BrainLeap
Attention- and Focus training program for children
The Program
BrainLeap Attention Arcade™ is a program consisting of research based Attention- and Focus training games.
Attention is so important for learning! Attention skills are important for reading, math, executive function and so much more.
And until now, it was hard for parents to help a child learn these skills. Now it is easy!
The Attention Arcade™ is a suite of gaze-driven games specifically designed to train foundational attention skills that are important for reading, math, and learning overall.
Without strong attention skills, it can be difficult to learn, because attention is critical to self-control, working memory, and cognitive flexibility - known collectively as Executive Function skills.
Children struggle with these skills because of increased workload, busy environments, genes, autism, ADHD and many other reasons. The good news is that attention skills can be strengthened (even in children with already good or average attention and focus skills). And, with the right intervention, a child can improve attention and reduce distractions.
BrainLeap's attention training exercises, developed and researched at the University of California in San Diego, can help children achieve better attention and focus.
BrainLeap Attention Arcade™ consists of game based exercises that each train a different aspect of attention and focus (and even inhibitory control, visual discrimination, visual span, etc.), and is suitable for children from the age of 5 years up to university-age students.
Each exercise has been developed to integrate with the latest eye-tracking technology. All exercises are hands-free and all exercises are executed with only using the student’s eyes.
(And students love it!)
The BrainLeap Attention Arcade™ program includes the following:
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9 Attention training games that each train different aspects of attention
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5 Assessments to measure improvements in different aspects of attention throughout the program
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Reporting tools for program facilitators to closely monitor each student
The Science
Program Options
Basic BrainLeap Programs
40-Session/20-Hour BrainLeap Program
(2.5 month program)
R5,000 total program fee
56-Session/28-Hour BrainLeap Program
(3.5 month program)
R7,000 total program fee
Two Payment Options: Upfront total program fee or monthly payments over duration of program
Advanced BrainLeap Programs
72-Session/36-Hour BrainLeap Program
(4.5 month program)
R9,000 total program fee
104-Session/52-hour BrainLeap Program
(6.5 month program)
R13,000 total program fee
Two Payment Options: Upfront total program fee or monthly payments over duration of program
WEEKLY SESSIONS AND GENERAL INFO
Where: In-centre at our Pretoriuspark, Pretoria East centre
How Often: 3 x 30 minute sessions per week (our centre is open Mondays - Saturdays)
When: Start your program at any time - the sooner you start, the sooner you'll benefit
Suitable for: Children from the age of 5 years up to university-age students
The Games
Dr. Mole & Mr. Hide trains the ability to quickly and accurately orient the player’s gaze and attention to a sudden event, and to monitor a wide range of view. As the game gets harder, inhibitory control is also developed as the player avoids looking at the professor moles.
Shroomdigger trains attention by requiring steady fixation of gaze, visual search in a crowded field, and the ability to ignore moving distractions. This game is unlocked after 20 minutes of play.
Space Race trains anticipatory focus by requiring the player to gaze ahead of the current ship position. Executive functions related to planning are also trained. This game is unlocked after 40 minutes of play.
Ring Leader trains the ability to orient attention quickly then hold a steady fixation of attention and gaze to get through the rings. This game is unlocked after 90 minutes of play.
Kung Fall trains planning, steady fixation of attention and gaze, and the ability to ignore moving distractions. This game is unlocked after 3 hours of play.
Butterfly Bob trains anticipatory focus, planning, and prioritization. This game is unlocked after 4 hours of play.
Trapped-a-Zoid trains inhibitory control of attention, requiring the player to suppress salient visual input. Executive function is trained by engaging top-down strategy planning. This game is unlocked after 5 hours of play.
Assessments
Specter Collector measures the timing and accuracy of the player’s ability to orient their attention to a peripheral stimulus.
Soup’s On requires players to stare at the campfire to keep it lit even while presented with distractions. This measures a player’s ability to ignore distractions and maintain focus.
In Tiger Trot, the player must maintain fixation on the tiger cub while responding to peripheral cues. Tiger Trot provides a sensitive measure of covert orienting speed.
Gone Fishing requires measures the speed of reaction to the fish targets and inhibitory control in terms of the student’s ability to suppress a look at the turtle (a distractor). Because the game requires players to switch between pro-saccade and anti-saccade trials, it also measures task-switching ability.
Turbo Tortoise requires a player to maintain focus on the tortoise while responding to different stimuli for an extended period of time. This assessment provides a sensitive measure of attentional vigilance.
FAQ's
How does BrainLeap Attention Arcade™ work?
Eye movement and attention are tightly linked and share much of the same brain circuitry. To put it simply, where we look and where we are planning to look are where we are placing our attention. The games leverage this connection with games designed to train different aspects of attention. The player uses his or her eyes to control the games via an eye tracker.
Do the attention skills learned in the games transfer to schoolwork, which is often less engaging?
In the study at UC San Diego (before BrainLeap was founded), the skills learned in the attention training games transferred to the in-lab assessments which are not games. Just as importantly, educators and parents have told us that the attention training games have helped their students/children with reading skills, ability to stay on task in math, reduced distractibility, planning, and more.
Don’t children already play enough video games? Why would we want to have them play more?
Nothing is inherently bad about video games. It is typically the amount of time a child plays that can be the problem, because it is keeping them away from learning new skills or getting exercise. When a child is learning a new skill, gaining new knowledge, or learning empathy, video games can be a safe and fun way to practice and learn something.
What ages is it designed for?
The games are designed for children from the age of 5 years up to university age. Ideally, we want to help students as young as possible who are capable of playing the games because of the long-term impact it can have on their education.
How often does a student have to train?
Students should train for 20 - 30 minutes per session at least 3 times per week over 8-12 weeks to see maximum benefits.
How fast should we see results?
Improvements are closely tied to the amount of time played as well as the child's individual skills level. If a child is playing daily for 20 minutes or more, you could see results in as little as 4 weeks with significant improvements possible after 8 weeks.
How do we know if the games are improving attention?
You will notice it in your child’s behavior. However, we also include objective measures of attention in the game suite. These measure transfer of the skills learned in the games to other applications (gamified assessments).
Students get a baseline assessment within the first hour of training. They are assessed again regularly to measure progress.
Examples of assessment measures:
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A sensitive measure of covert orienting speed
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Speed of response
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Inhibitory control
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Task switching ability
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Time and accuracy of the player’s ability to orient attention to a peripheral stimulus