Brain-Bytes uses your child's love for computer games to develop learning skills 
like listening, attention, memory, etc., in a fun way. Often eliminating the need for tutors-
ADHD, CAPD & Dyslexic students  are welcomed.


"An engaging program that will improve grades while they have fun!"
        


Brain Bytes Training Programs can be customized by the following skill areas just below or by individual cognitive skill areas. We design your program and the computer takes them through the levels automatically-parents ensure smooth transitions and provide positive support. A technician will be available if needed. Staff supervision is available with additional fees. Fees/registration/discounts available     Info about the computer programs

Skills Improved



Research studies show that we can improve how the brain functions and learns through stimulating the brain in a certain appropriate manner. Science has repeatedly demonstrated that the brain can change and grow given the right learning tools and stimuli. 
Our programs are founded in educational cognitive psychology to provide the correct stimuli and challenge
to create new pathways in the brain for learning.

Brain Bytes uses our computerized brain gym games to provide the appropriate sensory stimuli to activate 
improvements in how the brain functions and learns. Learning will become easier and grades will improve. 
The nice thing about this program is that it's so much fun that they don't realize they are learning. 

Cognitive Abilities Trained/Tested

There are a total of 34 exercises/games and 34 tests in our computerized mental gym. Twenty-one different types of cognitive abilities can be trained/tested using our system. The list below is not meant to be all-inclusive, but it is comprehensive. It provides a functional definition and model of many important cognitive abilities. 
This cognitive training program was featured in Therapists Guide to Learning and Attention Disorders Chapter 14

  1. Alternating Attention: the ability to shift the focus of attention quickly back and forth between two different    sets of stimuli in the same sensory modality and respond appropriately. 

  2. Auditory Processing Speed: the time it takes to perceive relevant auditory stimuli, encode and interpret it and then make an appropriate response. *These units train speed but speed is not part of scoring on tests- Speed is documented for comparison later  

  3. Central Processing Speed: the time it takes to encode, categorize, and understand the meaning of any sensory stimuli which is the focus of attention. (This may theoretically be computed by subtracting the time it takes for simple sensory perception and any resultant motoric responding. In some cases it may be possible to measure more directly using evoked potentials.)  *These units train speed but speed is not part of scoring on tests-Speed is documented for comparison later  

  4. Conceptual Reasoning: the cognitive skills which include concept formation (the capacity to analyze relationships between objects), abstraction (the ability to think symbolically), deductive logic (the application   of general rules or concepts in making a decision for a specific set of stimuli) and/or inductive logic (the analysis of feedback or identification of relevant details in formulating a concept to use in decision making). 

   5.    Detailed Reading: the ability to read, understand and implement detailed instructions correctly.

   6.       Divided Attention: the capability to attend to, process and respond appropriately to two or more different
         types of sensory stimuli (typically visual and auditory) which occur simultaneously or in close temporal
         proximity in the environment. 

  7.      
      Fine Motor Control: the ability to accurately control fine motor movements and avoid making erroneous
          responses.

  8.     Fine Motor Speed: the time it takes to perform a simple motoric response independent of central processing speed.

 9.     Focused Attention: the ability to recognize and respond to specific relevant stimuli.

10.     General Attention: the ability to focus, sustain and selectively attend to relevant stimuli and make correct responses (a combination of Focused, Sustained and Selective attention as defined above).

11      Primary Information Processing System (PIPS): an over-all expression of an individual's capability of accurately and efficiently identifying, discriminating and processing relevant ongoing information in his/her environment. PIPS is dependent on working memory and central processing speed capabilities. All of the exercises in the Captain's Log system help to enhance an individual's informational processing skills.

Response Inhibition: the capability of understanding and holding in working memory a rule which defines a correct response and of using this rule to help avoid automatically reacting to an incorrect stimuli.

13.     Selective Attention: the capacity to continue making a correct response during a task when competing or distracting stimuli are present.

14.     Sustained Attention: the capability of maintaining consistent and accurate responses during a continuous and repetitive activity.

15.    Visuospatial Classification: the ability to accurately discriminate relevant features, count and group visual objects based on a concept or rule.

16.   Visuospatial Sequencing: the ability to discriminate and discern the sequential order of visual objects accurately based on a concept or rule.

17.     Visual Perception: the ability to accurately discriminate and respond appropriately to fixed visual objects within the field of vision.

18.    Visual Processing Speed: the time it takes to perceive relevant visual stimuli, encode and interpret it and then make an appropriate response.  *These units train speed but speed is not part of scoring on tests-Speed is documented for comparison later

19.    Visual Scanning: the ability to accurately discriminate and respond appropriately to visual objects that appear without a cue and randomly over time within the field of vision.

20.    Visual Tracking: the ability to follow a continuous visual cue, accurately discriminate and respond
        
appropriately to visual objects that move continuously within the field of vision.

21.    Working Memory: the ability to encode and "hold" perceptual information while processing a and the
       
capability to recall and apply relevant procedural rules in order to accurately respond.


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Concise info about the BRAIN BYTES PROGRAM

Module 1: Attention Skills: Developmental develops the ability to attend and concentrate.

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

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

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

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.

Sound Smart Attention, memory and listening skills-
SoundSmart was designed to help improve phonemic awareness, listening skills, working memory, sequential processing, mental processing speed, & self-control. Age 3 and up

Smart Driver Attention and visual skills
Smart Driver is a stimulating, entertaining, non-violent driving game designed to build cognitive skills and self-esteem in individuals, ages 5 through adult

MORE DETAILS BELOW

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 attention 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.  

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.

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.  

SoundSmart
SoundSmart was designed to help improve phonemic awareness, listening skills, working memory, sequential processing, mental processing speed, & self-control. These game-like brain-training exercises speak to the user in a realistic human voice, making the individual feel as if they are playing a real person who encourages, praises, and challenges them to do their best. Directions

Module 1: SoundSmart Auditory Attention Coach

Provides drill and practice in following spoken, multi-step instructions which gradually become more and more complex. 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+).

Module 2: SoundSmart Math and Memory Coach

(Five levels A, 1-4) When used by a child, each level of this set of programs addresses the corresponding grade level of the elementary school math curriculum, grades K through 4. Adult users are presented with more challenging problems. The program helps develop working memory, mental math skills, and number concepts while improving speed, self-control, patience, or auditory processing.

Module 3: Sound Discrimination Coach

Improves listening skills in people with language and reading problems by computerized 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.

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