Thursday, June 12, 2008

Now There’s Help for Students & Athletes with Attention Problems

At last, there’s an effective, success based system that combines tested teaching methods and proven technology to help students and athletes improve attention skills, increase time-ontask and reduce behavior problems. Play Attention measures brain waves and presents feedback in a video-game format. It improves student and athlete skill with attention- training techniques similar to those developed by NASA and the Air Force. Research shows this type of feedback significantly increases attention and response control.


Play Attention will generate detailed reports reflecting your child’s or athlete's progress!





How Does Play Attention Work?



Play Attention utilizes EdufeedbackTM technology. Edufeedback teaches the student/athlete to control his or her attentive state in real time. The system features a special helmet with built-in sensors that measure the brain waves associated with focus and cognitive processing. The brain waves are translated by the Play Attention Interface Unit so students/athlete can control educational video exercises through attention alone. With coaching, the student/athlete learns to maintain this focused awareness, and learns what behaviors detract from it. Gradually, students/athlete learn to transition their focused awareness to educational objectives like reading and attentive listening in class or in training and competition in sports. Each level focuses on a different educational objective, so students/athlete can learn the skills they need to succeed in the classroom or sports training. Play Attention is recommended for users ages 7 to adult whose primary difficulty is paying attention. Results can be seen in as little as 15 hours, but it takes and average of 40 to 60 hours of training before results become permanent.
Various levels of training:

Level I: Learning to Focus & Lessen Distractibility


The different activities in Play Attention’s educational protocol teach the student to sustain attention for longer periods of time. The student starts by making a bird fly or a fish swim simply by focusing on the screen.


Level II: Visual Tracking

Students who lack visual tracking have a hard time attending to a teacher moving around the classroom. In this level, the student moves a character around the screen by focusing on it. To score well, the student must maintain attentionwhile watching the screen character’s movements.

Level III: Time On-Task

Many individuals with attention difficulties cannot stay on-task for very long. In Level III, the student tries to increase time on-task while building a tower of blocks. By focusing on the blocks, the student carries them across the screen to build the tower. If the user falls offtask, the blocks stop or move backward. The student tries to complete the task within a given time parameter.

Level IV: Short-Term Memory Sequencing
To activate this exercise, the student must focus on the blocks that light in increasingly longer sequences. Using color and sound cues, the user must repeat each sequence by touching the corresponding arrow keys on the keyboard. The goal is to increase shortterm memory.
Level V: Discriminatory Processing

This level puts the student at the controls of a cyber starship. While maintaining a high level of focus, the student must deflect only the white asteroids that fly toward the ship. The student must process information while reducing impulsive strikes.
For info, purchasing or training please contact:
Mr. Mohamed Faisal Akhia
Certified Play Attention Provider & Sole Distributor SEA
SES Resources and Solutions Sdn Bhd
1.18, 1st Floor, Wisma OCM,
Jalan Hang Jebat,
50150, Kuala Lumpur,
Malaysia
Tel:- 03-20701932
H/P:- 0126067895
Mfa1978@gmail.com

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