neurofeedback
Neurofeedback
attetnion and cognitive skills
neurofeedback

Neurofeedback


 Cognitive training programs
for Home Use


 

Sound Smart TM
Cognitive Training Software to help improve...


Captain's Log ®
The Complete Mental Gym

Demo Disk Available

________________

Social Skills Games/ Groups
& ABA Services

New technology has advanced our ability to monitor and teach attention skills. This allows us, at Incredible Horizons, to provide cognitive & attention training solutions that can enhance confidence and optimize performance in school and in life. Attention research shows that a multi-modal approach always increases the likeliness of success in helping attention difficulties. Our programs can be used in addition to professionally prescribed medication and/or nutritional supplements.

Coaching professionals use our Neurofeedback and Cognitive Training programs while providing highly interactive support by using both positive and immediate feedback as students master skills that are foundational to academic/professional success. The same programs can be purchased for home use from the home page. All of our products are designed to increase attention skills from the comfort of your home or in a professional setting.

We are easy to find. We are located 1/2 block south of 192-Turn South at Checkers Grill onto Westover
We are at 60 Westover Drive (That is just SE of Melbourne Square Mall)
 

Testing Services are also provided Call us at 321 751-1313 or
 email infoih2000@aol.com for more info.

A minimum of two hours per week is recommended for training. Sessions will be scheduled as they are paid

Individual testing/coaching/neurofeedback is surprisingly Affordable!!! 2 1/2 hours a week or three 45 minute sessions recommended. (Scholarships available)
Affordable self help or parent led (Coaching your own child) equipment usage programs available, saves you money!!!

To register for these programs as services at our center please Click here

 

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ADHD and the Classroom: links

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For info related to brain plasticity and new brain research Click here. The brain can heal and be revitalized with new neuropathways. 

 Parent Support Group
B-Focasd
 Brevard Families of Children with Autistic Spectrum Disorders 
(or Similar Disabilities).
Melborne meetings are the first Wednesday of every month 7-9 p.m.

For more info contact Cari
Cari at cwheat@cfl.rr.com.

neurofeedback attention Pic  

Neurofeedback can:

  • Enhances ability to focus,

  • Lessens distractibility,

  • Enhances visual tracking skills

  • Increases time on task,

  • Enhances discriminatory processing,

  • Improves short term memory sequencing

  • Improves self esteem

For a complete transformation into successful living

  “Change Your Mind... and change your life.”

Intro

Peter Freer was the first educational technologist to develop a commercial system that used NASA attention training techniques to measure clients' brainwaves and cognitive processing. It provides feedback in an entertaining video game like format making neurofeedback more user friendly. He also developed a helmet with built in sensors that eliminated the use of gooey electrodes used in traditional neurofeedback.

When the helmet is on, a client can see for the first time when they are attending. Their brainwave feedback is translated so that the clients can control the action of the game on the computer screen. With coaching, the client begins to maintain this focused awareness, and learns what behaviors distract from it. Gradually, clients learn to translate their focused awareness into the objectives set for the classroom or workplace. Each level focuses on different objectives needed to succeed in the classroom and on the job. All data is recorded so the client can see their progress over a period of time.

We had the unique privileged to be trained by Peter Freer himself in the use of this revolutionary system. Our neurofeedback system of learning is the result of Peter's personal crusade to facilitate the learning process for those labeled "inattentive," "Hyper-active," or "unteachable." According to recent attention studies, those terms describe up to 10% of school aged children and 8-10% of adults. Estimates indicate that there may be up to an additional 12-20% of school-aged children that demonstrate attention related difficulties.  

The system is patented and has patents pending. Peter has synthesized over two decades of educational, theoretical and clinical research. He demonstrates a renown leadership in neurofeedback, cognitive training, and behavioral modification fields. His products offer hope to all those whose attention difficulties exclude them from reaching their fullest potential in their goals in life.

The Learning Process

Our system covers five skills needed for success in overcoming attentional difficulties. Each level of the software monitors and records the event, generating a report the user can use to monitor and gain Improvement.

• Level One- Learning to focus and lessen distractibility

Clients will begin with a series of games designed to gradually increase the length of their attentional abilities. When focused, they will keep a bird flying high or a fish swimming deep. One can instantly see when they are focused or unfocused and then adapt to accomplish the desired goal.

This is perhaps the first time that a user has ever witnessed what is actually occurring in his mind as it happens. They can learn what helps them to focus and what distracts them. Coaching guides them into controlling negative responses from the program.

Level Two- Visual tracking skill enhancement

This game involves the ability to track a moving object with one's eyes while continuing to pay attention. The goal is to continuously move the character around the screen. The score is increased by the movement based on the feedback from their focused attention. Therefore, in order to score well, the user must maintain a high level of attention while visually following the screen character.

Educationally, the lack of visual tracking ability results in the inability to pay attention to a lesson with the teacher who constantly moves about the classroom.

Level Three- Increasing Time-On-Task

This game allows the user to complete a closed end task within a structured time limit. The user constructs a tower of block by mind alone. Focusing allows them to carry the blocks across the screen. If they fall off task the blocks move backwards indicating that they need to refocus. This will enhance the ability to sustain attention in real life. Many users begin not being able to stay on task very long. Being able to learn to focus eliminates the frustration of poor performance academically and socially.

Level Four- Improving short-term memory sequencing

Sequencing is the ability to take bits of data and mentally place them in different orders. It also implies the ability to mentally manipulate the order of bits of data. This requires the full use of good short-term memory skills.

The user must focus on varied colored blocks flashing on the screen. The user's state of attention begins the sequences of two, then three, then four blocks etc. The user must replicate the sequence on the keyboard. The user is rewarded for inputting greater and greater sequences increasing the score of the game as well as increasing their memory chunking abilities.

Level Five- Discriminatory processing enhancement

The user sits in a simulated cockpit of a cyber starship. When maximum attention is achieved, asteroids head toward the ship. The user must deflect the white ones while not reflecting the red ones. This exercise in information processing will train the user to reduce their impulsive strikes. Besides that it is just plain fun to play this game.

The discriminating process refers to the act of placing data in categories for storage while filtering out the distracting stimuli. The inability process data this way lessens the ability to recall facts and other important information. The ability that is developed in this game allows one to learn to recall and retrieve data for later use. This is an important skill in school and for life as an adult.

Once the client masters the software, the coach can focus on behavioral goals: making this a complete transformation into successful living. Clients trained on this system experience a greater sense of self-esteem and enhanced social interactions as well as improving their performance in school and/or the workplace.

Age Requirements and Results

Our Neuro-educational feedback program is recommended for ages 7-100. It is never too late to improve your ability to focus. Results such as increased time on task, better focus, or better reading comprehension can be seen sometimes in as little as fifteen hours of learning. Successful completion of the program can be accomplished in as little as forty hours of Play Attention. Play attention was designed to be user friendly and adapts to a students current level of attention. The game like format was designed to provide a fun learning experience.

This "Get Attention" strategy requires a minimum of two 45 minute sessions per week. This allows for one half hour on the equipment and fifteen minutes of coaching.
 
E-mail us a request for additional research as to why our system is so effective and how it works. We can also provide a link to the latest related brain research. Please indicate whether you are a parent considering the program for a child, a professional seeking more information or an adult seeking solution to your attention difficulties.

To register for these programs as services at our center please Click here

get attention at incredible horizons

“Learning is most effective when it’s fun”
Cognitive Training Games Improve:

  • Listening skills,

  • Attention skills,

  • Working memory,

  • Mental processing speed,

  • Multi-sensory processing,

  • Self control,

  • Self confidence

  • The ability to process spoken language

Processing disorders are often found at the root of ADD Inattentive (without hyperactivity). Processing disorders are not remedied with medication. Our cognitive training programs have a consistent track record of success in a variety of therapeutic, school and home settings since 1985. Please click on the cognitive training research link on the home page for research regarding their success. These programs will definitely be the wave of the future, considering where the classification of ADD is heading. Feel free to explore  the future of ADD and Processing in the following link. ADD and Processing Disorders

We have a completely computerized mental gym that uses cutting edge technology to improve the quality of a client's cognitive processing necessary for attention and optimum performance. Our programs can be used for clients as early as five years old. Our programs can also be used for learning disabilities and brain injury  as well as for age related memory decline. It was designed by a clinical psychologist and psychiatrist to improve mental processing speed (needed for attention), and self control.

 


Smart Driver

Friendly, Engaging Road Game

to develop the cognitive skills you need

Kids and Adults Love it!!!

         Trains —

            Sustained Attention           Visual Tracking

           Divided Attention               Rule Following

 Focused Attention             Planning  

           Smart Driver is a stimulating, entertaining, non-violent driving game designed to build cognitive skills and self-esteem in individuals, ages 5 through adult, who have difficulty processing information due to brain injuries, ADHD, visual processing disorders or learning disabilities. To win the game, you must drive your car successfully through progressively more difficult roads and driving situations. You must keep your car on the road, watch the speed limit, stop for red lights and trains, be helpful by picking up passengers, and avoid potholes and other obstacles. Other cars can act wild and reckless, bumping into you for no good reason, so you must learn to drive defensively. You win prize money by following the rules of the road and being a careful, defensive driver. The purpose of Smart Driver is to teach the concepts and attitudes necessary for smart, safe driving plus a few of the basic rules of the road.

  It is designed to be fun while improving

Visual tracking skills                     Hand-eye coordination

Visual Attention                              Respect for rules

Planning                                           Attention to detail

Concentration                                 Memory 

Patience                                           Self Esteem

  While lively and entertaining, the exercises contain no violence and are not frenetic or overwhelmingly stimulating. Goals are clearly defined, and the player can learn to succeed and to be proud of newly acquired skills and capabilities.

For Purchase Information go to WWW.braintrain.com

 SoundSmartTM


Auditory attention building software that helps people learn to be better listeners and readers. Sound Smart was
designed by a clinical psychologist and a psychiatrist to help improve:

Phonemic Awareness

Listening Skills

Working Memory  

Visual Skills

Mental Processing Speed

Self Control

SoundSmart automatically adapts its presentation to the age of the player-novel feedback and entertaining encouragement is colorful but not childish in presentation for adults. Records on each user are automatically kept by the computer, which also keeps track of where the individual left off in his training.

          
 These game-like brain-training exercises speak to the user in a realistic human voice, making the individual feel as if they are playing a real person who encourages, praises, and challenges them to do their best.

Module 1: SoundSmart Auditory Attention Coach

Provides drill and practice in following spoken, multi-step instructions which gradually become more and more complex. Uses unique behavioral training tracks to improve processing speed, to develop patience and self-control, and to improve auditory attention, figure-ground discrimination, focus and non-distractibility. Available in beginner (age 4+), intermediate (6+), and advanced levels(8+).

Module 2: SoundSmart Math and Memory Coach

Five levels -A (Kindergarten) and 1-4 (corresponds with grade levels) When used by a child, each level of this set of programs addresses the corresponding grade level of the elementary school math curriculum, grades K through 4. Adult users are presented with more challenging problems. The program helps develop working memory, mental math skills, and number concepts while improving speed, self-control, patience, or auditory processing.

Module 3: Sound Discrimination Coach

Improves listening skills in people with language and reading problems by computerized time-tested, traditional methods used by speech language professionals to improve phonemic awareness. The program challenges the user with distractions, distortions in speech, background sounds, and changes in pitch in order to train him or her to listen well under all types of conditions. An excellent phonemic awareness training tool. Available in beginner (age 6+), intermediate (8+), and advanced (10+) levels. More game details

  To register for these programs and services
at our center please
Click here

Captains Log

Captain's Log® is the most widely used, comprehensive set of computerized cognitive training/testing program ever published. It has been in continuous use since 1985, and has a proven track record in a variety of therapeutic, school and home settings in all 50 states, US territories and 23 foreign countries. Coaches can use scores on these various units to key in a academic weaknesses and then utilize the training protocols to strengthen those skills. Older self motivated children can often move into independent study, thus reducing fees to equipment usage.

The 33 programs comprising the original Captain's Log® are described below. They are organized into five modules - Attention Skills: Developmental, Visual Motor Skills, Conceptual Skills, Numeric Concepts with Memory Skills, and Attention Skills: The Next Generation.  The modules may be purchased individually or as a complete set.

Designed for adults and children with ADHD, brain injuries, psychiatric disorders or learning disabilities gain the basic cognitive skills necessary for successful living and learning. The software consists of 33 multi-level cognitive exercises designed to help develop and remediate attention, concentration, memory, eye-hand coordination, basic numeric concepts, problem solving-reasoning skills, self-esteem and self-control. Research and clinical experience have demonstrated repeatedly that these skills may be enhanced by exercise and practice. The exercises, which are enjoyable but not childish range from very low level to quite difficult and are appropriate for ages 6 through adult.

Benefits of Captain's Log® for the client: 

Comprehensive - Hundreds of levels make it useful with a wide range of ages, abilities and needs.

Motivational - May be used to challenge, to motivate and to boost self-esteem.

Enjoyable - Game-like and friendly, but not childish or frenetic.

Fills an educational gap - Designed to help develop or strengthen the basic building blocks necessary for further learning.

 

Captain’s Log Cognitive Training System
Module 1: Attention Skills Developmental
Eight game-like programs contain over 340 different "brain-training" exercises to develop attention, self-control, processing speed and working memory. The exercises range from very simple to quite complex. For children, youth and adults with brain injuries, attention deficit disorder, learning disabilities, developmental disabilities and some psychiatric disorders.
Game details

Module 2: Visual Motor Skills
Beautiful graphics and exciting entertaining tasks keep you motivated while you learn. Seven programs train eye/hand coordination, visual scanning, visual tracking, alternating and divided attention, fine motor control, self control and processing speed. For children, youth and adults with brain injuries, attention deficit disorder, learning disabilities, developmental disabilities and some psychiatric disorders.
Game details

Modules 3 and 4 (Windows Versions) are under development. 
DOS versions now available for 

Module 3: Conceptual Skills helps train basic reasoning, memory and perceptual discrimination.
Game Details

Module 4: Numeric Concepts/Memory Skills trains basic mathematical concepts, memory, problem solving and organizational skills, and detailed reading comprehension.
Game details

Module 5: Attention Skills: The Next Generation
This challenging software helps develop important cognitive skills for your higher level clients. Attention Skills: The Next Generation presents three exciting, challenging programs to train auditory attention and discrimination, listening skills, conceptualization of the relationship between sounds and visual images, divided attention, mental processing speed, visual scanning, self-control and short-term memory. All of these programs can also be used to develop problem solving/reasoning skills. For children, youth and adults with brain injuries, attention deficit disorder, learning disabilities, developmental disabilities and some psychiatric disorders.
Game details

Coaches can use scores on these various units to key in on academic weaknesses and then utilize the training protocols to strengthen those skills. Older self motivated children can often move into independent study, thus reducing fees to equipment usage.

More details available here 

For Purchase Information Contact www.braintrain.com

Neuro-technologies such as light and sound and therapeutic music may be added to your coaching package. Links for more information can be found on our home page.

To register for these programs as services at our center please Click here

 

 

 

 

 

 

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