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For more info on healthy- drug free programs for successful living click on a link below

 For Brain Injury/Stroke
COGNITIVE REHAB

ASD/ADD/ADHD-
Programs for Autism Spectrum

Programs for 
Bi polar Disorder

Adult Optimum Performance Programs

Auditory Strengthening Programs

Sensory Builders

Info and Visual Processing Program

Sharpening the aging mind 

Social Skills Games/ Groups
& ABA Services

Stress Busters

TOXICITY & Chelation Products

Digestive Solutions

New Brain Research-Why our programs work

  Home page Link

For more info on healthy- drug free programs for successful living click on a link below

 For Brain Injury/Stroke
COGNITIVE REHAB

ASD/ADD/ADHD-
Programs for Autism Spectrum

Programs for 
Bi polar Disorder

Adult Optimum Performance Programs

Auditory Strengthening Programs

Sensory Builders

Info and Visual Processing Program

 Sharpening the aging mind 

Social Skills Games/ Groups
& ABA Services

Stress Busters

TOXICITY & Chelation Products

Digestive Solutions

Supplement for Arthritis

New Brain Research-Why our programs work

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cognitive training skills, cognitive skills

Learning is most effective when it’s fun”
Cognitive Training Games Improve:

  • Listening skills,

  • Attention skills,

  • Working memory,

  • Mental processing speed,

  • Multi-sensory processing,

  • Self control,

  • Self confidence

  • The ability to process spoken language  

Processing disorders are often found at the root of ADD Inattentive (without hyperactivity). Processing disorders are not remedied with medication. Our cognitive training programs have a consistent track record of success in a variety of therapeutic, school and home settings since 1985. Please click on the cognitive training research link for research regarding their success. These programs will definitely be the wave of the future, considering where the classification of ADD is heading. Feel free to explore  the future of ADD and Processing in the following link. ADD and Processing Disorders

We have a completely computerized mental gym that uses cutting edge technology to improve the quality of a client's cognitive processing necessary for attention and optimum performance. Our programs can be used for clients as early as five years old. Our programs can also be used for learning disabilities and brain injury  as well as for age related memory decline. It was designed by a clinical psychologist and psychiatrist to improve mental processing speed (needed for attention), and self control.

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The Complete Mental Gym
Captains Log

Captain's Log® is the most widely used, comprehensive set of computerized cognitive training / testing program ever published. It has been in continuous use since 1985, and has a proven track record in a variety of therapeutic, school and home settings in all 50 states, US territories and 23 foreign countries. Coaches can use scores on these various units to key in a academic weaknesses and then utilize the training protocols to strengthen those skills. Older self motivated children can often move into independent study, thus reducing fees to equipment usage.

The 33 programs comprising the original Captain's Log® are described below. They are organized into five modules - Attention Skills: Developmental, Visual Motor Skills, Conceptual Skills, Numeric Concepts with Memory Skills, and Attention Skills: The Next Generation.  The modules may be purchased individually or as a complete set.

Designed for adults and children with ADHD, brain injuries, psychiatric disorders or learning disabilities gain the basic cognitive skills necessary for successful living and learning. The software consists of 33 multi-level cognitive exercises designed to help develop and remediate attention, concentration, memory, eye-hand coordination, basic numeric concepts, problem solving-reasoning skills, self-esteem and self-control. Research and clinical experience have demonstrated repeatedly that these skills may be enhanced by exercise and practice. The exercises, which are enjoyable but not childish range from very low level to quite difficult and are appropriate for ages 6 through adult.

Benefits of Captain's Log® for the client: 

Comprehensive - Hundreds of levels make it useful with a wide range of ages, abilities and needs.

Motivational - May be used to challenge, to motivate and to boost self-esteem.

Enjoyable - Game-like and friendly, but not childish or frenetic.

Fills an educational gap - Designed to help develop or strengthen the basic building blocks necessary for further learning.  

... for the therapist or educator:

Extremely easy to use - even if you are a computer novice, you can quickly and easily customize a training program for each individual client.
Comprehensive - Many users tell us it meets all of their needs for cognitive training exercises! May be used both as a training and as an assessment tool.
Cost effective - The cost per program is comparable to that of general educational software. And many users tell us that it speeds up the results of the therapy.
Your clients can work independently - instructions are both written and clearly spoken.
Flexible - a multitude of options allow you to customize the exercises for the unique needs of individuals. Compatibility with many input devices for individuals with special needs.
Record-keeping is simple - summary and detailed records are always available and can be quickly printed.

List of testing and Cognitive training skills in Captain's Log

What is Attention Skills Developmental?

Attention Skills: Developmental is designed to train attention - general, alternating, focused and sustained - visual and auditory processing speed, response inhibition, visual scanning, categorization, and working memory. Each of the eight programs in this module offers over eight hours of cognitive training. "Silver", "Gold" and "Diamond" levels provide over 340 different comprehensive, cognitive training exercises with appropriate presentations for kids, teenagers and adults. The exercises challenge the Player to remember the instructions and attune themselves to the proper stimuli while distracting sounds and images appear on screen. A multitude of options allow you to customize the exercises to meet the needs of each unique client.


The Programs

"Drum Signals" Auditory Discrimination/Rhythm: Trains Working Memory, Auditory Processing Speed and Sustained Attention. Two rhythmic patterns are played sequentially to the Player. The Player then must decide if the sequences heard were the same or different and signify their answer by pressing the appropriate button.

"Musical Pairs" Auditory Discrimination/Tones: Trains Working Memory, Auditory Processing Speed and Sustained Attention. Two auditory tonal patterns are played sequentially to the Player. The tones may rise or lower in pitch. The Player then must decide if the sequences heard were the same or different and signify their answer by pressing the appropriate button.

"Mouse Hunt" Scanning Reaction/Inhibition: Trains Visual Tracking, Response Inhibition, Alternating Attention and Visual Processing Speed. This program features a series of changing targets and a changing border color. The object is for the Player to scan the screen from top to bottom, left to right and respond by clicking the mouse whenever the object on screen matched the color of the current border.Trains Visual Tracking, Visual Processing Speed, General Attention and Response Inhibition

"Cat's Play" Scanning Reaction Time: Trains Visual Tracking, Visual Processing Speed, General Attention and Response Inhibition. The program presents the Player with a target at the top of the screen. Requires the Player to scan the screen from left to right and from top to bottom and respond each time the target letter, number or image appears. On some levels the rules change so that the Player must avoid, rather than respond to, a specific target.

"Match Point" Color Discrimination/Inhibition: Trains Visual Scanning, Response Inhibition, General Attention, Central Processing Speed and Working Memory. Presents several figures on the screen and requires the Player to determine whether the center figure is matched either by color, shape or both, to any of the outside figures. Some levels require the Player to use reasoning skills to discover what the rule for the particular level.

"Watchdog" Stimulus Reaction/Fields: Trains Visual Scanning and General Attention. This level presents the Player with a cursor, such as a Basketball, and a Target, such as a Hoop. Requires the Player to scan the screen from left to right and top to bottom, locate the Target and move the cursor to its position.

"Red Light, Green Light" Stimulus Reaction/Inhibition: Trains Response Inhibition, Alternating Attention, General Attention and Visual Scanning. Requires the client to scan the screen and respond each time a target appears that is the same color as the border.

"Target Practice" Stimulus Reaction Time: Trains Focused Attention and Visual Processing Speed. Presents the Player with targets in succession.  The Player must recall what the rules are for the level, i.e. Click to anything that is man-made, and respond when a target appears that fits the pre-specified category. Some levels require the Player to use logical reasoning skills to determine what the category is for the particular level.

What is Visual Motor Skills?

Always a favorite, the new Visual Motor Skills module now has beautiful, updated graphics and more exciting, entertaining tasks to keep your clients motivated while they learn. These seven programs train eye/hand coordination, visual scanning, visual tracking, alternating and divided attention, fine motor control, response inhibition, and processing speed. As in the first module, Attention Skills Developmental, the programs offer appropriate presentations for kids, teenagers and adults. You can choose the option of having the program instructions spoken aloud by the computer. Following the built-in training protocols is easy, moving the player through the exercises until they have mastered each challenge, or you can customize the exercises to meet individual needs. 


The Programs

Maze Learning (Great Escape)  The Maze Learning program trains fine motor control and visual perception. Players are required to navigate mazes of increasing complexity and look for the exit to escape within the allotted time.  In addition, the mazes are filled with "targets" that the player is to collect along the way. The more "targets" the player picks up, the higher his or her grade will be. Some mazes contain locked doors that block access to parts of the maze; the player must find keys to unlock the doors before proceeding.

Visual Timing (Darts!)  The Visual Timing program trains fine motor control and visual perception. Players are to aim a dart or similar object at stationary or moving targets while distinguishing between valid targets and other obstacles. Players are required to account for varying target speeds and directions, and some stages include additional challenges such as gravity.

Visual Tracking/Response (Hide and Seek)  The Visual Tracking/Response program trains visual tracking and visual perception. The player is required to stay inside a moving "force field" while it is red. When the field turns green, the player must move outside the field and collect valid targets while avoiding obstacles and then return to the field before it turns green again.

Visuospatial Memory (Concentration)  The Visuospatial Memory program trains visuospatial categorization. Players are required to search for and find matching objects in a grid by revealing them one at a time, similar to the game Concentration.
Examples of matching targets are matching fish other sea animals, matching the same people with different expressions and even matching objects rotated to different orientations!!

Visual Tracking Discrimination (On The Road)  The Visual Tracking/Discrimination program trains visual tracking and visual perception. The player drives a truck while collecting targets, avoiding obstacles, maintaining the proper speed and following the appropriate traffic rules. Players must stop at all red stoplights they see and avoid any other cars that may be driving on the road.

Visual Response Time (Pop-N-Zap)  The Visual Response Time program trains visual perception and visual processing speed. Players are required to watch a grid of targets and click as quickly and accurately as they can on any targets that visually change.

Visual Categorization (PickQuick)  The Visual Categorization program trains visual scanning and conceptual reasoning. Players must scan all the doors they see and wait until a door opens. If an object appears from behind the door that meets the current exercise category rule, then the player should click on that object. If the object is not a valid target, then the player is required to restrain the clicking response and wait for the next door to open.

What is Attention Skills: The Next Generation?

Attention Skills: The Next Generation presents challenging exercises to develop higher level cognitive skills - auditory attention and discrimination, listening skills, divided attention, visual scanning, short-term memory, and faster mental processing speed. All of the programs can also be used to develop problem solving/reasoning skills. As with the other Captain's Log modules,  "Silver", "Gold" and "Diamond" levels provide appropriate presentations for children, teenagers and adults. The exercises can easily be customized to meet individual needs. Each program in Attention Skills: The Next Generation provides hours of systematic training for people of all ages (6 and up). This module is an excellent way to continue building on the skills developed in Attention Skills: Developmental and Visual Motor Skills. Or it can be purchased alone to enhance advanced attention and memory skills for peak performance.
 


The ProgramsTrain auditory attention and discrimination, listening skills, conceptualization of the relationship between sounds and visual images, divided attention, and perceptual skills

"Mystery Messages" Auditory Patterns/Rhythm: enhances auditory attention and discrimination, listening skills, conceptualization of the relationship between sounds and visual images, divided attention, and perceptual skills. The object is to match auditory patterns of long and short tones with visual patterns of various kinds on the screen. Patterns become longer and more complex as difficulty increases.


Improves processing speed, visual scanning, self-control and short-term memory"Smart Detective" Visual Scanning/Inhibition: improves processing speed, visual scanning, self-control and short-term memory. The screen displays a large grid containing designs of various shapes and colors that change every few seconds. The object is to click the mouse when the picture shows a given number of a certain design and to inhibit response at all other times.

 

"The Great Hunt" Symbol Search: builds self-control, visual scanning, short-term memory, and mental processing speed. The program teaches visual organization, memory and attentin to detail. The object is to find targets in a grid. Targets may be set to disappear after being chosen, or the client may be required to remain visually organized to remember which targets have already been selected.

Module 3: DOS VERSION Conceptual Skills helps train basic reasoning, memory and perceptual discrimination.

1.  Pattern Display Match helps to develop visual scanning and short-term memory of patterned stimuli. Client determines whether or not the patterns of dots on each of two “dominoes” displayed are the same.

2.  Numeric Skills focuses on visual scanning, short-term memory and counting ability in both a random and an orderly fashion. Requires client to count the number of stimuli that appear on the screen. The color, shape and arrangement of the stimuli depend on the level of difficulty selected.

3.  Size Discrimination enhances the understanding of the concept of relative size. Trains visual scanning abilities and immediate visual memory in a task that requires ranking the relative sizes of vertical bars.

4.  Symbolic Display Match develops sorting or categorizing ability and trains the capacity to shift from one sorting principle to another. The client matches two figures on the screen according to a sorting principle of color or shape, or color and shape combined.

5.  Trail Sequence A helps to develop the ability to remember verbally and spatiality ones position within a familiar sequence while visually scanning a random display and to move efficiently from one letter in the display to another.

6.  Trail Sequence B enhances flexibility in ones thought processes. This program develops the ability to remember ones position within an unfamiliar sequence while visually scanning a random display. One must rapidly shift sets or focus between two separate sequences.

 7.  Conceptual Discrimination is designed to train abstract concepts based on visual pictures. Client discriminates and classifies objects based on shape, size, color, quantity and patterns. This program helps to teach rule making and the ability to shift cognitive sets.

Module 4: DOS Version-Numeric Concepts/Memory Skills trains basic mathematical concepts, memory, problem solving and organizational skills, and detailed reading comprehension.

1.  Numeric Discrimination fosters the understanding of the concepts FEWEST and MOST and knowing when it is necessary to count and when it is possible to judge by eye. Client must answer frequently changing questions and focus on salient information.

2.  Numeric Combinations aids in understanding the concept of SAME when applied to number (as opposed to pattern), and helps the client to understand categorizing and grouping. Trains the client to determine when it is preferable to attend to the total picture or only to its components.

3.  Number Line Logic helps in the comprehension of BOTH, developing the ability to use the ideas of sets and their conjunction, and to shift strategies as a problem grows more complex.

4.  Numeric Distinctions presents the concepts of  CLOSEST and FARTHEST, and  BIGGEST and SMALLEST. Client develops the ability to focus on salient information by solving simple problems based on pictures presenting two distinct types of quantities -- distance and value.

5.  Ordinal Numbers aids in the understanding of ordinal numbers, requires the client to make deductions from partial information and to follow several instructions in order. Colored stripes hide a set of three large block letters. One part of a letter is revealed each time the client correctly locates a stripe. Four possible answers to the puzzle are displayed at the bottom of the screen.  

6.  Numeric Sequences requires the client to find the pattern in numeric sequences, to estimate and to shift strategies.

7.  Numeric Classification cultivates the ability to classify objects based on attributes of color, shape, or position, singly or in any combination.

8.  Numeric Dimensions encourages understanding of the concepts of TALLEST and SHORTEST, WIDEST and NARROWEST, MORE THAN and LESS THAN. Requires the client to address frequently-changing questions and to focus on salient information.

 

For Purchase Information

 

Smart Driver

Friendly, Engaging Road Game

to develop the cognitive skills you need

Kids and Adults Love it!!!

         Trains —

            Sustained Attention           Visual Tracking

           Divided Attention               Rule Following

 Focused Attention             Planning  

           Smart Driver is a stimulating, entertaining, non-violent driving game designed to build cognitive skills and self-esteem in individuals, ages 5 through adult, who have difficulty processing information due to brain injuries, ADHD, visual processing disorders or learning disabilities. To win the game, you must drive your car successfully through progressively more difficult roads and driving situations. You must keep your car on the road, watch the speed limit, stop for red lights and trains, be helpful by picking up passengers, and avoid potholes and other obstacles. Other cars can act wild and reckless, bumping into you for no good reason, so you must learn to drive defensively. You win prize money by following the rules of the road and being a careful, defensive driver. The purpose of Smart Driver is to teach the concepts and attitudes necessary for smart, safe driving plus a few of the basic rules of the road.

  It is designed to be fun while improving

Visual tracking skills                     Hand-eye coordination

Visual Attention                              Respect for rules

Planning                                           Attention to detail

Concentration                                 Memory 

Patience                                           Self Esteem

  While lively and entertaining, the exercises contain no violence and are not frenetic or overwhelmingly stimulating. Goals are clearly defined, and the player can learn to succeed and to be proud of newly acquired skills and capabilities.  

For Purchase Information Click Here

 

 SoundSmartTM

Auditory attention building software that helps people learn to be better listeners and readers. Sound Smart was designed by a clinical psychologist and a psychiatrist to help improve:

Phonemic Awareness

Listening Skills

Working Memory

Mental Processing Speed

Self Control  

Visual Skills

SoundSmart's multi sensory format automatically adapts its presentation to the age of the player-novel feedback and entertaining encouragement is colorful but not childish in presentation for adults. Records on each user are automatically kept by the computer, which also keeps track of where the individual left off in his training.

           SoundSmart Attention Coach™ (beginner, intermediate and advanced levels) provides drill and practice in following spoken instructions, which gradually become more and more complex. The Speed, Patience and Listening Tracks can be used to help shape behavioral self-control as well as listening skills. 

When the Beginner level is set for children, the program may also be used as an entertaining and useful alphabet teaching game.  

Uses unique behavioral training tracks to improve processing speed, to develop patience and self-control, and to improve auditory attention, figure-ground discrimination, focus and non-distractibility. Available in beginner (age 4+), intermediate (6+), and advanced levels(8+).

The Attention Coach module is a favorite with Psychologists, coaches and special educators working with ADHD individuals to improve self-control and to develop the ability to maintain their attention through multi-step spoken instructions.

  SoundSmart Math & Memory Coach™ is designed so that for children, each of its levels (A, 1-4) addresses the corresponding grade level of the elementary school math curriculum, grades K through 4. As is the case with all of the SoundSmartTM programs, the Math & Memory coach automatically adapts its presentation to the age of the user and may be used with adults as well as children. Using the computer’s spoken instructions, the programs help develop working memory, mental math skills, and number concepts. The Math & Memory Coach may be used to provide drill and practice in elementary math skills, or the trainer may select options to improve speed, self-control, patience or auditory processing.  

The program helps develop working memory, mental math skills, and number concepts while improving speed, self-control, patience, or auditory processing.

The Math and Memory Coach is a wonderful way to help improve working memory in adults. It is also an ideal tool for math teachers to drill basic mental math skills and improve processing speed and listening skills.

  SoundSmart Sound Discrimination Coach™ works to improve listening skills in people with language and reading problems due to learning disabilities, central auditory processing disorder or brain injury. Using all natural speech, this program computerizes time-tested traditional methods used by speech language professionals to improve phonemic awareness.

 The program challenges the user with distractions, distortions in speech, background sounds, and changes in pitch in order to train him or her to listen well under all types of conditions. An excellent phonemic awareness training tool. Available in beginner (age 6+), intermediate (8+), and advanced (10+) levels.

The Sound Discrimination Coach is an ideal phonemic awareness-training tool for speech, language, reading and auditory specialists.

 

SoundSmart's
Unique Training Tracks

       Within each program SoundSmartTM features five unique training “tracks.” Thus, each of the programs may easily be set up as a behavioral exercise to train self-control (the “patience” track), auditory discrimination (the “listening” track), mental processing speed (the “speed” track) or all of these combined (the “challenge” track). The use of these training tracks allows the therapist to access thousands of training stages within each individual program and to add significant depth to the therapy.

The SPEED TRACK requires that the user answer the questions quickly before the time is up.

In the PATIENCE TRACK, the user has to wait patiently before giving his answer without moving the mouse while a traffic light turns from red to yellow to green, even if the computer changes its mind in the middle of the instructions! If he moves the mouse before the traffic light turns green, the computer gently chides him, then gives the instruction all over again!

The LISTENING TRACK incorporates elements that make it challenging to discriminate sounds and to help improve auditory discrimination.

The CHALLENGE TRACK combines all of these tracks; requiring the user to listen extra-carefully, wait patiently before answering, then move quickly to answer before the time is up!  

For Purchase information  

Neuro-technologies such as light and sound and therapeutic music may be added to your coaching package. Links for more information can be found on our home page.

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