NEW UPDATE!

Plays like a video game
SmartDriver®
Visual Attention Builder

      Works as a clinical tool.

Driving defensively is the only way to win the game!

Friendly, Engaging Road Game
to develop the cognitive skills you need to be a good driver!

       Trains —
            Sustained Attention           Visual Tracking 

            Divided Attention               Rule Following

            Focused Attention             Planning

 

SmartDriver 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 SmartDriver 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, planning, attention to detail, concentration, memory and patience. 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.

SmartDriver consists of thirty progressive levels of difficulty, which are divided into Beginner, Intermediate and Advanced stages. To pass from one level to the next, you must drive well enough to avoid getting too many damage or penalty points. You may opt to begin at the Beginner 1 Level, or if you prefer, you may elect to start at any level you wish. Although the program is game-like, it provides detailed record-keeping for use by a parent, teacher or therapist. The computer remembers each user’s scores and completed levels from one session to the next. Scores can be printed. To be effective, training needs to be implemented for a minimum of two hours per week, which can be done in four half-hour segments.

Ordering Information and Pricing

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   SoundSmart™

           

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.

 

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 SoundSmart 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.

 

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.

SoundSmart's
Unique Training Tracks

       Within each program SoundSmart 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!

 

Captains Log

Captain's Log® is the most widely used, comprehensive set of computerized cognitive training programs 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.

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.

Module 1: Attention Skills: Developmental develops the ability to attend and concentrate. It consists of the following eight programs:

1. Auditory Discrimination/Rhythm enhances attention and concentration skills and improves immediate retention, recall and discrimination of auditory patterns. This program requires the client to attend to two discrete auditory rhythmic patterns, compare them and decide whether they are the same or different.

   2. Auditory Discrimination/Tones improves attention and concentration skills involving immediate retention, recall and discrimination of non-verbal auditory stimuli. This program requires the client to attend to two discrete auditory patterns of tones, compare them and decide whether they are the same or different.

   3. Color Discrimination/Inhibition develops attention, inhibition, concentration and discrimination using color and position. Requires the client to attend to three colored figures presented on the screen and determine whether the center figure is matched in color by either of the outside figures.

   4. Scanning Reaction/Inhibition helps improve visual scanning and inhibition in a systematic manner. Divided attention can also be trained and evaluated. Requires the client to scan the screen from left to right, top to bottom and respond each time a target appears that is the same color as the border.

 5. Scanning Reaction Time develops systematic visual scanning skills and letter/number discrimination abilities. Requires the client to scan the screen from left to right, top to bottom and respond each time a target letter or number appears.

6. Stimulus Reaction/Fields develops vigilance and random scanning ability. Requires the client to scan four quadrants of the screen and move the cursor to the target square whenever it appears in any of the four quadrants.

7. Stimulus Reaction/Inhibition focuses on attention skills for visual stimuli, visual discrimination and inhibition. Requires the client to scan the screen and respond each time the target square is the same color as the border.

 8. Stimulus Reaction Time develops vigilance, rapid scanning ability and short reaction time. Discrimination and inhibition of response are also developed. Requires the client to scan the screen and respond each time a colored square appears.

Module 2: Visual Motor Skills  trains eye/hand coordination, visual scanning, visual tracking and fine motor control

1.  Finger Tapping can be used to evaluate and improve upper extremity fine motor speed. When an initial auditory signal is given, the client is to tap an index finger on the input device as fast as possible until a second auditory signal is given.

2.  Maze Learning helps develop fine motor control, anticipatory planning, strategy and spatial organization. The client uses an input device to move the cursor from the starting point through the maze to get to the "cheese."

3.  Spatial Organization develops spatial orientation and short-term spatial memory. Requires the client to orient a line in the same direction and angle as the target line presented.

 4.  Visual Tracking/Discrimination enhances the ability to orient spatially in a continuously changing environment and to discriminate visual stimuli and coordinate motor responses in accordance with that discrimination. The client is required to keep the cursor on the "road."

5.  Visual Tracking/Inhibition enhances the ability to integrate visual input with fine motor output, developing the capacity to shift mental sets. Client moves a "paddle" up and down the screen to hit a "ball" as it moves randomly back and forth across the computer screen. The "inhibition" option may be selected to randomly change the border color, and thus the required response.

6.      Visuospatial Tracking/Response helps train the ability to coordinate visual

input with motor output. The ability to shift mental sets and respond to target stimuli is also developed. Client attempts to keep the cursor inside a large box, which moves randomly about the screen. When a target appears on the screen, the client must move the cursor out of the box to the target and then return the cursor to the box as quickly as possible

7.  Visuospatial Memory helps to develop visual orientation and short-term spatial memory. The client plays a "concentration" type of game using a grid of colors.

Module 3: 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 pattern 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: 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.

 Module 5: Attention Skills: The Next Generation is a continuation of Attention Skills: Developmental, and is designed to meet the needs of individuals able to work at higher levels.   

1.  Image Scanning/Inhibition is designed to train visual scanning ability, attention, concentration and inhibition. 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.

2.  Auditory Patterns/Rhythm trains visual and auditory attention and discrimination. The object is to match an auditory pattern of long and short tones with a visual pattern of long and short boxes. Patterns become longer and more complex as difficulty increases.

3.  Scanning Location/Time teaches visual organization, memory, and attention to detail. The object is to find target letters in a grid. Variation may be made as to the size of the grid, and as to whether the target is merely a particular letter, a letter of a particular color, or a letter above or below, or before or after some other specified letter. Target letters may be set to disappear after being chosen, or user may be required to remember which targets have already been selected.

Module 5: Attention Skills: The Next Generation is a continuation of Attention Skills: Developmental, and is designed to meet the needs of individuals able to work at higher levels.    

1.  Image Scanning/Inhibition is designed to train visual scanning ability, attention, concentration and inhibition. 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.

2.  Auditory Patterns/Rhythm trains visual and auditory attention and discrimination. The object is to match an auditory pattern of long and short tones with a visual pattern of long and short boxes. Patterns become longer and more complex as difficulty increases.

3.  Scanning Location/Time teaches visual organization, memory, and attention to detail. The object is to find target letters in a grid. Variation may be made as to the size of the grid, and as to whether the target is merely a particular letter, a letter of a particular color, or a letter above or below, or before or after some other specified letter. Target letters may be set to disappear after being chosen, or user may be required to remember which targets have already been selected.

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