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Neurofeedback and EEG Biofeedback are terms that are interchangeable-Edufeedback is the brand of Neurofeedback that we use at Incredible Horizons
Educational
Foundations
of our neurofeedback system
Edufeedback is
founded in Cognitive Educational Psychology. To understand how Edufeedback
works, it is important to understand how we learn and how distractibility and
impulsivity affect the learning process. Edufeedback is the most comprehensive
learning tool because it strengthens the core components of the learning
process, teaches academic skills, and applies behavioral modification
strategies. This patented skill building process is termed Edufeedback. Our
system is the only learning system to combine real-time feedback with
educational protocols that provide specific skill work necessary to be highly
successful during the learning process.
The following diagram
illustrates how we learn and how Edufeedback affects the learning process.
Learning Process Flow Diagram

The teaching method is the series of actions that includes content and organization of teaching materials. It encompasses both how and what is learned, the teacher's and learner's attributes, and the learning environment. Examples may include use of preparatory sets, computerized instruction, repeating instructions, or providing an example, etc.
The learner's
attributes include the learner's entire schema: all existing knowledge,
metacognitive skills, disabilities, and memory capabilities.
The learning process demands that the student pay as
much attention to the teaching method as possible in order to assimilate the
data provided. If this occurs, then cognitive processing of the data can occur
which leads to integration and organization with prior information in the
learner's schema. A person with an attention challenge is usually deficient
in several skills necessary to learn. Use of Edufeedback strengthens the
user's abilities in these areas by providing a method to increase neural
pathways that are either not developed or are under-developed.
Unfortunately, because of deficits in learning process skills, students with
attention problems usually have a lower success rate in the learning process.
Homework becomes a battle and self-image declines. Therefore, Edufeedback does
not claim to improve grades; that is essentially missing the point. Because
students with attention deficit are not ready or able to learn at a sufficient
rate, Edufeedback readies and enables them to be successful learners. To make a
student ready and capable to learn allows the teacher to teach and the student
to realize maximum potential.
The learning process may be further dissected into five component elements which are usually deficit in persons with attention challenges:
1. Attention stamina--the
ability to sustain attention during the learning process
2. Visual tracking--the ability to sustain attention while following the
action of the teaching method
3. Time on-task--the ability to begin a task, maintain attention, and
complete the task within a determined time
4. Short-term memory sequencing--the ability to process data in chunks
necessary to multi-task and transfer to long-term memory
5. Discriminatory auditory and visual processing --the ability to filter
data, categorize it cognitively, and process data
Cognitive outcomes are actual changes in the learner's knowledge or memory system including acquisition of information, procedures, and strategies. This includes understanding of information.
Outcome performance is the learner's performance or actual behavioral changes including retention and transfer behaviors related to new tasks. This is quantified by a test of the cognitive outcomes or qualified by anecdotal records.
In summary, Edufeedback is
distinctly different from any other learning system because of its integration
of real-time feedback integrated with specific skill training of learning
process components. Current research demonstrates the brain is always changing
due to learning and our environment. This process is termed neuroplasticity. Due
to the brain's ability to form new neural pathways during the learning process,
impairments such as attention problems can be overcome, or at the very least,
managed with correct training. Edufeedback facilitates this reshaping for
success in the classroom and life.
Frequently Asked Questions
What
is Edufeedback?
Edufeedback is a patented computer-based
feedback training system. Its interactive format incorporates the latest brain
research for rapid gains in attention. Our Edufeedback's primary purpose is to
help children and adults learn how to control their ability to concentrate. Edufeedback
also increases skills necessary for success in the learning process. It uses the
same technology NASA astronauts and US Air Force pilots use to stay attentive in
the cockpit. Clinicians have also used less advanced techniques for 25 years.
Our uniquely successful educational adaptation of this cutting edge technology
is available for your use now.
Why Is Edufeedback so Effective?
Because of its patented protocol which integrates cognitive skill training with
academic, behavioral, and social skills training, Edufeedback
is absolutely the most comprehensive and effective integrated learning system
available. The patent insures that it is the only learning system to accommodate
all the needs of the attentionally challenged individual. It advances upon the
same technology NASA astronauts and US Air Force pilots use to stay attentive in
the cockpit. While other systems utilize antiquated technology or are mere toys
with no educational value, our uniquely successful educational adaptation of
this cutting edge technology is available for your use now. Edufeedback
is used effectively in the United States, Europe, China, and Australia.
Edufeedback can be seen as the ultimate tool for self mastery. All the benefits are entirely attributable to one’s own efforts—even though it is tempting sometimes to give credit to the instrumentation when the observed changes are dramatic.
How Does Edufeedback Work?
Edufeedback consists of a fun helmet similar to the
ones commonly used for roller-blading, biking, etc., and game-like video
exercises that run on almost any computer. The Edufeedback helmet is lined with
sensors that monitor the user's brain waves associated with the attentive state
and cognitive processing. The user actually controls the computer video
exercises by mind alone! By maintaining an attentive state, the user can move
and control screen characters. Attention is no longer an abstract concept -- Edufeedback
makes attention concrete and controllable.
Using Edufeedback is
often the first time a person has ever seen his attentive state in real-time.
That's because while playing these specially adapted games the helmet sensors
measure levels of attention and transmit this information back to the special
software in the games. This software allows the games to provide immediate
feedback about attention levels. For most users with attention problems, this is
the first time in their lives that they can feel, see, and control their
attention states in real time. With Edufeedback,
feedback is continuous.
How
Does Edufeedback
Help Modify Behavior?
With Edufeedback, feedback is continuous
and immediate. Any distracting behavior like calling out, fidgeting, etc. will
immediately decrease the student's ability to control the screen characters.
This enables the Edufeedback
student to realize that there is a direct correlation between behavior and
attention. This is highly significant as the majority of students with attention
difficulties believe they do not have control over their behaviors and have no
comprehension of consequences.
A full Behavior Shaping Plan with resource materials, techniques, rewards, and strategies, is included in the User's Manual to assist the user in diminishing or extinguishing behaviors not conducive to learning or good social interaction. Your live personal account manager will be available to guide you through the process, too.
Why Use a Video Format?
Students with attention problems can easily play off-the-shelf video games for
hours but have great difficulty paying attention in class. This is because these
video games are extremely over stimulating. Unfortunately, while this may please
the student, it actually teaches nothing about attention and may actually
promote diffused attention over focused attention. Focused attention is
essential to the learning process. Classroom teachers, using their best teaching
methods, cannot produce such a highly stimulating environment and therefore
cannot compete. We also expect our students to be good readers, yet ink on paper
is not highly stimulating. Reading demands that we pay enough attention to the
writing (low-level stimuli) to gain its meaning and then enjoy it. Be very
cautious about using overly stimulating video games to teach attention.
Edufeedback provides auditory tones and graphics in the form of low-stimulation video games. The student works with a coach (teacher or parent) for sessions of approximately 30-45 minutes twice weekly to enable the student to focus on any level of stimuli at will. Together, the student and coach set goals for diminishing those behaviors that interfere with attention and learning, then reach these goals using the Edufeedback software. For example, in one activity, the user can build a tower, block by block, lifting and carrying the blocks across the computer screen by mind force and attention alone. Should attention wane, the blocks fall backward and construction stops. This teaches the user to stay on-task and complete projects within an appropriate time limit
For more info on our system click here
I've heard that there is no "scientific proof" that EEG biofeedback works as described here. This is a "standard" answer given by an MD or other clinician when asked about a field that he/she knows little about. Actually there is very good scientific proof as to the efficacy of EEG biofeedback. With decades of research, NASA has found that jet pilots and astronauts can be trained with similar biofeedback methods to concentrate and be more attentive. There are thousands of research papers on this subject. .
Is a license required to do EEG biofeedback training? No, not in any state or territory to date. That's how safe it is. There is virtually no danger or harm that can be done to a child. (Note: we do not use the word "cure", as ADD/ADHD is not a "disease", even if it is so classified for Insurance in some cases. It is "training" of the brain that accomplishes removal of ADD/ADHD symptoms.)
Exactly how does EEG biofeedback
work to "train" ADD and ADHD kids? A long time ago, it was
found that by attaching some type of electrode to the scalp, very minute
electrical impulses could be detected. Later, it was found that different
frequencies of these impulses meant different states of the brain, i.e., at very
low frequencies, the brain was sleeping very deep sleep. At slightly higher
frequencies, the brain was very relaxed, and at much higher frequencies, the
brain was thinking a lot. Our system eliminates the gooey electrodes by the
use or a patented helmet with saline based connections.
In the 1960's, Dr Sterman found that biofeedback training in one frequency band
at the lower edge of the Beta band, did some strange things. While most
people had a pretty good distribution of brain frequencies, certain types of
persons, including ADD and ADHD persons are low in EEG strength in what is now
called the SMR (SensoriMotor Rhythm) area. This is the low end of the Beta
range, centered around 13Hz(12-14 Hz). That's all
that's required. By monitoring these frequencies, and with the subject given
rewards as they are increased, it is possible to raise the amplitude of this
small band of frequencies. It does take a lot of sessions, but it's virtually
always successful.
Dr Quirk, trained almost 3000 convicted felons over several years in an Ontario prison in this same way. The recidivism (rate of re-arrest and conviction after leaving prison) was only 15% in these men, compared to 70% in the general prison population. Other researchers have also found many different effects of training in this SMR range. The one that we are most interested in, of course, is ADD and ADHD. Well over 200,000 persons diagnosed as ADD/ADHD have been relieved of their symptoms with this training.
How many sessions of EEG biofeedback does a child diagnosed as ADD or ADHD need to train themselves "out of the ADD/ADHD "symptoms"? Our system takes an average of forty hours of on the machine time. This does not include coaching time spent off the machine. Other EEG machines can take up to 80 hours.
What about the TOVA/IVA and Brain mapping Tests? Because of the individuality factor, and the many different symptoms possible, a combination of evaluative tools are needed. TOVA/IVA's are useful in showing improvement (before and after testing in effect), but in some cases clients are satisfied with the obvious improvement of bothersome symptoms. CPT's are beneficial in measuring the eradication of specific symptoms in any treatment. It is always nice for a client to have concrete documentation of improvements.
As for "brain mapping", this is an expensive test that is not necessary for 4/5ths of the people diagnosed as ADD/ADHD. Brain mapping is useful to pinpoint the actual areas where blood flow is poor.
How long is a typical session? Usually each session 30-45 minutes long. This includes putting on the helmet- and individualized coaching.
Does the child have to be able to read? No, even newborn infants have been trained, as have cats and other animals. Reading is not required. Our system is in game format and reading skills are not required. The creator of our system believes that there is a better transfer to the classroom after age seven. However, they also recognize that there are exceptions at earlier ages. Our cognitive training games can be used a prelude to neurofeedback.
After each session, does the trainer have to do anything? Not really, if the session is recorded on reports provided by the system,.
How long does it take for an average person to learn how to train children? We were trainer by the creator of our system in a full day intensive seminar. The company also provide easily accessed support for home owners. The background training takes much longer for a provider.
Is this covered by Medicaid, or other insurance? That depends on the insurance. There are some that cover costs of treatment if prescribed by a doctor. If your doctor will prescribe it, it may be covered. It is up to you research the requirements of coverage with your insurance provider. You can also check with your accountant to see if it the purchase of the equipment can be taken off your taxes as a medical expense with a medical prescription.
Neurofeedback is one of many things that can be done to help those with attentional difficulties. There are several good interventions, ranging from medications to non-medication treatments. We provide the best of the alternative treatments. They have been heavily researched and have a consistent record of accomplishment in aiding their users in obtaining optimum performance. Click on the Home page button to find out the benefits of our programs.
Peter Freer was the first educational technologist to develop a commercial system that used NASA attention training techniques to measure clients' brainwaves and cognitive processing. It provides feedback in an entertaining video game like format making neurofeedback more user friendly. He also developed a helmet with built in sensors that eliminated the use of gooey electrodes used in traditional neurofeedback.
When the helmet is on, a client can see for the first time when they are attending. Their brainwave feedback is translated so that the clients can control the action of the game on the computer screen. With coaching, the client begins to maintain this focused awareness, and learns what behaviors distract from it. Gradually, clients learn to translate their focused awareness into the objectives set for the classroom or workplace. Each level focuses on different objectives needed to succeed in the classroom and on the job. All data is recorded so the client can see their progress over a period of time.
Our neurofeedback system of learning is the result of Peter's personal crusade to facilitate the learning process for those labeled "inattentive," "Hyper-active," or "unteachable." According to recent attention studies, those terms describe up to 10% of school aged children and 8-10% of adults. Estimates indicate that there may be up to an additional 12-20% of school-aged children that demonstrate attention related difficulties.
The system is patented and has patents pending. Peter has synthesized over two decades of educational, theoretical and clinical research. He demonstrates a renown leadership in neurofeedback, cognitive training, and behavioral modification fields. His products offer hope to all those whose attention difficulties exclude them from reaching their fullest potential in their goals in life.
The Learning Process
Our system covers five skills needed for success in overcoming attentional difficulties. Each level of the software monitors and records the event, generating a report the user can use to monitor and gain Improvement.
• Level One- Learning to focus and lessen distractibility
Clients will begin with a series of games designed to gradually increase the length of their attentional abilities. When focused, they will keep a bird flying high or a fish swimming deep. One can instantly see when they are focused or unfocused and then adapt to accomplish the desired goal.
This is perhaps the first time that a user has ever witnessed what is actually occurring in his mind as it happens. They can learn what helps them to focus and what distracts them. Coaching guides them into controlling negative responses from the program.
• Level Two- Visual tracking skill enhancement
This game involves the ability to track a moving object with one's eyes while continuing to pay attention. The goal is to continuously move the character around the screen. The score is increased by the movement based on the feedback from their focused attention. Therefore, in order to score well, the user must maintain a high level of attention while visually following the screen character.
Educationally, the lack of visual tracking ability results in the inability to pay attention to a lesson with the teacher who constantly moves about the classroom.
• Level Three- Increasing Time-On-Task
This game allows the user to complete a closed end task within a structured time limit. The user constructs a tower of block by mind alone. Focusing allows them to carry the blocks across the screen. If they fall off task the blocks move backwards indicating that they need to refocus. This will enhance the ability to sustain attention in real life. Many users begin not being able to stay on task very long. Being able to learn to focus eliminates the frustration of poor performance academically and socially.
• Level Four- Improving short-term memory sequencing
Sequencing is the ability to take bits of data and mentally place them in different orders. It also implies the ability to mentally manipulate the order of bits of data. This requires the full use of good short-term memory skills.
The user must focus on varied colored blocks flashing on the screen. The user's state of attention begins the sequences of two, then three, then four blocks etc. The user must replicate the sequence on the keyboard. The user is rewarded for inputting greater and greater sequences increasing the score of the game as well as increasing their memory chunking abilities.
• Level Five- Discriminatory processing enhancement
The user sits in a simulated cockpit of a cyber starship. When maximum attention is achieved, asteroids head toward the ship. The user must deflect the white ones while not reflecting the red ones. This exercise in information processing will train the user to reduce their impulsive strikes. Besides that it is just plain fun to play this game.
The discriminating process refers to the act of placing data in categories for storage while filtering out the distracting stimuli. The inability process data this way lessens the ability to recall facts and other important information. The ability that is developed in this game allows one to learn to recall and retrieve data for later use. This is an important skill in school and for life as an adult.
Once the client masters the software, the coach can focus on behavioral goals: making this a complete transformation into successful living. Clients trained on this system experience a greater sense of self-esteem and enhanced social interactions as well as improving their performance in school and/or the workplace.
Age Requirements and Results
Our Neuro-educational feedback program is recommended for ages 7-100. It is never too late to improve your ability to focus. Results such as increased time on task, better focus, or better reading comprehension can be seen sometimes in as little as fifteen hours of learning. Successful completion of the program can be accomplished in as little as forty hours of Play Attention. Play attention was designed to be user friendly and adapts to a students current level of attention. The game like format was designed to provide a fun learning experience.
This "Get Attention" strategy requires a minimum of two 45 minute sessions per week. This allows for one half hour on the equipment and fifteen minutes of coaching.
More Information on ordering
this system for home use is Available upon Request
E-mail
us a request for additional research as to why our system is so effective and
how it works (please indicate Neurofeedback
in the subject line) . We can also provide a link to the latest related brain research.
Please indicate whether you are a parent considering the program for a child, a
professional seeking more information or an adult seeking solution to your
attention difficulties.
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