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“ Learning
is most effective when it’s fun”
Cognitive
Training Games Improve:
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.
Side
by Side Comparison of Products and Problem Solving Chart
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
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.
"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.
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.
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
Programs
"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.
"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
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
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.
321
751-1313
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