal
of Occupational Therapy (Shaffer, R.J. et
al., (2001). Effect of interactive metronome
rhythmicity training on children with ADHD.
American Journal of Occupational Therapy,
55, 155-162).
A metronome is a simple device that emits
a sound at regular and adjustable intervals.
It is used to help developing musicians
learn to "keep the beat". The
Interactive Metronome (IM) is a variant
of this device that uses a computer to produces
a rhythmic beat that individuals listen
to through headphones. As the participant
listens, he/she must anticipate the beat
and perform various hand and foot exercises
for a high number of repetitions. Regular
auditory feedback is provided through headphones
indicating whether one's response was on
time, early, or late. The difference between
the participants' response and the actual
beat is measured in milliseconds and indicates
the size of the discrepancy between the
beat of the metronome and the person's response.
Over repeated practice sessions, many individuals
who initially have trouble coordinating
their behavior with the beat of the metronome
gradually become more successful at "keeping
the beat". This improvement in IM performance
is thought to reflect meaningful gains in
motor planning and sequencing ability. For
additional information about the Interactive
Metronome, visit http://www.interactivemetronome.com/.
What does this have to do with helping
children with ADHD? The rational for using
the interactive metronome as an adjunctive
treatment for ADHD is evidence that motor
planning and sequencing, rhythm, and timing
are all relevant to attention problems.
Difficulty regulating the sequence and timing
of motor patterns are related to problems
with behavioral inhibition (i.e. being able
to stop or inhibit oneself from executing
a behavioral response) and executive functioning
(i.e. higher level cognitive abilities such
as goal setting and planning), that some
experts believe are critical to the understanding
of ADHD. In addition, there is evidence
of considerable overlap between attention
deficits and motor clumsiness and between
the severity of inattentive symptoms and
motor clumsiness in boys with ADHD. Finally,
substantial overlap in brain areas thought
to be involved in ADHD and those involved
in the regulation of timing and motor planning
have also been reported. Collectively, these
findings suggest that technologies aimed
at strengthening motor planning, sequencing,
timing, and rhythm may have an important
role in improving the capacity to learn
and attend.
In the study reference above, Fifty-six
6 to 12 year old boys with a confirmed diagnosis
of ADHD were recruited to participate in
an investigation of the Interactive Metronome.
Boys were matched on ADHD severity, age,
and medication dosage, and then randomly
assigned to one of three different experimental
conditions: IM Training, Video game training,
and a no training control group.
IM training consisted of 15 one-hour training
sessions administered over a 3-week period.
The goal was to help participants selectively
attend - without interruption by internal
thoughts or external distraction - for extended
periods of time. This was done as explained
above - i.e. by having participants execute
various patterns of hand and foot motions
in keeping with the beat of the Interactive
Metronome for increasingly longer periods.
The IM training device provided boys with
immediate feedback about how accurately
they were "keeping the beat”
and all boys showed improvement over the
15 training sessions.
Boys in the video game training group received
instruction in 5 commonly available PC-based
non-violent video using an identical training
schedule - i.e. 15 one-hour sessions over
a 3-week period. The games involved hand-eye
coordination skills, advanced mental planning,
and multiple task sequencing. In each game,
the difficulty increased as boys became
more skillful. Video game training was included
so the researchers could determine whether
benefits of IM training exceeded those that
may result from concentrated video game
play, an activity that also provides practice
in focus and concentration skills.
Boys in the IM and video game training
groups received the same level of adult
supervision, encouragement, and support.
The adults supervising both types of training
were college students without advanced degrees,
who had no formal therapy or teaching experience.
Administrators were trained in IM and video
game training protocols, and supervised
the training for boys in both groups. This
assured that there were no systematic differences
between adults working with boys in each
group.
Boys in the control group received neither
IM training nor video game training during
the 3-week period.
Before any training began, extensive information
was collected on the functioning of all
boys. This included assessments of: 1) attention
and concentration using a computerized test
of sustained attention; 2) intellectual
ability using a standardized IQ test; 3)
clinical functioning using parent and teacher
standardized behavior rating scales; 4)
academic and cognitive skills using standardized
academic achievement and language processing
tests. These measures were administered
a second time after training ended - approximately
4-5 weeks after the pretest. When available,
a different version of the test was administered
at pre- and post-test, and boys were pre-and
post-tested at the same time of day to control
for medication schedules. Examiners who
administered the tests did not know which
boys had received IM training, which had
received video game training, and which
were in the control group.
RESULTS
From these measures noted above, 58 separate
scale scores were computed for each boy
based on pre and post-test results. Preliminary
analysis of pre-test data indicated that
boys in each group were essentially equal
prior to training.
To examine the impact of IM and video game
training, post-test scores were subtracted
from pre-test scores on all measures. A
positive result was obtained when post-test
scores exceeded pre-test scores, thus indicating
improved performance.
Boys in the control group had 28 scores
improve and 30 scores decline. This is consistent
with what would be expected by chance, and
indicates that neither prior experience
with the test, nor simply the passage of
4-5 weeks time, was sufficient to produce
consistent improvement in the different
measures.
Boys in the video game training group showed
improvement in 40 of the 58 variables assessed.
This pattern of improved scores is unlikely
to have occurred by chance, and demonstrates
that video game training under adult supervision
was associated with better outcomes on many
variables.
Boys who received IM training showed even
greater gains - i.e. they improved on 53
of the 58 different scales. The number of
scales on which higher post test scores
were found significantly exceeded results
for the video game training, suggesting
that IM training produced significant additional
benefits above and beyond those resulting
from video game training.
The authors next compared outcomes for
the 3 groups of boys to determine where
IM training had yielded significantly better
results. Compared to boys in the other 2
groups, boys who received IM training showed
greater declines in parent rated aggression,
and greater improvements on reading achievement,
motor control, and computerized tests of
attention. Because the pre and post-treatment
means on these variables was not provided
in the article, the actual magnitude of
these differences is not known.
SUMMARY
AND IMPLICATIONS
Results from this study provide initial
evidence that IM training directed towards
improving rhythm, motor planning, and sequencing
may be a beneficial adjunctive treatment
for boys with ADHD. As predicted, boys with
ADHD who received IM training showed improvement
in a wide range of areas, and their gains
exceeded those associated with supervised
training in a task that also requires sustained
concentration and focus in order to improve
(i.e. boys who received video game training).
These results are consistent with the theory
behind IM training - namely that motor planning
and sequencing ability influence a broad
array of adaptive functions, including attention.
While this was a carefully conducted study
in which necessary experimental controls
were incorporated and promising results
were obtained, it is important to recognize
the limitations of this research. First,
all boys were already receiving medication
treatment for ADHD, so the effectiveness
of IM training for ADHD in the absence of
medication treatment is not known. One cannot
assume that IM training alone would result
in effective symptom management and/or functional
improvement for children with ADHD who were
not taking medication. This would be an
important question to pursue in future research.
It is worth noting, however, that because
children were presumably already benefiting
from medication treatment, the fact that
IM training resulted in additional gains
to those provided by medication is certainly
encouraging.
Second, outcomes in this study were assessed
immediately following treatment and no additional
follow up was conducted. Whether the benefits
found for IM training would persist over
a sustained period is thus unknown. Because
this study was limited to boys with ADHD,
the potential benefits of this treatment
for girls with ADHD is also unclear. Finally,
because actual pre- and post-treatment scores
were not included with the results, the
actual magnitude of the gains found for
IM training could not be examined.
In conclusion, results of this study provide
promising indications that IM training may
play a useful role in the treatment of ADHD.
Additional research in which the limitations
noted above are addressed will provide important
information about the utility of IM training
as an adjunctive or perhaps even a primary
treatment for ADHD, and allow better informed
decisions about the use of this treatment
to be made. |