Better Mind Performance

Edufeedback

The computer games of the integrated Edufeedback system respond directly to brain cell commands from sensors placed either in a helmet or in an armband, providing students or trainees with permanent feedback in real time related to their attention level in a very accurate and fun way. After several sessions, students or trainees become more quickly focused and alert for longer period of time as their brains learn and get used to an attentive state of mind.
ATTENTION IS NOT LONGER A MATTER OF FICTION SCIENCE FOR PEOPLE WITH ADHD!

Neuroscience and technology came together into a powerful learning system, which has scientifically proven improvement in reading comprehension, time on task, processing skills, self-control in the classrom/home environment, listening skills, and focus/attention.

 
Attention Stamina will teach you how to direct and sustain your attention. This will help you develop your ability to pay attention to low stimuli activity for longer periods of time.

You;re about to embark on an undersea adventure where you control the action with your mind. Not only is it fun, but it will teach you how to pay attention for longer and longer periods of time. This will make listening to your teacher or boss easier, and long assignments not so long.The objective for all games in Attention Stamina is to pay full attention to the screen character of your choice. You can make you character swim to the ocean bottom with your attention alone.

Attention stamina beginner, intermediate, and advanced end in 5, 6. 7 minutes respectively.

When you select Attention Stamina from the Main Menu, the menu will display four characters. The first thing you;ll need to do is choose what character you want. You have a choice between a playful dolphin, a courageous diver, a sturdy submarine, or a huggable whale. Click on your character to begin playing.

Let;s say you chose the dolphin. What you;ll see next is a screen exactly like the picture below. Notice how colorful the ocean is? Yes, it;s nice to look at, but you want to keep your eyes on thedolphin. Remember, you are going to be able to control the dolphin with your mind, and in order to do that, you must always look at him.

Once the game begins, take a deep breath, let it out slowly, and just try to relax. Concentrate on the dolphin as if nothing else in the world exists, and what you;ll notice is that he starts to swim lower. You see, your focus is moving him down, and down is where a dolphin wants to be. The more attention you pay to him, the lower he will swim until he;s all the way down at the bottom.

Once he;s gliding along the bottom, you;ll earn five points from treasure chests the dolphin discovers as he swims. Each chest contains a shiny gold coin like the one you see in the picture below.

But you can only get the coins if the dolphin stays low, so really try and concentrate on him to keep him close to the bottom.

Now, if you become distracted, or start day dreaming, the dolphin will start to float back up and away from the treasure chests. This is a good way to know how focused you are. If he;s low, you;re paying lots of attention. If he;s high, not so much.The dolphin will continue to swim for five minutes, but don;t worry if you can;t keep him at the bottom the whole time at first. Like anything, this takes practice, so just try and keep him there as long as you can. Then the next time you play, try to go just a little more. In this way you can build up your mind power a little at a time.

Once you;ve mastered Diver Beginner, it;s time to go on to Diver Intermediate. Intermediate is a little harder because we have a new friend to play with: Mr. Octopus. You;ll still want to try and keep your dolphin near the bottom where he can get coins, but you;ll also want to be on the lookout for a sneaky red octopus that will try and bump you if you;re not careful. As soon as you see the octopus, hit the space bar on your keyboard one time. This will tell the octopus to back off and just let you swim in peace!

The main things to remember are still the same in Intermediate as they were in Beginner. If you start to feel frustrated, or are having trouble, take a deep breath and let it out slowly. Keep your eyes on the dolphin, and really try and concentrate only on his swim through the ocean. Again, the lower he goes the better. You get five points for successfully hitting the space bar to make the Octopus back off. If, however, the Octopus hitsyou, you lose five points.

Once you;ve mastered Diver Intermediate, it;s time to go on to Diver Advanced. In Diver Advanced you are still trying to stay focused on the selected character so it will swim low and get its coins. You are still trying to avoid the sneaky octopus from bumping you. But now we have yet another friend to play with, and this can be any one of the four characters you have to choose from at the beginning. While you;re focusing on your character, every once in a while another character will swim at you. Since it;s never fun to bump heads, you must hit the space bar to dodge the other character. It;s a lot like telling the octopus to back off, except now the character is coming from in front of you as well as from below. You get five points added to your score for dodging the character, or five points taken away for a collision.

Visual Tracking will teach you how to maintain your attention while visually tracking a randomly moving object or person. This will help you pay attention to your teacher;s lesson while he/she is walking around the room.

This Edufeedback exercise increases the ability to focus on moving targets, which helps with anything from watching a teacher move about the classroom, to sports like baseball or football, or to activities like driving or riding a bike. Sustaining visual concentration in these types of endeavors increases the potential for learning and can positively affect safety.

Visual Tracking beginner, intermediate, and advanced end in 5, 6. 7 minutes respectively.

In the Beginner skill option, the screen will shows 25 blocks arranged in a square five blocks tall by five blocks wide. Once the game begins, randomblocks will light up and beep in quick succession. The student;s objective is to click on these blocks as they light up and beep. The more successful the student is, the longer the sequences will get.

In this way, the student is visually tracking from point to point while increasing hand-eye coordination. In addition, focus is being monitored in real time, so the game only runs (i.e. flashes and beeps are only offered) if the student is in an attentive mental state. You can see focus displayed in the top, left hand corner of the screen as a red bar. When the bar is empty, the student is distracted or day dreaming. When the bar is full, the student is focused and the game begins.

As before, there are 25 blocks. This time, however, each sequence begins with a ‘this only; block of a specific color, (green, red, or blue). This block appears at the center of the screen. In the ensuing sequences, the student is only to click on those blocks that are the same color as the ‘this only; block. Blocks of any other color are ignored. In this way, the student not only trains their visual tracking ability, focus, and hand-eye coordination, but they also learn valuable discrimination skills. The latter skills help a person pay attention to only what they want to, while ignoring other things that might normally be distracting.

There are no visible blocks at the start of Visual Tracking Advanced — it;s just a blank screen. But once the student is focused, a ‘this only; block appears in the center that displays a distinct pattern. As in Intermediate, the student is only to click on blocks of the same pattern, while ignoring blocks that are different from the ‘this only; block. What makes the advanced skill option challenging is that all the blocks are invisible until they light up and beep. As such, a student has to stay extra attentive since there;s really nothing on the screen to focus on until a sequence starts.

Once the sequence has completed you will be prompted to focus again and a new ‘this only; block will be shown.

Time on Task This exercise teaches a student to begin an activity quickly, and stay focused on that activity until it is finished. This is not always easy for an individual who struggles with attention.

Time on Task will teach you how to start an assignment right away and keep your attention on that assignment until completion. Ten minute assignments can now actually take ten minutes and not 3 hours!

The exercise begins with a warehouse scene, not unlike one might see at the back of any large grocery or department store. In the foreground there;s a truck, a stack of twelve wooden crates, and a man on a yellow forklift. Once the student is focused, the man on the forklift will drive over to the stack of crates and pick one of them up. As long as attention remains consistent, the man on the forklift will then carry the crate over to the truck and lay it down on the truck bed. The objective of Time on Task Beginner is to be able to load all twelve crates onto the truck bed in five minutes or less. Here;s the catch, though. If the student gets distracted or starts day dreaming, the man on the forklift will stop his work until focus is regained. As such, the only way to complete this task in the allotted amount of time is to stay focused the whole time.

That;s Time on Task!

Unlike most Edufeedback exercises that end after a certain amount of time, (5 minutes, for example), Time on Task is unique in that it will continue to run until the task is complete. So, in Time on Task Beginner, a very focused student might be able to load all 12 crates in less than five minute. On the other hand, a distracted student may require six or seven minutes to load all 12 crates.

Time on Task Intermediate opens on a vast gray parking lot with a road and several green hills in the background. There is also a yellow crane that can be moved from point to point with attention. And finally, there is a truck that will drive by periodically to drop off components of a building. When the student is focused, the yellow crane retrieves a part of the building and moves it intoposition. Piece by piece a library is constructed in this manner, until a brand new building is finished. As was true in Time on Task Beginner, work only proceeds if the student is mentally attentive. If the student is distracted, or starts daydreaming, the crane will stop moving until focus is regained.

Similar to Time on Task Intermediate, Time on Task Advanced also requires the student to construct a building piece by piece with attention. This time, however, the building is a skyscraper, components are brought via helicopter, and there;s a lot more going on in the background.

Where before there was just a parking lot with rolling hills, now there;s an entire cityscape to see!

Discriminatory processing will teach you how to take in different bits of information and recognize what is important and what you can filter.

In Discriminatory Processing Beginner, the student is given a first person point of view perspective of a spaceship cockpit. Beyond the dashboard a field of stars is clearly visible. As has been true of all Edufeedback games, the student must focus to start the exercise. If the student is distracted or daydreaming, they will hear an audio prompt that says, “Focus to refuel.”

Once the student is mentally attentive, the spaceship begins its journey through the galaxy. On the way, two types of asteroids will come at the ship; white ones and red ones, (in effect presenting two types of stimuli to discriminate between). The white asteroids can damage the ship, so the student must hit the keyboard space bar anytime a white asteroid approaches. This willraise the ship;s shields and protect it from taking damage. Timing is important here, because if the space bar is hit too early, the shields will go back down before the asteroid makes contact. If the space bar is hit too late, the ship takes damage.

The second type of asteroid, the red type, is actually made of energy that the ship can absorb. As such, the student should simply let the red asteroids come aboard. So, press the space bar for the white; do nothing for the red. And again, if the student becomes distracted or starts day dreaming, the ship will stop moving and they will hear, “Focus to refuel.”

Discriminatory Processing Intermediate is identical to Discriminatory Processing Beginner, except that now other space ships will fly past in an attempt to distract the student. No action needs to be taken for these other ships. Starflyer Intermediate also has a more “populated” galaxy. While Beginner simply has a field of stars, Intermediate boasts planets and moons as well.

Discriminatory Processing Advanced is identical to Discriminatory Processing Intermediate, except that the asteroids and distractions come faster, and sometimes in quick succession.

short term memoryShort term memory teaches you how to process information (both visual and auditory) and hold that information in short term memory long enough for recall. This will help you develop your ability to remember dates, names, items in a list, and other facts.

Short term memory teaches you how to process information (both visual and auditory) and hold that information in short term memory long enough for recall. This helps with not only following directions, but also things like remembering pone numbers, or names, or even a grocery list!

The initial screen shows four giant blocks of differing colors, (Blue, Purple, Red, and Green). They are arranged like an upside down “T”, with three blocks on the bottom and one block on the top middle. The arrangement of these blocks exactly matches the arrangement of the up, down, left and right arrow keys on most computer keyboards. Mind Maze is unique in that it uses the arrow keys to control the game, in addition to focus. Indeed, as is true of all Edufeedback exercises, Mind Maze is activated by attention, so once the student is in a focused mental state, a prompt will say “Activating Sequence”, and the four blocks will light up and beep in a random sequence. Once the student has been given the sequence, (the entire sequence), he or she is to use the arrow keys to give the sequence back, so to speak. To put it another way, the student sees/hears a string of information, and they must hold it in short term memory long enough to mimic what they absorbed. The more successfully the student can do this, the longer the sequences will get. On Mind Maze Beginner, the game starts with sequences of two.

Focus is still a very large part of this exercise, since sequences are only offered if the student is attentive. If a student becomes distracted or starts daydreaming, Mind Maze will pause and the word “Focus” will pop up on the screen until concentration is regained.

Mind Maze Intermediate looks exactly like Mind Maze Beginner, except that whenever a sequence is offered, a fifth block flashes at the bottom of the screen. Whatever color this block is, (Blue, Purple, Red, or Green), is an “off limits” color. This means that if that color appears in the offered sequence, the student must pass it over, (ignoring it when hitting the arrow keys). In this way, not only is short term memory sequencing still being developed, but now there is the added element of discrimination. In the real world, this would allow someone like John to attend to the instructions he needs to be successful, while ignoring any unimportant or distracting “clutter”.

Mind Maze Intermediate begins with sequences of three. Mind Maze Advanced is identical to Mind Maze Intermediate, except that there is yet another distraction added in. This time, when a sequence is offered, not only is there an “off limits” color, but there are also random blocks that will flash in either the upper right or upper left hand corner of the screen. The blocks are purely a distraction and thereby increase the amount of “clutter” the student must filter out. Mind Maze Advanced starts with sequences of four.

academic bridgeFinishing tasks is a skill that can be learned by anyone regardless of ADHD/ADD, or other cognitive impairments. The task may be homework, balancing your checkbook, or even cleaning your room. You can learn to do it in an appropriate amount of time. Sheer Genius will teach you how to do it.

A 20 minute homework assignment often takes 2 hours and a fight.

Missing deadlines because you can;t finish office assignments.

Sound familiar?Finishing tasks is a skill that can be learned by anyone regardless of ADHD/ADD, or other cognitive impairments. The task may be homework, balancing your checkbook, or even cleaning your room. You can learn to do it in an appropriate amount of time. Sheer Genius will teach you how to do it.

He begins by using a game called Time on Task. As in all Edufeedback games, our BodyWave armband allows you to control the action by mind alone!

You;ll start at the beginner level which requires you to drive a forklift with your mind – using full attention to move the forklift. Your job is to lift the crates from the dock, place them on the truck, and drive the truck away in 9 minutes or less.

As you get better and pay more attention, you;ll finish in less and less time. Sheer Genius will then tell you to when to move up to intermediate and advanced levels. After you;ve attained the ability to finish tasks, it;s time to apply this skill to real homework!

We;ll use the Attention Monitor to accomplish this. The BodyWave armband allows Sheer Genius to monitor your attention when you;re doing your homework which could be math, reading, spelling, balancing your checkbook, or even an office assignment.

The Attention Monitor shows you how much attention you;re paying to your homework. You can see it from the corner of your eye while you;re doing your homework. There;s no need for anyone to stand over you while you do your homework because Sheer Genius sits in the background and encourages you to pay your utmost attention to your homework.

If you get distracted, Sheer Genius will tell you to focus. He won;t let you fail! Essentially, Sheer Genius is teaching your brain to pay attention to something as mundane as homework! Attention Monitor and Sheer Genius can teach you to get your homework or office work done on time! Once you;ve mastered the skill of finishing homework, you;ll eventually wean off of the Attention Monitor. Let;s get you started finishing your homework and projects.
EDUFEEDBACK ADD ON GAMES
These games are not mandatory for your program. Our Edufeedback advisors will consult with you to determine your particular needs and guide you to making the right choices for your program.
auditory
The Auditory Processing exercise develops your ability to follow directions. Your goal is to gradually increase the number of auditory sequences of information you can absorb, process, and carry out. There are 4 different Auditory Processing games available. Each game provides different items and locations based on the game category. Learn how to process information at home, office, and school successfully!All Auditory Processing skill options will present you with a group of shapes of differing colors, along with numbered positions… like this: The word “Listen” will appear at the bottom of the screen, and you will be given an auditory instruction such as “Move the yellow sphere to position 1”.Once the entire instruction is given, the word “Go” will appear at the bottom of the screen. That;s your cue to click on the appropriate shape, and then the appropriate position, (as indicated by the auditory instruction).

If you;ve clicked correctly, you;ll see the words “Focus to move the object” at the bottom of the screen, and that;s exactly what you;ll want to do. As long as your level of attention remains high, the chosen shape will move to its correct position.

Auditory Processing Intermediate functions in the exact same way as Auditory Processing Beginner, except that instead of only one instruction, you are given two.
For example, “Move the blue sphere to position 2… move the red pyramid to the center.” Remember to wait until all instructions are given before clicking. As before, the word “Go” will appear at the bottom of the screen when it;s time for you to take action.Auditory Processing Advanced functions in the exact same way as Auditory Processing Intermediate, except that players who are performing well will be given additional sequences. In other words, instead of just two instructions, the exercise will present you with three… and then four… and so on, depending on how well you;re playing. This means that no matter how masterful your ability to follow directions becomes, Edufeedback will always have a new challenge on the horizon.
hand eyeHand eye coordination strengthens neural networks most important for hand-eye coordination. In terms of practical application, this improves real world skills like handwriting, sports, keyboarding, and any activity requiring fine motor skills. This exercise strengthens neural networks most important for hand-eye coordination. In terms of practical application, this improves real world skills like handwriting, sports, keyboarding, and any activity requiring fine motor skills.

Beginner:

Hand-Eye Coordination Beginner starts with a red dot in the center of a gray screen. The student clicks the red dot to begin, and as long as they;re focusing effectively, the dot will move around the screen. The student;s objective is to follow the moving dot with their mouse curser. As long as the mouse curser remains on the moving dot, the dot is green in color and the student is accumulating points. If the mouse curser is not on the moving dot, the dot turns blue in color and the student starts to lose “energy”. The student;s energy is displayed as a blue bar at the bottom of the screen. If the student loses all of their energy, the round is over.

Speaking of rounds, all skill options are played as “rounds” that last a little under a minute. You can see the length of time left in a round by looking at the decreasing yellow bar at the bottom of the screen, (it;s right above the blue energy bar). Once the yellow bar is empty, the round is over.

Like all Edufeedback exercises, Hand-Eye Coordination is run by focus, so if a student;s focus drops, the dot will stop moving and the student will no longer be accumulating points, (even if their mouse curser is on the dot). Intermediate: The Intermediate skill option works just like Beginner, with one important exception. If a student loses focus, instead of the dot stopping, it speeds up! This dramatic increase in speed makes it harder to keep the mouse curser on the moving dot, so the student will want to get back to a maximum focus state to slow the moving dot back down.

Advanced:

The Advanced skill option works just like Intermediate, except that now there are red “enemy” dots moving randomly about the screen. In addition to the normal objectives mentioned above, the student most now endeavor to make sure no red dots hit the moving green/blue dot, but the only way to vanquish a red dot is to click on it, thus requiring the student to take the mouse curser away from the primary target, task switch for a moment, and resume play.
spacial memorySpatial memory helps us remember where we left our keys or homework. Edufeedback helps strengthen spatial memory.

Edufeedback;s Spatial Memory exercise develops your ability to remember where objects are hidden. This is very similar to remembering where you left your keys or homework!

Spatial Memory Beginner presents you with 16 cards. To begin, pick a card by clicking on it one time with your mouse, then focus to reveal what;s on the card. You will then be instructed to pick a match.

Click on another card.

If it is the same as the first card you picked, you have successfully “matched” them, and both cards will stay revealed. If, however, the cards are different, they will become hidden again.

There are two of each card for a total of 8 matches, and your objective is to match all of the cards using your ability to remember where each card is located in relation to all of the others.

On Intermediate, there are 20 cards, and thus 10 matches to make.

On Advanced, there are 36 cards, and thus 18 matches to make.

Remember that after clicking any given card, you have to stay focused for it to be revealed.

social skillsSocial Skills are typically lacking in persons with attention challenges. Edufeedback’s Social Skills module teaches appropriate recognition and response to social

 The Edufeedback Social Skills exercise strengthens an individual’s ability to recognize and respond to facial expressions, body language, and auditory cues associated with emotion.

You use your attention to expose a picture of a person. Once it is fully revealed, you’ll be asked, “which word best describes the picture?”. Click on the word you think best describes the person’s facial expression.

On Intermediate, you’re also presented with a picture of a person, but instead of clicking on the word that best describes it, you will click on one of three corresponding pictures; in effect, matching the facial expression from your main person to the facial expression of one of the others.

On Advanced, there is no main picture, but instead a verbal expression of emotion that you listen to, and then match to the pictured facial expression it most closely resembles.
Remember that in all skill options, you must be focused to the best of your ability for pictures to appear. 

motor skillsEdufeedback introduces Motor Skills, an exciting new game where you help a wizard build his castle. As in all Edufeedback games, your mind becomes the mouse or the joystick! Use your focus to be like Harry PotterTM or Luke Skywalker!

Persons with attention problems and persons with autism frequently find it difficult to coordinate mind and body. Even simple writing skills can be difficult. Playing sports can be challenging.

Edufeedback’s Motor Skills game features a wizard. Edufeedback students can command the wizard to move by their ability to concentrate. When the wizard moves, the Edufeedback student must recognize, imitate, and coordinate with the wizard’s movements. Together you can build the wizard’s castle.

Loss of attention will interrupt your progress. Beware the dragon! He’s there to distract you!

By practicing Motor Skills, Edufeedback students can learn to use their power of attention to control their muscles and bodies! 
working memoryEdufeedback’s Working Memory exercise strengthens an individual’s ability to retain and manipulate information needed to do complex tasks such as reasoning, comprehension and learning—even amidst distraction.Edufeedback’s Working Memory exercise strengthens an individual’s ability to retain and manipulate information needed to do complex tasks such as reasoning, comprehension and learning—even amidst distraction.

When the game first begins, you’ll be able to see all of the squares and what’s behind them. Pay close attention to the monsters, because they will soon hide and you’ll need to remember where they are.

Focus to gain control over your character, the Roller Dude, and use the arrow keys to move him up, down, left or right. The object of the game is to capture all of the fuel tanks, and then make it to your buggy without hitting any of the monsters.

Take note of the words at the bottom of the screen. They will tell you when it’s time to focus, and when it’s time to use the arrow keys to move. Remember that you can only make one move at a time.

On Intermediate and Advanced, not only will the monsters hide after a few seconds, the fuel cells will hide as well, so you have to remember more and more information. Again, you want to collect the fuel cells and avoid the monsters, before making it to your buggy.
mental mathNow your child or students can practice their math facts but only while they are paying maximum attention to the task!

 Although children with ADHD are often very smart, most do struggle in school. Memory impairments caused by their ADHD may affect a child’s math performance in several ways. Your child may have difficulty retrieving basic arithmetic facts quickly. How often have you said to yourself, ”He knew the math facts yesterday but today it’s like he has never seen them before.” Not only is this frustrating for you, it is frustrating for your child!


It is critical that your child learns math facts and has rapid recall.
  1. Math facts form the building blocks for higher-level Math concepts.
  2.  Math facts will expand their number sense as well
  3. Mastering math facts will result in much faster computing. This will prepare your child for the upper grades in which math problems become much more difficult.
  4. If your child is struggling with recalling basic math facts, your child may lose confidence in his/her math abilities.
Now your child or students can practice their math facts but only while they are paying maximum attention to the task!

In these math activities you use your attention to gradually reveal an addition problem. As long as you are able to maintain your attention, the addition problem will be completely revealed.  If you lose your attention, the math problem will start to disappear. Once the picture of the problem has been completely revealed with your attention, three smaller boxes will display possible sums of the problem and you will be prompted to: “Select the correct answer.” You must then click on the box that contains the number that you think is the solution. You will have two tries to answer the question. You must answer within five seconds, or lose the try! There are 3 levels of difficulty. The math problems get increasingly more difficult as you move through the different levels.  Sheer Genius will tell you when you are ready to move up to the next level.This process encourages you to practice your mental math skills but only while in your peak attentive state.  Learning Math Facts has never been more effective or more fun!
videoThe most interesting aspect of the ULT Media Player is the ability to monitor your attention in real time, and thus allow you to play your media files with your focus alone. Once the hardware and software are connected, you can begin to play your media file. You'll notice on the bottom right hand corner there is a horizontal orange focus bar that shows you how focused you are. When it is fully orange, you are at optimal attention.


You’ll see two horizontal sliding switches above and below the focus bar. The one on top allows you to set the level of focus required to start the media file playing. If the orange focus bar is at or above (to the right) of where you have the top switch set, the file plays.


The sliding switch on bottom allows you to set the minimal amount of attention required to keep the media file playing. In other words, if your orange focus bar drops below (to the left) of where the bottom switch is set, your media file stops playing. Adjusting these will allow you to customize your personal settings. And finally, the two numbers at the left of each horizontal toggle switch allow you to change the length of time (in seconds) that is required to be in an attentive state before starting or stopping the media file.