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Goal: listen to music in a way that will enrich but not harm you
10%-20% of high schoolers have hearing damage
Hearing damage can happen on one occasion and doesn’t have to be constant
No cure!
Temporary Threshold Shift: “hearing hangover”
Wearing earplugs doesn’t change the quality of sound but just the volume
High-frequency loss is most common among musicians
Distancing yourself from the source and earplugs is the best way to prevent hearing loss
Stimulants while listening to music can increase the risk of hearing damage
Resting your ears is important, space out concerts
70 dB, no risk
85 dB, risk after 8 hours
91dB, 2 hours without damage
100 dB, 15 minutes without damage
115 dB, 1 minute without damage
140 dB, immediate damage and pain
Symptoms of damage, tinnitus, muffled hearing, and other mental and physical problems like irritability, depression, high blood pressure, and fatigue
Damage is done when the cochlea hair cells in the inner ear are damaged. They do not grow back. These are what interpret vibrations and turn them into what we hear.
Safety Online
Participate in the Netsmartz.org Internet safety discussion about being safe online
Step 1. Tell your students to click “I am a student with a course code” at the bottom of the website, as shown below.
Step 2. On the “Course Sign Up” page, students enter the course code, a username, a password, and their first and last name, as shown below.
This creates a Hooktheory account for the student and links it to your course. If a student visits the course sign-up page while logged into an existing account, it only asks for the course code.
Insert your certificate when you finish by clicking the ADD MEDIA button above, uploading a picture of your certificate, and placing it where Mr. Le Duc’s image is below. (Remove Mr. Le Duc’s image)
STAGE
We will work on MusicWill.org materials when ‘on stage’.
This is the performance room.
Reflect on which instrument you picked to work on first.
WHAT I LEARNED and PROBLEMS I SOLVED
Tell your daily story here! Highlight what you learned and enjoyed most. Also, share what you needed to do to complete the day’s work. Problem-solving is one of the most important skills you need in life. Employers want to know HOW you get stuff done as much as what you got done.
Summary: Summarize what you learned from the video here..
Harmony Composition Terms and Definitions
Harmony was not originally part of music until the middle ages and the renaissance
Harmony sounds like it comes from some other plane of existence (to exaggerate a bit)
Harmony in its simplest and oldest form in two notes playing at the same time
A drone is a single note that you can sing any melody above. Bagpipes are an instrument that plays a drone.
A drone is usually the tonic
When people started to move the drone around, it was like the melody and the harmony were parallel lines. As the melody moved up, the drone moved up
Triad – 3 notes that come together and create a chord
Chord progressions are the backbone of western harmony
People discovered the “hierarchy” of chords and created rules to go with these
In one note, there are other hidden notes called harmonics
Humans can only really pick out three or four harmonics
Using the harmonics humans were able to make chords by finding the notes hidden in the harmonics
In minor chords, the middle note is a half-step lower than in a major chord
Polyphony is when you have a bunch of chords under the melody
Polyphony – many “voices”
Progression – a certain series of chords or notes that “work together” and sound good
Tonic – the first note of a scale “home”
Dominant – the fifth note of a scale that raises tension
Passimezzo Antico – A chord progression that’s a variation of a double tonic. It was popular during the Italian Renaissance
Passimezzo Moderno – “Modern half step” A chord progression that’s a variation of Passimezzo Antico. It divides the section in two and often uses a contrasting progression or section known as ripresi
Dischord – a deliberate collision of notes that are meant not to sound “pretty”
Dissonance – lack of harmony between notes “a clash”
Passing Notes – notes that don’t sound “pretty” but are used a small number of times like they are just “passing through”
Suspended Notes – dissonant notes being held for as long as possible and then finally moving at the last second
7th Chords – A regular triad chord plus the note seven steps above the first note
Diminished Chords – A regular triad chord with the bottom note being moved up a step
Augmented Chords – A regular triad chord with the last note being moved up a step
Tonic (1 and 8 chords)
Root note creates a feeling of resolution and stability
Supertonic, Mediant, Submediant (2, 3, 6 chords)
Moderate tension, useful for transitions
Dominant, Subdominant, Leading Tone (4, 5, 7 chords)
Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here:
Before taking on a given challenge, the player gets to make some choices that affect their odds of success. This might be healing up before a battle, handicapping the opponent, or practicing in advance. You might set up a strategic landscape, such as building a particular hand of cards in a card game. Prior moves in a game are automatically part of the preparation stage because all games consist of multiple challenges in sequence.
A sense of space
The space might be the landscape of a war game, a chess board, the network of relationships between the players during the bridge game.
A solid core mechanic
This is a puzzle to solve, an intrinsically interesting rule set into which content can be poured. An example might be “moving a piece in chess.” The core mechanic is usually a fairly small rule; the intricacies of games come from either having a lot of mechanics or having a few, very elegantly chosen ones.
A range of challenges
This is basically content. It does not change the rules, it operates within the rules and brings slightly different parameters to the table. Each enemy you might encounter in a game is one of these
A range of abilities required to solve the encounter
If all you have is a hammer and you can only do one thing with it, then the game is going to be dull. This is a test that tic-tac-toe fails but that checkers meet; in a game of checkers, you start learning the importance of forcing the other player into a disadvantageous jump. Most games unfold abilities over time until at a high level you have many possible stratagems to choose from.
Skill required in using the abilities
Bad choices lead to failure in the encounter. This skill can be of any sort, really: resource management during the encounter, failures in timing, failures in physical dexterity, and failures to monitor all the variables that are in motion.