At last, there’s an effective, success based system to improve attention. It contains tested teaching methods to improve attention skills, increase time-on-task and reduce behavior problems.

Play Attention measures brain activity and presents feedback in a video format. It improves student concentration 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 generates detailed reports so you can track progress!

Key Features:

  • Increases Success at School & Work.
  • Increases Concentration Skills.
  • Reduces Impulsivity.
  • Reduces Disruptive Behavior.
  • Increases Time On-Task.

How Does Play Attention Work?

Play Attention utilizes wireless technology that reads brain activity and allows the student to control computer video characters by mind alone! Focusing one’s attention moves the screen characters. This is often the first time a student sees attention in real time. Attention becomes concrete and controllable. The mind becomes the mouse or joystick.


How Does Play Attention Shape Behavior?

Play Attention has a full behavioral shaping feature that works off positive reinforcement alone. Since students can control the computer exercises by attention, behaviors like fidgeting, calling out, or destructibility immediately cause the games to stop! Students witness a direct relationship between attention and behavior. When they attend more, the reduce destructibility and hyperactive behaviors and can eventually extinguish these behaviors. You’ll see results in as little as a month, but it takes an average of 40 to 60 hours of training before results become permanent. Play Attention is appropriate for ages 5 through adult. It teaches the skills necessary to become successful at school and work.

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 an ocean character swim simply by paying attention. It’s the first time they get to see attention in real time!


Visual Tracking

Students who lack visual tracking have a hard time attending to a teacher moving around the classroom. In this level, the student activates the game by paying attention. The student must track objects on the screen and use the mouse to follow them. Loss of attention pauses the game.


Time On-Task

Many individuals with attention difficulties cannot stay on-task for very long. Time- on-task for very long teaches students to increase time on-task by building things. Students use their mind to drive cranes and forklifts stops. The student tries to complete the task within a given time parameter.

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 short-term memory.


Discriminatory Processing

This level puts the student at the control of a cyber starship. While maintaining a high level of focus, the student must deflect only the white asteroids that fly towards the ship teaching students to filter out distractions.