Improving Executive Function in all persons
Helping Everyone Succeed

NeuroCognitive Training Program

A Neurocognitive Training Program (NTP) is a computer-based program that is designed to improve executive function.  Elevate Mental Health Wellness has chosen “Play Attention ®” as its NTP.  Play Attention has been helping children and adults thrive and succeed for over 25 years.  Their cognitive exercises and technology were inspired by NASA

Play Attention is a comprehensive, attention-training neurofeedback system that develops and improves core cognitive Executive Function skills along with improving memory, attention, impulse control, and time on task in children, teens, and adults. Students take part in computer game-like exercises by wearing an armband that tracks bioindicators of attention states and cognitive processes. To meet the challenges of each exercise and advance the game, the “player” must achieve and maintain desired brain states. Visual and auditory signals notify the user about their focus level. Play Attention calls this “Edufeedback,” as it helps shape behavior and educational focus.

Expanding Executive Function
Improving Executive Function

Goals

The goals of the NTP for children and adults are:

  1. Improve attention span at work or school.
  2. Improve performance.
  3. Minimize the impact of ADHD, Autism, Anxiety, OCD, Stroke symptoms as well as other cognitive issues.

How does it work?

The system consists of five core “games”.  Each of the games tracks and helps develop Focus.  Focus is determined using a cognitive feedback device, BodyWave armband, that is placed on the individual’s arm.  The feedback device sends brainwave information to the computer program to determine the level of Focus.  Each game also has a secondary purpose.

Click on the Picture of each game to see the full description and example.

Games

There are five core games in the NTP:

Attention Stamina

Short Term Memory

Time on task

Discriminatory Processing

Visual Tracking

Each of these core games provides focus training. The secondary skill is in the name of the game.  For example, short-term memory presents a series of combinations of the up, down, left, and right arrows.  The individual must repeat the sequence.  The complexity increases with the number of correct answers.  Before the individual is presented with the sequence, they must meet the focus requirement.  In this way, two skills are improved: focus and short-term memory.

Coach

Children and teens are paired with a coach.  The coach helps track progress, schedules the training sessions, and provides indications of student behavior during the sessions.  The tracked behaviors include distraction items like fidgeting, calling out, taking their eyes off the screen.  The coach documents the distractions for review with the student to help improve their performance. 

Milestones

The NTP has three levels, Bronze, Silver, and Gold.  Each student starts at the bronze level.  The levels increase in difficulty therefore we must ensure that the student master’s one level before moving on to the next level. 

Students must meet the minimum focus criteria (75%) for each game five consecutive times to achieve a star.  Earing five stars will advance the student to the next level. 

Reports

At the end of each session, the NTP displays the students’ performance. The areas tracked are:

Attention: The percentage of time the student is 100% focused on the task

Duration: The time it takes to complete the game

Complete: Indicates if the student completed the entire game

Recovery Time: Time in seconds for the student to return to full attention.

Impulsive: Number of times the student responds early or enters multiple responses

High Level: The highest level achieved in games that reward the student for correct responses.

Correct: Tracks the number of correct responses.

Incorrect: Tracks the number of incorrect responses

End Level: Indicates the level of completion at the end of the game.

Each area displays the selected, average, and best score.

The NTP also tracks performance from one session to the next.  The results are used to track overall progress from week to week. Graphs and other statistical information is available to discuss. The results for each student will be compiled and provided to the parent of the student along with an analysis of the progress and what comes next.

Two Game Comparison Attention and Completion

Rewards

To help keep the student motivated, awards are developed and delivered to students upon achieving a major milestone. Milestones include 75% or higher Attention, moving to the silver or gold level, significant improvement, and others identified later in the program.

Expected Improvements

In many cases students will advance to the silver level after 2 to 3 months of 60 min weeks of practice and 3 to 6 months to advance to Gold.

Examples

The Game “Discriminatory Process “puts the student in a spaceship. As they move through space, they encounter two types of asteroids: red and white. Their job is to protect the spaceship by depressing the spacebar, activating an electronic shield when a white asteroid is close to hitting it to deflect it. The student is supposed to let the red asteroids come through and recharge the ship.

The game tests focus, decision-making, and timing.  If the spacebar is depressed too soon or too late, the white asteroid crashes into the ship.

The Game “Time on Task” presents the student with a warehouse, forklift, set of pallets, and flatbed truck.  There is no input from the students; they only focus on the scene.  When fully focused the forklift driver picks up a pallet and loads it on the truck.  Once all the pallets are loaded the truck pulls out of the warehouse.  This game tests focus and time to complete the task.  The goal is to load the truck in under 5 minutes.

The following is the data available for the Attention Report after the session (figure 1):

This student played Discriminatory Processing and time on task 5 times.   The graph for Attention, blue line, indicates a decrease in attention followed by an increase and another decrease.  The graph for attention for time on task, orange line, shows the opposite with both lines merging after 5 attempts.  The initial scores in the first test were in the 40 to 50% with the last test at 90.5%. The goal for attention is to maintain a 75% or higher score over 5 consecutive attempts.  This student will earn their first star on the next attempt if they maintain a score of 75% or higher.  This sequence repeats until 5 stars are earned.  That would mean the student completed 25 consecutive scores of 75% or higher.  After earning five stars the student moves to the next level.

The remainder of the reports provide similar information for all the games.

The detailed information provided in the reports will help the coach, student, and interested parties work together to improve the student’s performance.

Useful Links

Play Attention Website: Company site with recommendations and reviews.
Brain Training for ADHD: What Is It? Does It Work?: Provides explanation and reviews various methods i,ncluding the Play Attention System.
Play Attention Alternative to Medication ReviewProvides an overview of the Play Attention System and it’s use as an alternative to medication.

 

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