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
The ability to attend & concentrate
Detailed reading and comprehension
Basic Math conceptualization
Memory skills
Fine Motor control
Visual Scanning
Visual discrimination & processing
Listening skills/Ability to follow directions
Organizational & note taking skills
Problem
solving & reasoning skills

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.
C
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
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.
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
Central Processing Speed: the time it
takes to encode, categorize, and understand the meaning of any
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
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.
For
more info on healthy- drug free programs for successful living click on a link
below
Incredible
Horizons ADD/ADHD Articles Loop
Suggestions for ADD/ADHD- Autism Spectrum (ASD)
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
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.
"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.
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.

"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.
Friendly,
Engaging Road Game
to
develop the cognitive skills you need
Kids and Adults Love it!!!
Sustained Attention
Visual Tracking
Divided Attention
Rule Following
Focused Attention Planning
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
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 CoachImproves 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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