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BrainTrain Memory Games PE

Manual
BrainTrain Memory Games Manual

Table of Contents

W izard Help ................................................ 4


System Help ................................................ 7
Player Select Help ................................................ 12
Registration Help ................................................ 14
Ordering Information ................................................ 20
Games Menu Help ................................................ 21
Exercise Results Help ................................................ 23
Bar Graph Help ................................................ 25
Certificate Help ................................................ 27
Progress Report Help ................................................ 28
Game Breaks Help ................................................ 29
BrainPower System ................................................ 34
W orking Memory Step 1 Help ................................................ 48
Matching Memory Numbers ................................................ 51
Picture Sequential Recall ................................................ 55
Matching Memory Letters ................................................ 60
Numeric Sequential Recall ................................................ 64
Matching Memory Pictures ................................................ 68
Letter Sequential Recall ................................................ 73
W orking Memory Step 2 Help ................................................ 77
Number Order Memory ................................................ 80
Visual Picture Memory Series ................................................ 83
Letter Order Memory ................................................ 88
Visual Number Memory Series ................................................ 91
Picture Order Memory ................................................ 95
Letter Sound Memory Series ................................................ 99
W orking Memory Step 3 Help ................................................ 103
Sequential Memory Numbers ................................................ 106
Picture Blending Memory ................................................ 110
Sequential Letter Sounds Memory ................................................ 114
Numeric Blending Memory ................................................ 118
Sequential Memory Pictures ................................................ 122
Letter Blending Memory ................................................ 127
W orking Memory Step 4 Help ................................................ 131
Auditory Number Memory Recognition ................................................ 133
Memory Picture Sorting ................................................ 137
Auditory Letter Memory Recognition ................................................ 141
Memory Number Sorting ................................................ 144
Auditory Picture Memory Recognition ................................................ 147
Memory Letter Sorting ................................................ 151
W orking Memory Step 5 Help ................................................ 155
Visual Number Memory Recognition ................................................ 158
Picture Memory Identification ................................................ 161
Visual Letter Memory Recognition ................................................ 166
Number Memory Identification ................................................ 170

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Visual Picture Memory Recognition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Letter Memory Identification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
W orking Memory Step 6 Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Number Memory Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Picture Order Recall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Letter Memory Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Number Order Recall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Picture Memory Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Letter Order Recall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Product Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211

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BrainTrain Memory Games PE Wizard

The BrainTrain Memory Games PE Wizard will help guide you through getting
registered and getting a player set up to start training. You can click on the Advanced
Menu button anytime through the wizard to skip it and go directly to the advanced
menu.

Welcome
The welcome page will allow you to
continue without registering, register using your
given purchase ID and license key, or importing
an existing player from the Cloud. Note: If you
continue without registering, you will only be able
to create one player whose is only licensed
seven days after you have initially started your
program.

Enter Purchase ID And License Key


If you select Register using your Purchase ID
and License Key, you will be required to enter
your purchase ID and license key, provided at
time of purchase, in order to register the full
version of the software. Enter this required
information and click on the Next button. If the
information is entered correctly, a message
will appear confirming that you successfully
registered and created your player database.

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Add Player
You can add or select a player here. You can
choose to Import an Existing Player from Cloud,
Create a New Player or Select Existing Player (If
there are no existing players, the option will be
Don’t Add a Player Now, which will take you to
the Advanced Menu).

Import Existing Player From Cloud


You can import an existing player from the
Cloud using the Trainer ID, Player ID, and
Player Password. Note: You will only be able
to import a player created in BrainTrain
Memory Games PE.

Create New Player


Enter in all the necessary information to
create your new player. A password is also
required. Enter the desired password and
enter again on the next line to confirm it.

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Select Existing Player
You can select from any of the players that
exist in the BrainTrain Memory Games PE
System. Click on the name to highlight it and
click on the Next button.

Play Games!
Reaching this screen means you're ready to
play! From here, you can select the basic
settings you want to use and click Run to
play the games, or you can choose the
Advanced menu button to run specific games
or modify other options. For more information
on selecting individual games and options,
see the Games Menu Help document. If you
want to use the BrainPower system from
within this wizard, you must first have the
device connected and turned on. If this is
your first time running the program with an EEG MindWave Device then you will need to
run the device setup as it is outlined in the BrainPower System help document.

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System Help for BrainTrain Memory Games PE
On the main screen, labeled “BrainTrain Memory Games PE”, you are presented with a
boxed area titled Select Player. To run a program, you will need to select the name of
a player from the Select Player list to highlight it. This name will appear in the Current
Player box at the top of the screen. The Database Location for the selected player is
also displayed next to the Current Player box. Click the “Game Menu” button on the left.
Further details regarding the Select Player box and the various player option buttons
can be found in the Player Select Help document. The “Exit BrainTrain Memory Games
PE” button at the bottom right-hand corner of the screen allows you to quickly exit the
system. The various buttons presented on the select player screen allow access to the
different game programs as well as administrative controls including player
management, program registration, help files and a database of game results. The
highlighted button (in this case Select Player) represents the current menu that you are
in. The following buttons will be described below: Game Menu, Game Results,
Certificates, Progress Report, BrainPower System, Select Player, Register, Game
Breaks and Help.

Select Player Screen Options

Game Menu - The Game Menu button takes you to a window that lists the different
working memory steps available. There are also various options that control specific
program features such as printing, feedback and session time limits. More information
regarding the Game Menu can be found in the Game Menu Help document.

Game Results - The Game Results button takes you to a screen that shows all game
results completed by the selected player. The information in this menu includes the
date in which the game was completed, the step and program name of the specific
game, the grade percent, the mean reaction time and the end result (i.e. pass or fail).

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More information regarding the Game Results menu can be found in the Game Results
Help document.

Certificates - The Certificates button displays a menu that lists all certificates earned by
the selected player. A certificate is earned upon completion of a step and upon passing
a test game. More information regarding the Certificates menu can be found in the
Certificate View Help document.

Progress Report - Displays, in graph format, all of the tests passed in respect to all of
the available tests to take. Once all the tests have been passed for a particular step, a
number will appear in the star above the column that represents the mean score of all
tests passed for each step. More information regarding the Progress Report menu can
be found in the Progress Report Help document.

BrainPower System - Takes you to the BrainPower System menu, where you can
configure an EEG device to use with the exercises, set options for the exercises when
the device is in use, and view data recorded during training sessions. For more
information, refer to the BrainPower System Help document.

Select Player - Whenever you are in a menu other than the Select Player screen, The
Select Player button will appear in the upper, right-hand corner of the screen, above the
Register button. Clicking this button will take you back to the Select Player screen
where you can change your player options.

Register - Takes you to the Registration Menu where you can view player licenses, view
and download available licenses, register using the website or using a purchase ID,
update your customer information and uninstall licenses. For more information, refer to
the Registration Help document.

Game Breaks - Allows the player to take a break from training to play exciting, fun
games. When run from the menu, the player can select the level
they wish to play. However, the Top 10 List is not viewable when
playing from this button, as they are when playing after a game.

Help - There is a Help button in every menu of BrainTrain Memory


Games PE. Upon clicking the arrow next to Help, a drop down
menu appears that displays the list of available help documents to
view. Each menu has its own list of help documents. Click on the
specific help document in the list to view it in PDF format. Simply
clicking the Help button will automatically open the help document
that is listed first in the drop down menu. More information
regarding each individual help document can be found on its
corresponding screen. For example, the Test Results Help document will appear in the
help drop down menu when you are in the Test Results screen.

Disable Wizard at Startup - This option allows you to skip the wizard and go directly to the

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advanced menu upon startup. This box must be checked in order to skip the wizard.

Several joystick devices are compatible with BrainTrain Memory Games PE, in addition to
the USB mouse, keyboard and touchscreen. The details for these devices are described
below:

Logitech Cordless RumblePad 2


Part No. 863250-0000
Product ID: VV011

Controls:
Directional Pad, Left and Right Joysticks - Moves cursor arrow

Buttons 9 and 10 - Pauses the game

Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click

Logitech RumblePad 2
Part No. 863247-0000
Product ID: VV005

Controls:
Directional Pad, Left and Right Joysticks - Moves cursor arrow

Buttons 9 and 10 - Pauses the game

Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click

Logitech Dual Action


Part No. 863847-0010
Product ID: VV027

Controls:
Directional Pad, Left and Right Joysticks - Moves cursor arrow

Buttons 9 and 10 - Pauses the game

Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click

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Logitech Attack 3
Part No. 863247-0000
Product ID: VV005

Controls:
Joystick - Moves the cursor arrow

Buttons 8 and 9 - Pauses the game

Trigger and Buttons 2, 3, 4 and 5 - Equivalent to a mouse click

Logitech Precision Gamepad


Part No. 863251-0000
Product ID: SL819

Controls:
Directional Pad, Left and Right Joysticks - Moves cursor arrow

Buttons 9 and 10 - Pauses the game

Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click

Microsoft XBox 360 Controller


Part No. X811616-005

Controls:
Directional Pad, Left and Right Joysticks - Moves cursor arrow

Start - Pauses the game

Buttons A, B, X, Y, LB and RB - Equivalent to a mouse click

DDRGame Super Deluxe Dance Pad


Item No. M03855

Controls:
Directional Buttons - Moves the cursor arrow

Start - Pauses the game

Buttons A and B - Equivalent to a mouse click

NOTE: This device is challenging to use on some games.

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Hyperkin Tough Non-Slip Dance Platform
Controls:
Directional Buttons: Move mouse

Start: Pauses game

A, B Buttons: Equivalent to a mouse click

NOTE: This device is challenging to use on some games.

Logitech Mx Air Rechargeable Cordless Air Mouse


Controls:

Functions the same way as a USB mouse

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Player Select Help

With multiple players in the Select Player


list, the player will need to select the
name they wish to use. Clicking on the
desired name will highlight it. Once
highlighted, all exercises and data will
pertain to the selected player. The player
screen name will also appear at the top of the screen in the “Current Player” box. A player
must be selected before you can enter most of the specific menus (i.e., Exercise Menu,
Certificates, etc.). Only licensed players will be shown. You can view all players in the
Register Menu.

Player Options
The following player options are available and are described
in detail below: Add New Player, Edit Selected Player,
Backup Selected Player, Restore Player(s), Import Player
From Cloud, Remove Selected Cloud Player From This
Computer, and Information Needed To Import Selected
Cloud Player To Another Computer. Each of these buttons
are described below.

Add New Player - Opens the Player Information dialog box


where you can enter a screen name,
gender, and birthday. At the top of the Add
Player box is the Player ID. This
information is needed to import a cloud
player to another computer or to import a
player from the cloud.

A password will need to be created for the


player. This password will be used to
manage the player’s information including
transferring data and adding, updating and
renewing licenses. To create a player
password, type a unique password in the
New Password line. Type in the password
again on the next line for confirmation and
click OK. The password must be at least six
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characters long with at least one letter and one number. If the ‘Password Enabled for
Player Mode’ option is checked, a prompt to enter the player password will appear each
time BrainTrain Memory Games PE is started from Player Mode. The Enabled Changing
Cloud Player Options will enable/disable whether or not you can run the Test Battery and
edit your player’s training plan if your player is a cloud player.

Once all the desired information has been entered, click “OK” to add the new player or
click “Cancel” to return to the player select menu. The current list of players is displayed
under Select Player.

Edit Selected Player - Change any of the player’s information for the currently selected
player, including the password, icon image and database location.

Backup Selected Player - Backup the currently selected player to a single convenient file.
By default, player backups are stored in BrainTrain Memory Games PE Backups directory,
located in the Players folder. You may choose to save the backup file anywhere you wish,
such as to a removable flash drive.

Restore Player(s) - Restore any or all players from a backup file. The players are restored
into the current data folder. Note: You will only be able to restore a player created in
BrainTrain Memory Games PE.

Import Player From Cloud - If a player’s data has been stored on the cloud, you can use
this button to import the player from the cloud. Your Trainer ID, Player ID and Player
Password are required to import a player from the cloud. Note: You will only be able to
import a player created in BrainTrain Memory Games PE.

Remove Selected Cloud Player From This Computer - If the player has information stored
on the cloud, selecting this button will delete the cloud player information from the local
computer, but the cloud player will remain on the cloud. A box will appear confirming that
this is the action you wish to take. Select “Yes” to uninstall the cloud player license or
select “No” to return to the menu.

Information Needed To Import Selected Cloud Player To Another Computer - Allows you
to view the Trainer ID, Player ID and Player Password needed to import a cloud player to
another computer.
.

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Registration Help
The Register Menu allows you to register, download, and activate licenses so that your

players can run.

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License Types

Player – These licenses are applied per player. With a player license, a player can run
exercises until the expiration date has expired. Player licenses come with cloud access
licenses, which will be described below.

Cloud Access – These licenses are applied per player. With a cloud access license, a
player can be moved to the cloud database. If the player is on the cloud, he/she can be
imported to different computers. The license comes with a computer limit of five
meaning that he/she can only be on a max of five computers at a time. The player can
run exercises as long as the player is on the cloud. If the player has a cloud access
license but is on the local database, he/she cannot run unless he/she has a player
license. These licenses have an expiration date as well. Note: You cannot obtain these
licenses directly. They are attached to
player licenses, so that when you activate a
player license, a cloud access license will be
activated as well.

Startup
If you have not registered yet, you will be
asked to enter your purchase ID and license
key, which should have come with your
product. The licenses attached to your purchase ID and license key will be downloaded
to your computer. Make sure to save these pieces of information, since you will need to
them to activate, deactivate, and upload licenses.

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Player Grid
This grid shows all of the players. There are
four pieces of information that the grid tells
you for each player:
Screen Name, Player Exp. Date, Cloud
Access Exp. Date, and Player Access.

The Player Exp. Date represents the player


license expiration date.

The Cloud Access Exp. Date displays the


expiration date of the cloud access license.

The Player Access determines what kind


access you have to the player. “Full” access
players are players that you have created.
“Limited” access players are cloud players
that have been imported from different
customers.

The Deactivate Player License button allows


you to deactivate the player license for the selected player. The license will be put back
into Available Player Licenses. However, you can activate that license two more times.

Available Player Licenses


You can activate these licenses to players so that you can run them. You can also
upload them back to your account on the
internet in case you want to move them to
another computer. There are three pieces
of information about an available player
license: Licenses, Subscription Time, and
Must Be Activated By Date.

Licenses represents the number of player


licenses left you can activate.

Subscription Time shows how long you can


license your player. It will either have a
subscription length (Days, Months, Years,
etc...) or have an expiration date.

Must Be Activated By Date shows you much time you have to activate your license to a
player.

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Register Using a Purchase ID
If you decide to apply more licenses to your
account, you will be given a purchase ID and
license key upon purchase. When you enter
this information, the licenses will be
downloaded to your computer. If you have
not registered yet, you can enter your
purchase ID and license key here.

Register Using Website


If you are having problems
registering automatically, you can
register using the website. First,
you need to copy your
registration code. It should begin
and end with the tags <–BEGIN
REGISTRATION CODE> and
<–END REGISTRATION
CODE>. You can click on the
Copy Registration Code button or
copy manually. Then you need to
go to the website to get the
activation code.

Next, enter your purchase ID and license key.


Then paste the registration code in the large
empty box. Carefully type the Captcha image
into the verification box and click on Submit at
the bottom of the page.

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Next, you will be asked to copy the
activation code. This code is needed in
order to enable the available license(s) you
selected.

Once you have copied the activation


code, you will need to paste it in the
bottom portion of the first form
(Register Using Website). Then click
on the Enable Activation Code. A
message will appear confirming that
your licenses have been successfully
applied.

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Update Customer Information
If you need to update your customer
information at any time such as your email,
address or phone number, simply click on the
Update Customer Information button. To
update your information, fill in the personal
information, including your purchase ID, new
first and last name, address, phone number
and email address. Be sure to check the box at
the bottom to receive email updates regarding
additional products, discounts and new
releases.

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BrainTrain Memory Games PE - Ordering Information

If you would like to purchase more licenses for your BrainTrain Memory Games PE
program or you are interested in obtaining more information regarding available
products and pricing, please contact:

BrainTrain, Inc.
727 Twin Ridge Lane
Richmond, VA 23235

Phone: (804) 320 - 0105


Email: orders@braintrain.com or info@braintrain.com

Our website is: www.BrainTrain.com

Consultants are available at BrainTrain to help you make the purchasing decision that is
right for you. Please call us for assistance and we will be happy to answer any
questions you may have.

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Games Menu Help
Above the Games Menu, the screen name of the Current Player is displayed, as well as
the Database Location where the player’s data is stored. In the Games Menu, you are
presented with a “boxed” area. This box displays the different Steps of the program. To
run a program, you will first need to select the specific Step you wish to start from. After the
Step is selected, you will need to choose the specific program you would like to run within
that Step. You will also need to select the desired options located on the right side of the
menu. Once all the options have been selected, you can click on Play Game at the bottom
of the menu to begin training. Further information regarding these options is described
below.

Below the box listing the Memory Games Steps are four labels indicating what game is
currently selected. These include: Current Step, Current Game, Current Phase and
Current Level. This shows you exactly what game will be run, based on the current
selection and what the player has already completed.

Options

Audio Feedback Enabled - Provides sound effects and verbal encouragement for both
correct and incorrect responses. If this option is disabled, only visual feedback will be
provided for both correct and incorrect responses.

Background Music - Allows the player to listen to background music while a game is being
played. The volume of the background music can be adjusted by sliding the bar to the left
for quieter music and to the right for louder music. This option also applies to the
background music in the Game Breaks.

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Retry If Not Passed - Repeats the same game once more if the player fails to meet the
Passing Goal requirements. If this option is disabled, the player will move on to the next
game regardless of whether or not the previous game was passed or failed.

Session Time Limit - Set a time limit for the player to run the games. The time can be
set from 2 to 90 minutes. The timer is set to 25 minutes by default when creating a new
player. At the end of the session time limit, you will be given a message that your time
is up. If the session time limit is up during an game, the game will not be interrupted.
The message will not appear until the game has been completed.

The Difficulty option allows you to select the difficulty level for the player. There are
three passing goals from which to choose. Full Mastery is the most challenging level
where the passing percentages are highest. In most cases, this means that the tests
are set at 85% and the training games are at 80%. In addition, the speed settings are
more difficult. The player will have less time to respond, items will be presented at a
faster rate and objects moving around the screen will appear faster. Challenging is a
little bit easier than Full Mastery. The passing percentages are set 10% lower than Full
Mastery. All of the speed settings are also set a bit slower. Easy Does It is the easiest
passing goal. The passing percentages for this level are 10% lower than Challenging
level. The speed settings are much easier, allowing the player more time to respond.
Items will also be presented at a slower rate and will move around the screen slower.
As a default, the passing goal is set on Challenging.

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Game Results Help

The Game Results button takes you to a window that shows all Game results
completed by the selected player. At the very top of the screen is the Total Game Time.
This time includes how long a player has used the BrainTrain Memory Games PE
system in total. Only Games that have been completed from beginning to end are
included in this time. If an Game was aborted early, the time spent on that Game is not
included in the total time. The information in this menu includes the date that the Game
was completed, the step, program name, phase and level of the specific Game, the
grade percent, the end result (i.e. pass or fail) and the passing goal that was selected
for that particular Game.

The results can be displayed in several ways. By clicking on the Date tab, the results
will be shown either ascending or descending chronological order (click multiple times
to change). Clicking on the Game tab will show the results in step order (either
ascending or descending). You can click on the Grade tab to organize the results by
highest grades to lowest grades or vice versa. In addition, clicking on the Result tab will
group the passed Games together and the failed Games together (in step order).

On the Game Results menu, you can select


to view the results based on the passing
goal. Selecting Full Mastery, Challenging or
Easy Does It will display the results under
that passing goal only. Select All will display
all the results, regardless of passing goal.

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Under the passing goal selection, you can select
to view just the failed results, just the passed
results or both passed and failed results for
whatever has been selected in the Display
Results.

Next to the passing goal selection are a list of passed


percentages. These represent the number of Games
(tests, training and total) passed in relationship to how
many Games were attempted. These percentages will
change depending on what is selected for the display
results dropdown menu and the difficulty level.

The “Show Detailed Results” button enables you to view the bar graph and data table
for the highlighted Game. You can double-click a specific Game in the list to view the
graph, as well. For more information on the bar graphs, use the Bar Graph Help
document.

The “Show Player Rankings” button displays a certificate that shows all the player
rankings. Players accumulate points for each Game completed. These points are
added up as they go along and players with more points are ranked higher than players
with less points. The certificate displays the current date and can be printed.

The “Print Results Summary” button takes the results displayed in this Game Results
menu and displays it in a format that can then be saved, exported to different formats
and/or printed.

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Bar Graph Help

A bar graph is available to view for each completed exercise. The module and program
name of each exercise and the date the exercise was completed appears at the top of
the screen. The top, right-hand corner displays the following information: Targets
Presented: the total number of items presented to which the player should respond (this
title may vary depending on the exercise), Correct Targets Answered: the number of
Targets Presented that were answered correctly (this title may vary depending on the
exercise), Passing Grade Required: the grade required to pass the exercise, and Total
Percent Correct: the overall passing percent achieved.

The y-axis of the bar graph


always represents the
percent correct for each
variable. The x-axis will show
the current variable being
measured and the name of
the variable is labeled below
the bar graph (i.e. Target
Letters Presented). Each bar
of the graph represents a
specific variable. Underneath
the name of each variable,
the mean percent score is
displayed.

At the bottom of the Bar Graph window are four option buttons:

Print Graph - View the graph in a print preview window and print the graph. The printed
graph will also display the player’s screen name.

View Data - View the exercise data in the form of a data table. See below for more
detail.

Continue - This button is only enabled when the bar graph is presented at the end of an
exercise. Clicking the “Continue” button will automatically begin the next exercise, if the
player has Automatic Training selected. Otherwise, the “Continue” button will send the
player back to the Exercise Menu.

Exit - Return to the Exercise Results Menu.

A data table is also available to view for each completed exercise. The module and
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program name of each exercise and the date the exercise was completed appears at the
top of the screen. The top, right-hand corner displays the following information: Targets
Presented: the total number of items presented to which the player should respond (this
title may vary depending on the exercise), Correct Targets Answered: the number of
Targets Presented that were answered correctly (this title may vary depending on the
exercise), Passing Grade Required: the grade required to pass the exercise, and Total
Percent Correct: the overall passing percent achieved.

The Data Table contains


three columns. The first
column represents the
variable being measured
(i.e. Targets). The middle
column displays the mean
accuracy (in percentiles) for
each variable. The last
column displays the mean
reaction time for each
variable. Reaction times are
measured in seconds, but
do not affect a player’s
accuracy score.

At the bottom of the Data Table window are four option buttons:

Print Data - View the data table in a print preview window and print it. The printed table
will also display the player’s screen name.

View Graph - View the data in the form of a bar graph.

Continue - This button is only enabled when the data table is presented at the end of an
exercise. Clicking the “Continue” button will automatically begin the next exercise, if the
player has Automatic Training selected. Otherwise, the “Continue” button will send the
player back to the Exercise Menu.

Exit - Return to the Exercise Results Menu.

Copyright 2010 - BrainTrain, Inc. - All Rights Reserved 26 of 210


Certificate View Help

The Certificates button displays a menu that lists all of the certificates earned by the
currently selected player. A certificate is earned upon passing a test phase or
completing all of the programs within a step. A program is completed when the tests at
each level have been passed. All tests of all programs within a step must be passed in
order to receive a certificate.

A drop down menu is available to select the type of certificates you want to view All (both
exercises and steps), All Exercises or All Steps. The list of certificates displays the name
of the program or step, the level of the program and the date it was completed. To view
each certificate, click on the
one you wish to view to
highlight it. Then click View
Certificate at the top of the
menu. You can double-click on
the certificate name in the list
to view the certificate, as well.

The Print Summary button at the top of the screen displays a printable version of the list
of certificates in the Certificates Menu.

The certificate conveniently displays the


player’s screen name, name of the test and
level (or the name of the step) and the date it
was completed. The following options are
available on the certificate screen:

Print - Allows you to preview the certificate


and then print it.

Exit - Takes you back to the Certificates


Menu.

Copyright 2010 - BrainTrain, Inc. - All Rights Reserved 27 of 210


Progress Report Help

A progress report is available to show the player’s progress for the tests that have been
passed. The player’s screen name and the current date are displayed above the chart.
You can select the type of results to view: All, Letters only, Numbers only or Pictures
only. The Print Chart button allows you to print a copy of the progress report for the
current date. Further details regarding the progress report chart are described below.

The label at the bottom of the chart represents the selected results type. Each number
represents a Working Memory Step. Each step has its own column of blank rectangles.
Each rectangle represents a test for that step. Once a test has been passed, a
rectangle is filled in with a color. Above each column is a star. This star is faded out
until all the tests for that particular step have been passed. Once a step has been
completed and all rectangles filled in, the star will fill in. A number will then appear in the
star. This number represents the average test scores of all passed tests. The player
can try to improve this number if the tests are attempted again.

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Game Break Help
There are two ways to begin a Game Break. You can click on the Game Break button,
located above the Help button. The Game Break button will take you to the selection
screen below. A game break can also be awarded after an exercise (test or training)
has been passed, depending on the frequency setting. Game Breaks are automatically
enabled and set at 100% frequency by default. When playing game breaks after an
exercise, the player always starts at level one and will automatically advance in levels
depending on the score obtained. A Top 10 List will be displayed after each game
break completed. When using the Game Break button from the menu, a player can
select which level to play, but the Top 10 List will not be viewable (see below for more
details).

Upon starting a game break, the player will be taken to the selection menu above. Each
game will start at level 1 (unless playing from the Game Breaks button, in which the
player can then select the level they wish to play). The player has to accumulate a set
number of points to move from one level to the next. Once a level has been passed, it
will remain unlocked so the player can choose to go back to it when a Game Break is
available.

Clicking on the Exit Game Breaks button will take you back to the menu you were on
when you entered the game break. If running from an exercise and the Automatic
Training option is enabled and the session time has not expired, clicking this button will
take the player to the next exercise.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 29 of 210


Several controls can be used when playing the game breaks. A mouse can be used with
this program to make selections and move objects around. The arrow keys are also
active on the keyboard and can be used to move items around. Pressing the spacebar
on the keyboard will release balls, rotate blocks and shoot water. A touchscreen monitor
and game controllers can be used with this program, as well.

Each of the games consist of five different levels. A player can advance from one level
to the next by obtaining a specific score. Each level is more difficult than the previous
level and each level has a different passing score. As mentioned above, once a player
has a passed a level, they cannot return to that or any previous levels. If playing from
the Game Break button, the player can choose any level and it will not affect the levels
played after an exercise. Each game is run for a two minute period. After a game has
completed, the player will either go back to the Exercise Menu (if automatic training is
disabled or running from the Game Breaks button) or will continue on to the next
exercise (if automatic training is enabled and the session time, if enabled, has not
expired). The seven Game Break games are as follows:

Trail Blazer

The goal of the game is to create a path in front of the moving avatar (i.e., mouse) by
changing the tile pieces to face the correct direction. The player needs to create a path
all the way to the end goal. Several bonus items are located along the way that the
player can pick up to earn extra points. Obstacles are also placed on the map that the
player will need to avoid. The player will get extra points for completing a path. If a path
is completed, a new one will begin. This will continue until the two minute limit is up. If
time is up and a player has finished a path, the game will not end until the avatar has
reached the goal. The passing scores for each level are as follows:

Level 1 - 1400 points


Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Block Breaker

The goal of this game is to break as many blocks with the ball(s) as possible. The ball(s)
will first start on a paddle. The player can click the mouse to launch the ball, or the ball
will automatically launch after a small delay. The player will need to “catch” the balls
when they fall back down. The balls will bounce off the paddle, back up towards the
blocks. Hitting the ball(s) with a moving paddle will affect the ball’s trajectory and speed.
If a ball starts to glow, the player can click the mouse to have the ball turn into fireworks.
Any nearby blocks will be hit. The player will also need to pay attention to the color of the
paddle. If the paddle is green, the player should hit the ball. If the paddle is yellow, the
player can still hit the ball, but should be careful as the color is getting ready to change.
If the paddle is red, the player should not hit the ball. If a ball is hit with a red paddle or a

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 30 of 210


ball is missed with the green paddle, points will be lost. Some blocks require multiple hits
before they will break. The passing scores for each level are as follows:

Level 1 - 1400 points


Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Treasure Hunter

The object of this game is to move the avatar through a maze to collect prizes and
treasure. A circle of darkness limits the amount of the maze the player can see on the
screen. As the player collects prizes and treasure, the circle will expand, allowing the
player to see more. Likewise, hitting a trap will reduce the size of the circle. The player
can use the mouse to direct the avatar. This will allow the avatar to move quickly, but is
harder to control. For better control, the player can hold the mouse button down and the
avatar will automatically move in the direction it is facing. The player can then steer the
avatar much easier. The player will need to collect five pieces of treasure to complete
the maze. Other prizes are hidden along the way that can be collected for extra points.
In addition, many mazes have doors that can only be opened by finding a hidden key.
The keys and doors are color-coded. There are also traps hidden along the way that the
player needs to avoid. If a wall or trap is hit, points will be deducted. Some walls will
open and close and the player will have to wait until the wall opens before they can pass
through. Bonus points are awarded for completing a maze. The passing scores for each
level are as follows:

Level 1 - 1400 points


Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Firefighter

The object of the game is to put out the fires before they burn out. Clicking the mouse
button will spray the water. Moving obstacles are in the way that the player has to avoid
in order to put out the fires. Some fires need to be sprayed more than once to be put
out. The player will earn points when a fire is put out or for not spraying water on items
that are not on fire. The player will lose points if a fire burns completely, if a target is hit
that was not on fire or for hitting an obstacle. The stars on the hose indicate the amount
of water that remains in the hose, with no stars meaning that the hose is out of water. If
the hose runs out of water, the player will have to wait for a brief period of time for the
hose to fill back with water. The game will continue this way until the two minutes are up.
The passing scores for each level are as follows:

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 31 of 210


Level 1 - 1400 points
Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Puzzle Pieces

The object of this game is to complete as many puzzles as possible. Each puzzle has a
time limit and the entire puzzle must be completed before time runs out. In addition, the
player only gets one chance per puzzle piece. If a piece is placed incorrectly, that piece
can no longer be filled in. The player can still complete the other pieces in order to
obtain points, but the puzzle will not be completed as a whole. On the first level, the
piece will be automatically placed once the player has selected a piece that correctly fits
in the puzzle. In the harder levels, the player has to place the piece themselves. In
addition, some levels require the player to aim and shoot at puzzle pieces, posing a
further challenge. The player receives points for each puzzle piece that is placed
correctly. As the timer ticks down, the value of points for each piece goes down. In other
words, the faster the puzzles are completed, the more points a player can earn. The
player will earn extra bonus points for successfully completing a puzzle. This bonus
increases as the levels get harder. The player will have two minutes per level to
complete as many puzzles as possible. The passing scores for each level are as follows:

Level 1 - 1400 points


Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Space Race

The object of this game is for the player to shoot the laser blaster and successfully
defend themselves against the space obstacles (and earn high scores). The game
screen is split down the horizontal center of the screen. Player 1's game screen is at the
top and the Computer Player’s screen is on the bottom. The player moves their ship up
and down in order to aim at the asteroids and other objects as they appear. The player
can use one of several different control methods to move their ship: Keyboard Arrows,
Keyboard WASD keys, Keyboard Numpad, or Mouse. Firing the laser is controlled by
the keyboard space bar or the mouse left click button. The player has a limited number
of shots at a given time, so they will need to plan their shots carefully. Not firing will allow
the shots to replenish. The player will have two minutes per level to shoot as many
space objects possible. The passing scores for each level are as follows:

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 32 of 210


Level 1 - 1400 points
Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Fire Dragon

The basic game play for Fire Dragon consists of you protecting your castle wall from the
fire and colored balls spewing from the dragons at the top of the screen and the
onslaught of projectiles (flaming spirit bombs, arrows, arena nets, lances and battle
axes) thrown by the opposing Knight (on the right side of the screen). Your Knight has a
shield which grows or shrinks in size based on your overall success. More success
equals a larger shield and a greater ability to protect your Knight’s castle wall from all of
the projectiles. Balls thrown by the dragons which match your knight's color will not harm
you. Balls of the opposite knight's color and of a color matching neither knight will
damage your castle wall and award points to the other knight. Likewise, balls matching
your knight's color will damage the other knight's castle wall and award you points. The
player can use one of several different control methods to move their knight: keyboard
arrows, keyboard WASD keys, keyboard numpad, or mouse. The keyboard spacebar
and the mouse left-click button will fire your knight's projectile for a given level.
Projectiles will damage the opposing knight's wall and award points to the player. The
player has a limited number of shots at a given time, so they will need to plan their shots
carefully. Not firing will allow the shots to replenish. The passing scores for each level
are as follows:

Level 1 - 1400 points


Level 2 - 3500 points
Level 3 - 5600 points
Level 4 - 7700 points
Level 5 - No passing grade (last level)

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 33 of 210


BrainPower System Help

It is important to keep in mind that most players will initially be challenged in using the
BrainPower System. To be successful, they have to learn how to “tune in” and produce a
specific positive mental state, which is referred to as a BrainPower Challenge. Success is
only possible if the person approaches the exercise with a relaxed, exploring attitude, and
does not “try” to do it. Whenever a person gets stressed or upset because of their perceived
failure to earn BrainPower points or be successful in the BrainPower Game Breaks, then
the use of the BrainPower System should be discontinued for this person. Before resuming
it, they will need to have more supervision and coaching by a Trainer.

IMPORTANT: If you have not installed your EEG MindWave Device or the MindWave
Mobile, please skip to the next section below and follow the directions for installing the
necessary drivers for your specific device. Information about the BrainPower Game Breaks
is provided in the second part of this section below.

The BrainPower System


options are displayed in
detail below.

Players can use the


BrainPower system to
develop positive, alert and
relaxed mental states while
completing the training
exercises. The BrainPower
system helps Players know
when they are relaxed and
alert by analyzing their
brain waves using the
MindWave EEG devices.
Feedback is provided using
the image of a brain that
glows when the Player is
producing the selected
brain activity during the
training exercises and in the
game breaks as well.

The BrainPower system


requires that you use the
Neurosky MindWave or Neurosky MindWave Mobile Headset which quickly and easily
connects using dry EEG sensor technology. As you develop your brain power skills by
learning how to better relax, concentrate and focus, you’ll be able to earn more BrainPower
points for correct answers while playing.

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BrainPower System Options

Setup EEG Device - The Setup EEG Device


button opens the connection manager for the
MindWave or MindWave Mobile EEG Device.
Further detail on selecting and connecting to a
device is included in the “EEG Device Installation
and Setup” section below. In general, any
detected devices will appear in the “Detected
EEG Devices” drop down list. You would select
the desired device and then press the “Connect”
button to initiate a connection with that device.

Note that the ID of any previously connected


MindWave device will be saved in the “Use MindWave ID:” box. If you need to use a
different MindWave device in the future, be sure to uncheck “Use MindWave ID:” before
pressing Connect. The system will then search for any available MindWave devices in
the area.

Check Device Connection - This button opens the


Device Connection manager screen. This will give you a
measure of how well the silver MindWave sensor is
making contact with your skin on your forehead. You can
gently pull out the plastic band that goes over the center
of your head to adjust this device for a better fit. You
want to adjust the device so that you have a “Good”
connection between the MindWave headset and the
scalp of the Player. If the device connection is “Poor,” then check the device to be sure
that it is attached properly. In some cases, wiping the skin with rubbing alcohol where
the silver device sensor touches the skin and then drying it will help make the connection
"Good". Be careful though and do not let any alcohol drip into the Player’s eye.

BrainPower System Enabled - Toggles the usage of the BrainPower System. If this box
is checked, then all training exercises will contain the EEG visual and auditory feedback
when the exercises are run.

Difficulty Level - Displays and allows the user to change the current difficulty level of the
BrainPower system. If the “Auto Adjust Difficulty” option is selected (on by default), the
system will automatically move the difficulty up and down to meet the Player's current
ability level. The Player is able to earn more point totals at the higher difficulty levels.

Game Break Choice - Allows the user to change the type of Game Break exercise that
will appear after passing a training exercise.

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BrainPower Challenge - There are 6 different BrainPower challenges to choose from.
Each concentrates on a different positive mental state and offers its own unique
challenges to master. More information on these challenges can be found in the
BrainPower Challenges section below.

Baseline Progress - The BrainPower system relies on an initial Baseline measure to


help determine progress through the system. This Baseline is an average of the Player’s
performance at the selected BrainPower Challenge over the first five days of play. The
“Baseline Progress” tells the user whether their baseline is still in progress of being
collected or is complete.

Reset Baseline - Allows the user to reset their baseline and begin collecting data anew.
Please note that all of the EEG data previously collected will be deleted for the currently
selected BrainPower Challenge.

Audio Feedback and Volume Level - Audio feedback is provided during the exercises in the
form of background music that becomes louder as the Player does well and quieter as the
Player does poorly. The “Audio Feedback” checkbox toggles control of the audio feedback
related to the Player’s BrainPower state in the training exercises. The default setting is
enabled. The “Volume Level” adjustment allows you to control the maximum volume of the
audio feedback sounds. Sounds will still raise and lower in volume, but only to the maximum
level determined by this setting.
BrainPower System Summary Graph
The Session Summary graph provides a view of the trainee’s progress either within the
current training session by selecting Current Session or throughout the entire training by

choosing Multi-session Summary. A point total is displayed in the upper left corner of the
graph. Note that the “Current Session” graph will only display information from the last
session since the application was last opened. If you close the application or run a 2nd
session, you will not be able to view the previous session again. Its data will still be available
though under the “Multi-session Summary” graph.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 36 of 210


EEG Device Installation and Setup

Neurosky MindWave

1) Before inserting the MindWave USB dongle, insert the MindWave installation CD into
your system. You will be prompted to download the latest version from the Neurosky web
site. Follow the onscreen instructions to install the driver files for the MindWave headset.
You will be prompted to insert the USB dongle during the installation process.
There is also a short hand guide for installing the drivers and proper way to wear the
MindWave located inside the Neurosky MindWave box.

Note: During the MindWave installation


process, your device’s serial number will be
displayed on screen (see screen at right). You
may want to write down this serial number for
later reference. You can also find the serial
number located inside the MindWave battery
case on a small sticker. The serial number is
4 digit alpha-numeric characters. It is not
necessary to have the serial number unless
you have multiple MindWave devices running
in the same room. If you don’t know the serial number, you can just click the Scan Again
button to connect to your MindWave device. Please note that you do need to turn on the
MindWave in order to connect to it.

2) Once you have the MindWave installed, start the desired BrainTrain application, click on
the “BrainPower System” button and click on “Setup EEG Device.” The “Neurosky
MindWave” should appear on the device list. You may need to use the pull down menu to
find the device further down on the list. If no device is listed, be sure that the device is
turned on and press the “Scan Again” button. Press the “Connect” button to continue with
the Device Connection process.

3) If you have multiple MindWave devices, you


can select a specific one by entering that
devices serial number in the “Use MindWave
ID” field.

You can find your Device ID inside the battery


case of the MindWave device. It should be 4
alpha-numeric characters in length. There is
also a longer number on a sticker on the
opposing side of the battery case.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 37 of 210


You can also make sure that you only have one of your devices turned on at a time during
the connection process. Once you have connected successfully to a MindWave device, the
system will automatically try to connect to that same device again in the future. If you need
to use a different MindWave for any reason, you’ll need to re-run the EEG Device Setup
process again.

If, after scanning, the Neurosky MindWave still does not connect then try the following
steps:

a) Check that there are batteries in the device. Also check to see if the batteries are
inserted correctly and that the batteries are charged. If necessary, try a new
AAA battery. BrainTrain recommends Lithium AAA batteries due to their
longer life as compared with regular alkalines.

b) Check that the MindWave Headset is turned on.

c) Try connecting the MindWave dongle to a different USB port on the computer.

d) If the device still fails to appear, contact BrainTrain Technical Support at (804)
320-0120 or techsupport@braintrain.com

4) After successfully connecting, you can choose “Check Signal Quality” to test the quality
of your connections. If you have trouble with Signal Quality, be sure the skin area is clean
and dry before applying the sensors. It may be helpful to clean the skin with rubbing alcohol
before usage or after long periods of usage.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 38 of 210


Neurosky MindWave Mobile

The Neurosky MindWave Mobile uses Bluetooth to transmit data to the computer. To use
the MindWave Mobile device, your computer must have a built-in Bluetooth receiver or you
will need to purchase a USB Bluetooth dongle and install it for use.

Pairing the MindWave Mobile with Bluetooth

1) Before attempting to pair the MindWave Mobile with Bluetooth, make sure that the device
has a battery, is powered on and is in Pairing Mode. To place the device in Pairing mode,
slide the On/Pair switch into the “Pair” position and hold for 3 seconds. When the device
is in Pairing mode, the blue LED will blink twice in rapid succession. When not in Pairing
mode, the blue LED will only blink once.

2) Once you have the MindWave Mobile in pairing mode,


enter the Bluetooth Device Manager. On many computers,
this can be accomplished by right-clicking on the Bluetooth
icon located in the task bar. Choose the “Add a Device”
option under the Bluetooth Manager to begin.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 39 of 210


3) The computer will scan for any
available Bluetooth devices in range.
Once it detects the MindWave
Bluetooth, select that device and
press the “Next” button.

4) After the device has been successfully


added, click the “Close” button and start the
desired BrainTrain application, click on the
“BrainPower System” button and click on
“Setup EEG Device.” The “Neurosky
MindWave Mobile” should appear on the
device list. You may need to use the pull
down menu to find the device further down
on the list. If no device is listed, be sure that
the device is turned on and press the “Scan
Again” button. Press the “Connect” button
to continue with the Device Connection
process. .

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 40 of 210


BrainPower Game Breaks
PLEASE NOTE that the BrainPower games can only be played when the BrainPower
System is turned on.

There are two ways to begin a BrainPower Game Break. With the BrainPower System
turned on, you can click on the Game Break button that is located above the Help button.
The Game Break button will take you to the selection screen below. A game break can also
be played after an exercise (test or training) has been attempted, depending on the
frequency setting. Usually, the Player has to pass an exercise in order to earn a Game
Break game. However, when the BrainPower system is activated then the percent setting
for Game Breaks Enabled will be the sole factor that determines the frequency of the
presentation of the BrainPower Game Breaks. In other words, the Player's success or
failure in passing the exercise will not influence whether or not a BrainPower game break
is presented. In the case when the Game Breaks Enabled option is unchecked, no
BrainPower Game Breaks will be given between exercises. Game Breaks are automatically
enabled and set at 100% frequency by default. When playing BrainPower game breaks
after an exercise, the player always starts at difficulty level three and will automatically
advance in levels depending on their EEG Performance during play. Players will also
receive points related to their EEG Performance. A Top 10 List of players' final scores will
be displayed after each game break is completed. When using the Game Break button from
the menu, a player can select which difficulty level to start at, but the Top 10 List will not be
viewable (see below for more details).

Clicking on the Exit Game Breaks button will take you back to the menu you were on when
you entered the game break. If running from an exercise and the Automatic Training option
is enabled and the session time has not expired, clicking this button will take the player to
the next exercise.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 41 of 210


The mouse is only used during the selection of a BrainPower Game Break game. None of
the BrainPower games require direct input from the player. They will only be controlled by
the player's EEG Performance through the MindWave Device.

BrainPower Challenges

The BrainPower System contains six different BrainPower Challenges to delight and
challenge players who want to build their brain power. While other games may require you
to tense up and get overly excited in order to win, the most important strategy for winning
the BrainPower games is to stay as relaxed as possible both physically and mentally.
Straining, squinting, tensing your jaw, or staring with a furrowed brow will result in poor
scores and a message that says "Please Relax." If you get too tense, the star will turn red.
So “keep your cool,” demonstrate self-control, find a winning attitude, and you may find
yourself on the Top Ten list!

In the beginning, only the first BrainPower Challenge is unlocked for use – Relax Your Face.
This challenge requires you to keep your face as relaxed as possible in order to win – in
other words, maintain a “poker face.”

Each successive challenge will become unlocked once you reach level 7 of the previous
challenge. For example, once you reach level 7 of Relax Your Face, Calm Awareness will
become available. To excel in Calm Awareness, you will need to practice becoming very
relaxed mentally. Let go of any emotional reactions or thoughts about winning or losing and
simply be present, relaxed, and alert. Just be patient and see and accept what happens.

Upon reaching level 7 in Calm Awareness, Focused Mind will unlock for you. Again, explore
and see if you can discover what it means to you to be relaxed and focused. Step back,
experiment through trial and error, and see how aware you can be of your own brain power
state.

The fourth challenge, Positive Thinking, is about wishing others happiness. Recall the
glowing pleasure, smell and joy when you last saw and hugged or played with a new puppy
or kitty. Remember what it was like when you had the time to talk and catch up with an old
friend? Remember any thoughts or feelings that bring you into a happy, joyful, carefree and
relaxed place. Don't force your memories or feelings, just be available to whatever occurs.
Be patient and open.

Alert Concentration! aims to focus your mind like a laser beam. Can you let go of your
thinking while you stay mentally active and attuned to a directed, relaxed and pointed state
of mind? What is a “laser beam mind?”

Finally, we come to the Perfect Day! What does having a perfect day mean to you? Do you
feel relaxed, able to think clearly and quickly, confident, positive, happy, and focused? Does
a perfect day mean feeling alive in every moment and simply enjoying being here now? Are
you able to let go of worrisome thoughts about past memories or your daydreams about

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tomorrow's upcoming events? Does an urge to dance or sing come over you or do you
simply wish others to be happy, too? Nothing to do and nothing to say, is that your perfect
day?

Have fun, be creative, enjoy, try out and discover for yourself which strategies help you to
win when playing these games. You can try slow, deep relaxing breathing, perform mental
math problems, explore any type of mental activity you wish, or see what happens when you
immerse yourself in your memories or feelings. Remember, no one can really give you the
answers. In BrightMind you will have the fun of discovering what helps you. The suggestions
and questions about each MindPower Challenge given above are just pointers and may or
may not work for you. The real answers cannot be given in words. It is the experience that
you yourself will have when playing that counts. And believe it or not, you will not really be
able to tell anyone else how to win either, but go ahead and try. Everyone is unique and
will have to discover the "secret" of each MindPower Challenge for themselves. Reach
difficulty Level 7 or higher for each MindPower Challenge in order to realize the benefits of
becoming a master of your mind’s mental powers. Above all have fun in playing this mind
adventure game and by all means share whatever excitement, pleasure and adventure you
experience when playing BrightMind with others.

BrainPower Games

Each of the five games has a two minute time period. After a game has completed, the
player will either go back to the
Exercise Menu (if automatic training
is disabled or running from the
Game Breaks button) or will
continue on to the next exercise (if
automatic training is enabled and
the session time, if enabled, has
not expired). The five BrainPower
Game Break games are as follows:

NeuroBasketball

In NeuroBasketball, the player’s


feedback regarding their ability to
manipulate the EEG is provided via
a simple basketball shot contest.
When the game begins, basketballs will start making shots towards the basket. The chance
of a successful basket depends on the player's EEG Performance within the last half
second. As the player performs better, the chance of making a shot will increase. In
addition, the points a player recieves when making a basket will vary based on the player's
EEG Performance. When the player scores points, the points fly up to the scoreboard inside
a star. The stars (and points) are scaled depending on the player's EEG performance over

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 43 of 210


the last half second. So the star's size reflects the player's performance. A small star
indicates a poor performance. A larger star indicates a good performance. The player will
be working against a computer player to see who can score the most baskets in the allotted
time. If the player scores more baskets, then they win. There are no passing levels. Instead,
the difficulty level can be set in two ways. If the "Auto Adjust Difficulty" was turned on in the
BrainPower System menu then the difficulty level will automatically adjust to the player's
performance. If that option was not turned on, the difficulty will be whatever value was set
in the "Difficulty Level" box on the BrainPower System menu.

NeuroDarts

In NeuroDarts, the player’s feedback regarding their ability to manipulate the EEG is
provided via darts being thrown at a dart board. Their chance of success at hitting the
bullseye depends on the player's EEG Performance within the last half second. If a player
performs poorly, the chance of a dart hitting the bullseye goes down. As the player performs
well, the chance of the darts hitting the bullseye goes up. In addition, the points a player
recieves when getting a bullseye will vary based on their EEG Performance. When the
player scores points, the points fly up
to the scoreboard inside a star. The
stars (and points) are scaled
depending on the player's EEG
performance over the last half
second. So the star's size reflects
the player's performance. A small
star indicates a poor performance. A
larger star indicates a good
performance. The player will be
working against a computer player to
see who can score the most
bullseyes in the allotted time. If the
player scores more bullseyes, then
they win. There are no passing
levels. Instead, the difficulty level can
be set in two ways. If the "Auto
Adjust Difficulty" was turned on in the BrainPower System menu then the difficulty level will
automatically adjust to the player's performance. If that option was not turned on, the
difficulty will be whatever value was set in the "Difficulty Level" box on the BrainPower
System menu.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 44 of 210


NeuroFishing

In NeuroFishing, the player’s


feedback regarding their ability
to manipulate the EEG is
provided via successfully
catching fish. When the game
begins, fish will swim up to the
hook in the water. The player's
chance of catching a fish
depends on the player's EEG
Performance over the last half
second. If a player performs
poorly, the chance of catching a
fish will decrease. This will
cause some fish to eat the
worm and swim away. If a
player performs well, their
chance of catching a fish will
increase. This will allow the player to catch the fish and the caught fish will move to a trophy
area on the scoreboard. In addition, the points a player earns when catching a fish will vary
based on their EEG Performance. When the player scores points, the points fly up to the
scoreboard inside a star. The stars (and points) are scaled depending on the player's EEG
Performance over the last half second. So the star's size reflects the player's performance.
A small star indicates a poor performance. A larger star indicates a good performance. The
player will be working against a computer player to see who can catch the most fish in the
allotted time. If the player catches more fish, then they win. There are no passing levels.
Instead, the difficulty level can be set in two ways. If the "Auto Adjust Difficulty" was turned
on in the BrainPower System menu then the difficulty level will automatically adjust to the
player's performance. If that option was not turned on, the difficulty will be whatever value
was set in the "Difficulty Level" box on the BrainPower System menu.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 45 of 210


NeuroFootball

In NeuroFootball, the player's feedback regarding their ability to manipulate the EEG is
provided via kicking a football through goal posts to score a fieldgoal. When the game
begins, footballs will be kicked in quick succession towards the goal posts. The player's
chance of making a fieldgoal depends on their EEG Performance. When the player is
performing poorly, the chance of making a fieldgoal will decrease. When the player
performs well, the chance of making a fieldgoal will increase. In addition, the points a player
recieves when making a fieldgoal will vary based on their EEG Performance. When the
player scores points, the points fly up to the scoreboard inside a star. The stars (and points)
are scaled depending on the player's EEG performance over the last half second. So the
star's size reflects the player's performance. A small star indicates a poor performance. A
larger star indicates a good performance. The player will be working against a computer
player to see who can score the
most fieldgoals in the allotted
time. If the player scores more
fieldgoals, then they win. There
are no passing levels. Instead,
the difficulty level can be set in
two ways. If the "Auto Adjust
Difficulty" was turned on in the
BrainPower System menu then
the dif f iculty level will
automatically adjust to the
player's performance. If that
option was not turned on, the
difficulty will be whatever value
was set in the "Difficulty Level"
box on the BrainPower System
menu.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 46 of 210


NeuroSoccer

In NeuroSoccer, the player’s feedback regarding their ability to manipulate the EEG is
provided via a soccer game. When the game begins, the player will attempt to kick the
soccer balls past the goalie. Their chance of success at making the goal depends on their
EEG Performance within the last half second. If the player is performing poorly, the soccer
ball will not make it into the goal. If the player performs well, they will score a goal. In
addition, the points a player receives when scoring a goal will vary based on their EEG
Performance. When the player scores points, the points fly up to the scoreboard inside a
star. The stars (and points) are scaled depending on the player's EEG Performance over
the last half second. So the star's size reflects the player's performance. A small star
indicates a poor performance. A larger star indicates a good performance. The player will
be working against a computer player
to see who can kick the most soccer
balls into the nets in the allotted time.
If the player makes more goals, then
they win. There are no passing levels.
Instead, the difficulty level can be set
in two ways. If the "Auto Adjust
Difficulty" was turned on in the
BrainPower System menu then the
difficulty level will automatically adjust
to the player's performance. If that
option was not turned on, the difficulty
will be whatever value was set in the
"Difficulty Level" box on the
BrainPower System menu.

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Working Memory Step 1 Overview
Purpose of Module

Working Memory Step 1 is the first module of the Memory Games PE system. This
module trains Matching Memory and Sequential Recall. Working Memory Step 1 is
divided into six different programs; three matching programs and three sequential recall
programs. The matching programs test and train the ability to remember where items
are located and match items that are alike, similar to a memory or concentration-type
game. The purpose of the sequential recall programs is to train the ability to remember
sequences and lists of items. The programs that make up Working Memory Step 1 are:

• Matching Memory Numbers


• Picture Sequential Recall
• Matching Memory Letters
• Numeric Sequential Recall
• Matching Memory Pictures
• Letter Sequential Recall

Each program is then divided into two to four training groups. These groups are
designed to test and train the items in small groups, so that mastery can be more easily
achieved. The training groups for Matching Memory Numbers and Numeric Sequential
Recall are as follows: Numbers 1-5, Numbers 6-10, Numbers 11-15 and Numbers 16-
20. The training groups for Picture Sequential Recall are as follows: Shapes, Colors.
The training groups for Matching Memory Letters are as follows: Letters A-H, Letters I-Q
and Letters R-Z. The training groups for Matching Memory Pictures are as follows:
Shapes, Colors, and Sizes. The training groups for Letter Sequential Recall are as
follows: Group 1, Group 2, Group 3.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Matching Memory Numbers to Picture Sequential Recall). Once all
the of the programs have been run through within the selected Step, the player goes
back to the first program. If the test was passed, the player will be automatically
advanced to the next level (i.e. from Numbers 1-5 to Numbers 6-10). If the test was
failed, the player will repeat the training and test. A player must still pass all the tests in
the Step before advancing to the next Step.

The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
repeated. If the player meets the passing criteria (or does not meet the passing criteria

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 48 of 211


in two consecutive attempts), he/she will advance to the second training phase:
Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 49 of 211


when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice
only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Matching Memory Numbers

General Rules of Program

Matching Memory Numbers tests and trains the ability to identify and recognize the
numbers 1-20. The player is presented with multiple types of numbers within small
groups. The player must remember the location of a set of numbers and correctly find
the numbers that match. This program trains the following skills: number recognition,
auditory attention, visual attention, working memory and processing speed.

General Exercise Description

Matching Memory Numbers is broken down into four groups, each of which tests and
trains a different set of numbers. The number groups are as follows: Numbers 1-5,
Numbers 6-10, Numbers 11-15 and Numbers 16-20. Each group is then divided into a
test phase and three training levels: basic training, background sound training and
speed training.

In Basic Training, the player is presented with ten squares on the screen. The player
will only be shown the location of three number pairs. The other squares contain foil
numbers. The pairs will then be hidden and the player will be directed to find the pairs of
numbers that match. If the player correctly makes a match, those numbers will remain
on the screen and will not be hidden while the player attempts to find the next number
pair. If all three number pairs are correctly matched, a hidden picture will be revealed.
The player also receives credit for any matches made. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, there are ten different colored squares on the screen.
This time, the player will be shown the location of the three number pairs by revealing
pieces of the hidden picture. A number will be heard, but will not be shown on the
screen. Background sounds will also be played while the locations of the numbers are
presented in attempt to distract the player. The player will have to listen closely in order
to remember the location of each number. Each time the player clicks on a square a
number will be revealed and matching pairs will remain visible while the player attempts
to match the other number pairs. If a player clicks on two numbers that do not match,
those numbers will be hidden. If all three number pairs are correctly matched, the entire
hidden picture will be revealed. The player also receives credit in this exercise for any
matches he/she makes. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Speed Training.

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In Speed Training, the numbers are presented with flying saucers. The flying saucers
will move across the top of the screen from left to right. A moon is positioned at the
bottom of the screen. A number will be presented on the moon. The player will have to
remember this number, as it will disappear after a brief period of time. The moon can be
moved back and forth across the bottom of the screen. The player will need to aim the
moon at the flying saucers containing the numbers that match the number that was first
presented and click and release the mouse button to send a ray to catch the flying
saucer. There is also a row of asteroids in between the moon and the flying saucers that
the player needs to avoid. The player has to find all the matching numbers, before the
target saucers fly off the screen. If a flying saucer with a matching number reaches the
end of the screen or the player hits a flying saucer with a number that does not match
the number in the moon, it is counted as an error. If a player hits an asteroid, it will not
count as an error, but he/she will have to pay close attention to make their matches.
Each time a player makes a correct match, the flying saucers will speed up. Likewise, if
a flying saucer containing a matching number reaches the end of the screen or if a
player makes an incorrect match, the flying saucers will slow down. If the player does
not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will go to the Test Phase
to assess what was learned.

In the Test Phase, the player is presented with six squares, each containing a number.
There are three pairs of matching numbers. All three pairs are presented at the same
time for several seconds and then they are hidden. The player will be directed to find the
pairs of numbers that match. The player can find the pairs in any order. One chance is
provided to match each of the pairs. Whether or not the player makes the match, the
numbers selected will be hidden and the player will need to continue to try to find the
next number pair. If the player correctly matches all three pairs, a hidden picture will be
revealed. The player receives credit for any matches made successfully. If the player
meets the passing criteria of the Test Phase, he/she will advance to the next level. If the
player does not meet the passing criteria of the Test Phase, training will be repeated.

Successfully Passing Stages

The player is limited in the number of attempts allowed. In the Test Phase, Basic
Training and Background Sound Training, the player gets one attempt for each number
pair. For example, if there are three pairs to match, the player only gets six clicks (two
per pair) to match all three pairs. For Speed Training, a click is counted when the player
hits a flying saucer (whether correct or incorrect). If a correct flying saucer reaches the
end of the screen, the player loses one of their clicks. However, if the player hits an
asteroid, or shoots the ray in between two flying saucers, it does not count as a click. At
the end of each exercise, the score is graded by calculating the number of correct
matches out of the total number of number pairs presented. The player must obtain a
certain percentage in order to pass. Reaction time is also calculated for correct
responses, but does not effect the player’s score.

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Individual Stages

Basic Training

Instructions

“Remember where the numbers are located. You will be asked to find some pairs of
numbers that match. Find all the correct pairs of numbers to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember where each pair of numbers is located. Ignore any background sounds you
hear. You will be asked to find the pairs of numbers that match. Find all the correct pairs
of numbers to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Pay attention to the number on the moon. Aim the moon and catch the flying saucers
with the number that match the number on the moon. Find the matching numbers before
the flying saucers reach the end of the screen, but be careful not to hit the asteroids.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Test Phase

Instructions

“Remember where the numbers are located. You will be asked to find some pairs of
numbers that match. Find all the correct pairs of numbers to reveal the hidden picture.”

Passing Criteria

Full Mastery Test Phase: 85%


Challenging Test Phase: 75%
Easy Does It Test Phase: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 54 of 211


Picture Sequential Recall

General Rules of Program

Picture Sequential Recall tests and trains the ability to identify, recognize and
remember images in a given sequence. The player is presented with different types of
images within a small groups. The player needs to remember the pictures in the order in
which they are presented so that the correct sequence can be identified. This program
trains the following skills: picture recognition, auditory attention, visual attention, working
memory and processing speed.

General Exercise Description

Picture Sequential Recall is broken down into two groups, each of which tests and trains
a different set of images. The picture groups are as follows: Shapes and Colors. Each
group is then divided into a test phase and three training levels: basic training,
background sound training and speed training.

In Basic Training, the player is presented with a grid of nine balloons, each containing a
picture. The player will first hear a two picture sequence. He/she will then be directed to
click on the pictures in the order in which they were presented. The player has to pay
close attention, as the balloons will float around. After the player has completed this
sequence, a second 2-picture sequence will then be administered. If the player correctly
identifies both 2-picture sequences (a set), he/she will then advance to a set of two 3-
picture sequences. If one or both of the 2-picture sequences are missed, the player will
be presented with two more 2-picture sequences. Each time both picture sequences in a
set are correctly identified, the player will advance to the next set. Likewise, each time
one or both of the sequences in a set are missed, the player will go back to the previous
set. A complete set of two 5-picture sequences must be completed within 20 attempts to
pass the exercise. Each sequence presented, whether 2-picture, 3-picture, etc., is
considered an attempt. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be directed to click on the basketball after a specific image is presented two or
more times in a row. The basketball will then begin to bounce across the screen. Each
time it bounces, a picture will be displayed and the name of the picture will be said
aloud. Distracting background sounds will be played while these pictures are presented.
If the player clicks the basketball at the correct time, the basketball will shoot and make
a basket. If the player clicks the basketball at the incorrect time, the basketball will shoot,
but it will bounce off the rim and count as an error. If the player fails to click after the
specified sequence, the basketball will deflate and it will also count as an error.
Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 55 of 211
Background Sound Training will follow the same format as Basic Training in terms of the
presentation of sequence sets and the advancement from one set to another. The player
will have 20 attempts to work their way up and correctly identify a set of 5-picture
sequences. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, a football field is presented as the background. The player will first
hear a sequence of two images. Four horizontal footballs containing pictures will then be
presented on the screen. The player will need to move the smaller vertical football
underneath the sequence of pictures presented and click and release the mouse button
to select their answer before the timer runs out. If the player selects the correct
sequence, the football will kick and make a field goal. If the player selects an incorrect
response, the football will kick, but it will miss the uprights and count as an error. If the
player fails to select a sequence before the timer runs out, the timer will ding and the
football will deflate. This will also count as an error. Each time the player makes a
correct response, the timer will speed up. Likewise, each time the player makes an
incorrect response, the timer will slow down. Speed Training will follow the same format
as Basic Training and Background Sound Training in terms of the presentation of
sequence sets and the advancement from one set to another. The player will have 20
attempts to work their way up and correctly identify a set of 5-picture sequences. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue to
the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing a
picture. The player will need to pay attention to the case of the pictures in order to
identify them correctly. The player will hear a two picture sequence. He/she will then be
directed to click on the pictures in the order in which they were presented. A second 2-
picture sequence will then be administered. Each time a sequence is correctly identified,
a hidden picture will be revealed. If the player correctly identifies both 2-picture
sequences (a set), he/she will then advance to a set of two 3-picture sequences. If one
or both of the 2-picture sequences are missed, the player will be presented with two
more 2-picture sequences. Each time both picture sequences in a set are correctly
identified, the player will advance to the next set. Likewise, each time one or both of the
sequences in a set are missed, the player will go back to the previous set. A complete
set of two 5-picture sequences must be completed within 20 attempts to pass the
exercise. Each sequence presented, whether 2-pictures, 3-pictures, etc., is considered
an attempt. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, training will be repeated.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 56 of 211


Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are images in the sequence.
For example, if the sequence is four pictures long, then the player is limited to four clicks
for that sequence. An attempt is ended when the player uses all their allowed clicks for
the sequence, or if he/she chooses an incorrect image at anytime during the sequence.
Background Sound Training and Speed Training are both limited to one click per
sequence attempt, as the sequences are given in multiple choice format.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-picture sequence
set, but not the 5-picture set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph found in the Exercise Results Menu.

Individual Stages

Basic Training

Instructions: Shapes

“Listen to the sequence of shapes. Find the shapes in the same order presented.”

Instructions: Colors

“Listen to the sequence of colors. Find the colored images in the same order presented.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Background Sound Training

Instructions: Shapes

“Pay attention to the shape presented each time the basketball bounces. You will be

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 57 of 211


asked to click on the basketball whenever a certain shape is presented two or more
times in a row. For example: You may be asked to click after the square is presented
three times in a row.”

Instructions: Colors

“Pay attention to the color presented each time the basketball bounces. You will be
asked to click on the basketball whenever a certain color is presented two or more times
in a row. For example: You may be asked to click after the color red is presented three
times in a row.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Speed Training

Instructions: Shapes

“Listen to the sequence of shapes. Move the football underneath the set of shapes you
heard. Select your answer as fast as you can before time runs out.”

Instructions: Colors

“Listen to the sequence of colors. Move the football underneath the set of colors you
heard. Select your answer as fast as you can before time runs out.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Test Phase

Instructions: Shapes

“Listen to the sequence of shapes. Find the shapes in the same order presented.”

Instructions: Colors

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“Listen to the sequence of colors. Find the colored images in the same order presented.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 59 of 211


Matching Memory Letters

General Rules of Program

Matching Memory Letters tests and trains the ability to identify and recognize the
letters of the alphabet presented in both uppercase and lowercase form. The player is
presented with multiple letters within a small group of letters (i.e., Aa-Hh). The player
must correctly find matching pairs of letters. This program trains the following skills: letter
recognition, auditory attention, visual attention, working memory and processing speed.

General Exercise Description

Matching Memory Letters is broken down into three groups, each of which tests and
trains a different set of letters. The number groups are as follows: Letters Aa-Hh, Letter
Ii-Qq and Letters Rr-Zz. Each group is then divided into a test phase and three training
levels: basic training, background sound training and speed training.

In Basic Training, the player is presented with ten squares on the screen. The player
will only be shown the location of three letter pairs. Each pair will have two letters and
the case of the letters is randomly picked. The other squares contain foil letter pairs. The
pairs will then be hidden and the player will be directed to find the pairs of letters that
match. The letters have to be in the same order and in the same case in order to make a
correct match. If the player correctly makes a match, those letters will remain on the
screen and will not be hidden while the player attempts to find the next letter pair. If all
three letter pairs are correctly matched, a hidden picture will be revealed. The player
also receives credit for any matches made. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the
exercise two times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, there are ten different colored squares on the screen.
This time, the player will be shown the location of the three letter pairs by revealing
pieces of the hidden picture. A letter set will be heard, but will not be shown on the
screen. Background sounds will also be played while the locations of the letters are
presented in attempt to distract the player. The player will have to listen closely in order
to remember the location of each letter set. Each time the player clicks on a square a
letter set will be revealed and matching pairs will remain visible while the player attempts
to match the other letter pairs. If a player clicks on two letter sets that do not match,
those letters will be hidden. If all three letter pairs are correctly matched, the entire
hidden picture will be revealed. The player also receives credit in this exercise for any
matches he/she makes. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Speed Training.
In Speed Training, the letter sets are presented with flying saucers. The flying saucers
will move across the top of the screen from left to right. A moon is positioned at the

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bottom of the screen. A letter set will be presented on the moon. The player will have to
remember this letter set, as it will disappear after a brief period of time. The moon can
be moved back and forth across the bottom of the screen. The player will need to aim
the moon at the flying saucers containing the letters that match the letter set that was
first presented and click and release the mouse button to send a ray to catch the flying
saucer. The letters will need to match by case and order. There is also a row of
asteroids in between the moon and the flying saucers that the player needs to avoid.
The player has to find all the matching letters, before the target saucers fly off the
screen. If a flying saucer with a matching letter set reaches the end of the screen or the
player hits a flying saucer with a letter set that does not match the letters in the moon, it
is counted as an error. If a player hits an asteroid, it will not count as an error, but he/she
will have to pay close attention to make their matches. Each time a player makes a
correct match, the flying saucers will speed up. Likewise, if a flying saucer containing a
matching letter set reaches the end of the screen or if a player makes an incorrect
match, the flying saucers will slow down. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will go to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with six squares, each containing a letter set.
There are three pairs of matching letters. All three pairs are presented at the same time
for several seconds and then they are hidden. The player will be directed to find the
pairs of letters that match. The player can find the pairs in any order. One chance is
provided to match each of the pairs. Whether or not the player makes the match, the
letters selected will be hidden and the player will need to continue to try to find the next
letter pair. If the player correctly matches all three pairs, a hidden picture will be
revealed. The player receives credit for any matches made successfully. If the player
meets the passing criteria of the Test Phase, he/she will advance to the next level. If the
player does not meet the passing criteria of the Test Phase, training will be repeated.

Successfully Passing Stages

The player is limited in the number of attempts allowed. In the Test Phase, Basic
Training and Background Sound Training, the player gets one attempt for each letter
pair. For example, if there are three pairs to match, the player only gets six clicks (two
per pair) to match all three pairs. For Speed Training, a click is counted when the player
hits a flying saucer (whether correct or incorrect). If a correct flying saucer reaches the
end of the screen, the player loses one of their clicks. However, if the player hits an
asteroid, or shoots the ray in between two flying saucers, it does not count as a click. At
the end of each exercise, the score is graded by calculating the number of correct
matches out of the total number of pairs presented. The player must obtain a certain
percentage in order to pass. Reaction time is also calculated for correct responses, but
does not effect the player’s score.

Individual Stages

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Basic Training

Instructions

“Remember where the letters are located. You will be asked to find some pairs of letters
that match. Find all the correct pairs of letters to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember where each pair of letters is located. Ignore any background sounds you
hear. You will be asked to find the pairs of letters that match. Find all the correct pairs of
letters to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Pay attention to the letters on the moon. Aim the moon and catch the flying saucers
with the letters that match the letters on the moon. Find the matching letters before the
flying saucers reach the end of the screen. But be careful not to hit the asteroids.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

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“Remember where the letters are located. You will be asked to find some pairs of letters
that match. Find all the correct pairs of letters to reveal the hidden picture.”

Passing Criteria

Full Mastery Test Phase: 85%


Challenging Test Phase: 75%
Easy Does It Test Phase: 65%

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Numeric Sequential Recall

General Rules of Program

Numeric Sequential Recall tests and trains the ability to identify, recognize and
remember numbers in a given sequence. The player is presented with multiple numbers
within a small group of letters. The player needs to remember the numbers in the order
in which they are presented so that the correct sequence can be identified. This program
trains the following skills: number recognition, auditory attention, visual attention,
working memory and processing speed.

General Exercise Description

Numeric Sequential Recall is broken down into four groups, each of which tests and
trains a small set of numbers. The letter groups are as follows: Number 1-5, Numbers 6-
10, Numbers 11-15 and Numbers 16-20. Each group is then divided into a test phase
and three training levels: basic training, background sound training and speed training.

In Basic Training, the player is presented with a grid of nine balloons, each containing a
number. The player will first hear a two number sequence. He/she will then be directed
to click on the numbers in the order in which they were presented. The player has to pay
close attention, as the balloons will float around. After the player has completed this
sequence, a second 2-number sequence will then be administered. If the player
correctly identifies both 2-number sequences (a set), he/she will then advance to a set of
two 3-number sequences. If one or both of the 2-number sequences are missed, the
player will be presented with two more 2-number sequences. Each time both number
sequences in a set are correctly identified, the player will advance to the next set.
Likewise, each time one or both of the sequences in a set are missed, the player will go
back to the previous set. A complete set of two 5-number sequences must be
completed within 20 attempts to pass the exercise. Each sequence presented, whether
2-numbers, 3-numbers, etc., is considered an attempt. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be directed to click on the basketball after a specific number is presented two
or more times in a row. The basketball will then begin to bounce across the screen.
Each time it bounces, a number will be said aloud. Distracting background sounds will
be played while these numbers are presented. If the player clicks the basketball at the
correct time, the basketball will shoot and make a basket. If the player clicks the
basketball at the incorrect time, the basketball will shoot, but it will bounce off the rim
and count as an error. If the player fails to click after the specified sequence, the
basketball will deflate and it will also count as an error. Background Sound Training will

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follow the same format as Basic Training in terms of the presentation of sequence sets
and the advancement from one set to another. The player will have 20 attempts to work
their way up and correctly identify a set of 5-number sequences. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Speed
Training.

In Speed Training, a football field is presented as the background. The player will first
hear a sequence of two numbers. Four horizontal footballs containing numbers will then
be presented on the screen. The player will need to move the smaller vertical football
underneath the sequence of numbers presented and click and release the mouse button
to select their answer before the timer runs out. If the player selects the correct
sequence, the football will kick and make a field goal. If the player selects an incorrect
response, the football will kick, but it will miss the uprights and count as an error. If the
player fails to select a sequence before the timer runs out, the timer will ding and the
football will deflate. This will also count as an error. Each time the player makes a
correct response, the timer will speed up. Likewise, each time the player makes an
incorrect response, the timer will slow down. Speed Training will follow the same format
as Basic Training and Background Sound Training in terms of the presentation of
sequence sets and the advancement from one set to another. The player will have 20
attempts to work their way up and correctly identify a set of 5-number sequences. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue to
the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing a
number. The player will need to pay attention to the case of the numbers in order to
identify them correctly. The player will hear a two number sequence. He/she will then be
directed to click on the numbers in the order in which they were presented. A second 2-
number sequence will then be administered. Each time a sequence is correctly
identified, a hidden picture will be revealed. If the player correctly identifies both 2-
number sequences (a set), he/she will then advance to a set of two 3-number
sequences. If one or both of the 2-number sequences are missed, the player will be
presented with two more 2-number sequences. Each time both number sequences in a
set are correctly identified, the player will advance to the next set. Likewise, each time
one or both of the sequences in a set are missed, the player will go back to the previous
set. A complete set of two 5-number sequences must be completed within 20 attempts
to pass the exercise. Each sequence presented, whether 2-numbers, 3-numbers, etc., is
considered an attempt. If the player meets the passing criteria of the Test Phase, he/she
will advance to the next level. If the player does not meet the passing criteria of the Test
Phase, training will be repeated.

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Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are numbers in the sequence.
For example, if the sequence is four numbers long, then the player is limited to four
clicks for that sequence. An attempt is ended when the player uses all their allowed
clicks for the sequence, or if he/she chooses an incorrect number at anytime during the
sequence. Background Sound Training and Speed Training are both limited to one click
per sequence attempt, as the sequences are given in multiple choice format.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-number sequence
set, but not the 5-number set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph found in the Exercise Results Menu.

Individual Stages

Basic Training

Instructions

“Listen to the sequence of numbers. Find the numbers in the same order presented.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Background Sound Training

Instructions

“Pay attention to the number presented each time the basketball bounces. You will be
asked to click on the basketball whenever a certain number is presented two or more
times in a row. For example: You may be asked to click after the number 1 is presented
three times in a row.”

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Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Speed Training

Instructions

“Listen to the sequence of numbers. Move the football underneath the set of numbers
you heard. Select your answer as fast as you can before time runs out.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Test Phase

Instructions

“Listen to the sequence of numbers. Find the numbers in the same order presented. ”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 67 of 211


Matching Memory Pictures

General Rules of Program

Matching Memory Pictures tests and trains the ability to identify and recognize images.
The player is presented with multiple types of images within small groups. The player
must remember the location of a set of pictures and correctly find the pictures that
match. This program trains the following skills: picture recognition, auditory attention,
visual attention, working memory and processing speed.

General Exercise Description

Matching Memory Pictures is broken down into three groups, each of which tests and
trains a different type of image. The picture groups are as follows: Shapes, Colors and
Sizes. Each group is then divided into a test phase and three training levels: basic
training, background sound training and speed training.

In Basic Training, the player is presented with ten squares on the screen. The player
will only be shown the location of three picture pairs. The other squares contain foil
pictures. The pairs will then be hidden and the player will be directed to find the pairs of
pictures that match. If the player correctly makes a match, those pictures will remain on
the screen and will not be hidden while the player attempts to find the next picture pair. If
all three picture pairs are correctly matched, a hidden picture will be revealed. The
player also receives credit for any matches made. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, there are ten different colored squares on the screen.
This time, the player will be shown the location of the three picture pairs by revealing
pieces of the hidden picture. A picture name will be heard, but will not be shown on the
screen. Background sounds will also be played while the locations of the pictures are
presented in attempt to distract the player. The player will have to listen closely in order
to remember the location of each picture. Each time the player clicks on a square a
picture will be revealed and matching pairs will remain visible while the player attempts
to match the other picture pairs. If a player clicks on two pictures that do not match,
those pictures will be hidden. If all three picture pairs are correctly matched, the entire
hidden picture will be revealed. The player also receives credit in this exercise for any
matches he/she makes. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Speed Training.

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In Speed Training, the pictures are presented with flying saucers. The flying saucers
will move across the top of the screen from left to right. A picture will be presented in the
middle of the screen. The player will have to remember this picture, as it will disappear
after a brief period of time. A moon is positioned at the bottom of the screen. The moon
can be moved back and forth across the bottom of the screen. The player will need to
aim the moon at the flying saucers containing the pictures that match the picture that
was first presented and click and release the mouse button to send a ray to catch the
flying saucer. There is also a row of asteroids in between the moon and the flying
saucers that the player needs to avoid. The player has to find all the matching pictures,
before the target saucers fly off the screen. If a flying saucer with a matching picture
reaches the end of the screen or the player hits a flying saucer with a picture that does
not match the picture in the moon, it is counted as an error. If a player hits an asteroid, it
will not count as an error, but he/she will have to pay close attention to make their
matches. Each time a player makes a correct match, the flying saucers will speed up.
Likewise, if a flying saucer containing a matching picture reaches the end of the screen
or if a player makes an incorrect match, the flying saucers will slow down. If the player
does not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will go to the Test Phase
to assess what was learned.

In the Test Phase, the player is presented with six squares, each containing a picture.
There are three pairs of matching pictures. All three pairs are presented at the same
time for several seconds and then they are hidden. The player will be directed to find the
pairs of images that match, either by shape, by color or by size. The player can find the
pairs in any order. One chance is provided to match each of the pairs. Whether or not
the player makes the match, the pictures selected will be hidden and the player will need
to continue to try to find the next picture pair. If the player correctly matches all three
pairs, a hidden picture will be revealed. The player receives credit for any matches made
successfully. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, training will be repeated.

Successfully Passing Stages

The player is limited in the number of attempts allowed. In the Test Phase, Basic
Training and Background Sound Training, the player gets one attempt for each picture
pair. For example, if there are three pairs to match, the player only gets six clicks (two
per pair) to match all three pairs. For Speed Training, a click is counted when the player
hits a flying saucer (whether correct or incorrect). If a correct flying saucer reaches the
end of the screen, the player loses one of their clicks. However, if the player hits an
asteroid, or shoots the ray in between two flying saucers, it does not count as a click. At
the end of each exercise, the score is graded by calculating the number of correct
matches out of the total number of picture pairs presented. The player must obtain a
certain percentage in order to pass. Reaction time is also calculated for correct
responses, but does not effect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 69 of 211


Individual Stages

Basic Training

Instructions: Shapes

“Remember where the shapes are located. You will be asked to find some pairs of
shapes that match. Find all the correct pairs of shapes to reveal the hidden picture.”

Instructions: Colors

“Remember where the colored images are located. You will be asked to find some pairs
of images that match by color. Find all the correct pairs of colored images to reveal the
hidden picture.”

Instructions: Sizes

“Remember where the images are located. You will be asked to find some pairs of
images that match by size. Find all the correct pairs of images to reveal the hidden
picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Remember where the shapes are located. You will be asked to find some pairs of
shapes that match. Find all the correct pairs of shapes to reveal the hidden picture.”

Instructions: Colors

“Remember where the colored images are located. You will be asked to find some pairs
of images that match by color. Find all the correct pairs of colored images to reveal the
hidden picture.”

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Instructions: Sizes

“Remember where the images are located. You will be asked to find some pairs of
images that match by size. Find all the correct pairs of images to reveal the hidden
picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the shape presented. Aim the moon and catch the flying saucers with the
shapes that match the shape presented. Find the matching shapes before the flying
saucers reach the end of the screen, but be careful not to hit the asteroids.”

Instructions: Colors

“Remember the colored image presented. Aim the moon and catch the flying saucers
with the images that match the presented image by color. Find the matching images
before the flying saucers reach the end of the screen, but be careful not to hit the
asteroids.”

Instructions: Sizes

“Remember the size of the image presented. Aim the moon and catch the flying saucers
with the images that match the presented image by size. Find the matching images
before the flying saucers reach the end of the screen, but be careful not to hit the
asteroids.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Test Phase

Instructions: Shapes

“Remember where the shapes are located. You will be asked to find some pairs of
shapes that match. Find all the correct pairs of shapes to reveal the hidden picture.”

Instructions: Colors

“Remember where the colored images are located. You will be asked to find some pairs
of images that match by color. Find all the correct pairs of colored images to reveal the
hidden picture.”

Instructions: Sizes

“Remember where the images are located. You will be asked to find some pairs of
images that match by size. Find all the correct pairs of images to reveal the hidden
picture.”

Passing Criteria

Full Mastery Test Phase: 85%


Challenging Test Phase: 75%
Easy Does It Test Phase: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 72 of 211


Letter Sequential Recall

General Rules of Program

Letter Sequential Recall tests and trains the ability to identify, recognize and remember
the letters of the alphabet in a given sequence, presented in a mixture of uppercase and
lowercase forms. The player is presented with multiple letters within a small group of
letters. The player needs to remember the letters in the order in which they are
presented so that the correct sequence can be identified. This program trains the
following skills: letter recognition, auditory attention, visual attention, working memory
and processing speed.

General Exercise Description

Letter Sequential Recall is broken down into three groups, each of which tests and trains
a small set of letters. The letter groups are as follows: Group 1, Group 2 and Group 3.
Each group is then divided into a test phase and three training levels: basic training,
background sound training and speed training.

In Basic Training, the player is presented with a grid of nine balloons, each containing a
letter. The letters are presented in both uppercase and lowercase form. The player will
first hear a two letter sequence. He/she will then be directed to click on the letters in the
order in which they were presented. The player has to pay close attention, as the
balloons will float around the screen and flash on and off. After the player has completed
this sequence, a second 2-letter sequence will then be administered. If the player
correctly identifies both 2-letter sequences (a set), he/she will then advance to a set of
two 3-letter sequences. If one or both of the 2-letter sequences are missed, the player
will be presented with two more 2-letter sequences. Each time both letter sequences in a
set are correctly identified, the player will advance to the next set. Likewise, each time
one or both of the sequences in a set are missed, the player will go back to the previous
set. A complete set of two 5-letter sequences must be completed within 20 attempts to
pass the exercise. Each sequence presented, whether 2-letters, 3-letters, 4-letters or 5-
letters, is considered an attempt. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be directed to click on the basketball after a specific letter is presented two or
more times in a row. The basketball will then begin to bounce across the screen. Each
time it bounces, a set of letters will be said aloud. Each of the letters in the set will be the
same, but the number of times the letter is said will be random. Distracting background
sounds will be played while these letters are presented. If the player clicks the basketball
at the correct time, the basketball will shoot and make a basket. If the player clicks the
basketball at the incorrect time, the basketball will shoot, but it will bounce off the rim

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 73 of 211


and count as an error. If the player fails to click after the specified sequence, the
basketball will deflate and it will also count as an error. Background Sound Training will
follow the same format as Basic Training in terms of the presentation of sequence sets
and the advancement from one set to another. The player will have 20 attempts to work
their way up and correctly identify a set of 5-letter sequences. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Speed
Training.

In Speed Training, a football field is presented as the background. The player will first
hear a sequence of two letters. Four horizontal footballs containing letters will then be
presented on the screen. The player will need to move the smaller vertical football
underneath the sequence of letters presented and click and release the mouse button to
select their answer before the timer runs out. If the player selects the correct sequence,
the football will kick and make a field goal. These letters will form a word and the word
will also be spoken. If the player selects an incorrect response, the football will kick, but
it will miss the uprights and count as an error. If the player fails to select a sequence
before the timer runs out, the timer will ding and the football will deflate. This will also
count as an error. Each time the player makes a correct answer, the timer will speed up.
Likewise, each time the player makes an incorrect answer, the timer will slow down.
Speed Training will follow the same format as Basic Training and Background Sound
Training in terms of the presentation of sequence sets and the advancement from one
set to another. However, since this letters in these sequences form words, we will only
go up to a sequence length of 4. The player will have 12 attempts to work their way up
and correctly identify a set of 4-letter sequences. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the
exercise two times in a row, he/she will continue to the Test Phase to assess what was
learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing a
letter. The letters are presented in both uppercase and lowercase form. The player will
need to pay attention to the case of the letters in order to identify them correctly. In
addition, the squares and letters will be flashing on and off. The player will only be able
to select the letters when they are visible. If they have flashed off, the player will have to
wait until the letter reappears in order to select it. The player will hear a two letter
sequence. He/she will then be directed to click on the letters in the order in which they
were presented. A second 2-letter sequence will then be administered. Each time a
sequence is correctly identified, a hidden picture will be revealed. If the player correctly
identifies both 2-letter sequences (a set), he/she will then advance to a set of two 3-letter
sequences. If one or both of the 2-letter sequences are missed, the player will be
presented with two more 2-letter sequences. Each time both letter sequences in a set
are correctly identified, the player will advance to the next set. Likewise, each time one
or both of the sequences in a set are missed, the player will go back to the previous set.
A complete set of two 5-letter sequences must be completed within 20 attempts to pass
the exercise. Each sequence presented, whether 2-letters, 3-letters, etc., is considered
an attempt. If the player meets the passing criteria of the Test Phase, he/she will

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 74 of 211


advance to the next level. If the player does not meet the passing criteria of the Test
Phase, training will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are letters in the sequence. For
example, if the sequence is four letters long, then the player is limited to four clicks for
that sequence. An attempt is ended when the player uses all their allowed clicks for the
sequence, or if he/she chooses an incorrect letter at anytime during the sequence.
Background Sound Training and Speed Training are both limited to one click per
sequence attempt, as the sequences are given in multiple choice format.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-letter sequence
set, but not the 5-letter set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph found in the Exercise Results Menu.

Individual Stages

Basic Training

Instructions

“Listen to the sequence of letters. Find the letters in the same order presented. Pay
attention as the balloons will be flashing on and off.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Background Sound Training

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Instructions

“Pay attention to the letters presented each time the basketball bounces. You will be
asked to click on the basketball whenever a certain letter is presented two or more times
in a row. For example: You may be asked to click after the letter A is presented three
times in a row.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Speed Training

Instructions

“Remember the sequence of letters. Move the football underneath the set of letters you
saw. Select your answer as fast as you can before time runs out.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Test Phase

Instructions

“Listen to the sequence of letters. Find the letters in the same order presented. ”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

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Working Memory Step 2 Overview

Purpose of Module

Working Memory Step 2 is the second module of the Memory Games PE system. This
module trains Order Memory and Memory Series. Working Memory Step 2 is divided
into six different programs; three ordering programs and three memory series programs.
The ordering programs test and train the ability to remember where items are located
and place them in a specific order. The purpose of the memory series programs is to
train the ability to remember sequences and lists of items. The programs that make up
Working Memory Step 2 are:

• Number Order Memory


• Visual Picture Memory Series
• Letter Order Memory
• Visual Number Memory Series
• Picture Order Memory
• Letter Sound Memory Series

Each program is then divided into two to four training groups. These groups are
designed to test and train the items in small groups, so that mastery can be more easily
achieved. The training groups for Number Order Memory are as follows: Sequential and
Gapped. The training groups for Visual Number Memory Series are as follows: Numbers
1-5, Numbers 6-10, Numbers 11-15 and Numbers 16-20. The training groups for Visual
Picture Memory Series are as follows: Shapes, Colors and Instruments. The training
groups for Letter Order Memory are as follows: Uppercase, Lowercase and Mixed Case.
The training groups for Letter Sound Memory Series are as follows: Letters A-H, Letters
I-Q and Letters R-Z. The training groups for Picture Order Memory are as follows:
Shapes and Colors.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Number Order Memory to Visual Picture Memory Series). Once all
the of the programs have been run through within the selected Step, the player goes
back to the first program. If the test was passed, the player will be automatically
advanced to the next level (i.e. from Numbers 1-5 to Numbers 6-10). If the test was
failed, the player will repeat the training and test. A player must still pass all the tests in
the Step before advancing to the next Step.

The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
repeated. If the player meets the passing criteria (or does not meet the passing criteria
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in two consecutive attempts), he/she will advance to the second training phase:
Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

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PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only
when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice
only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Number Order Memory

General Rules of Program

Number Order Memory tests and trains the ability to identify, recognize and remember
numbers in sequential or numerical order. The player is presented with numbers, which
need to be to clicked or rearranged in numerical order. This program trains the following
skills: number recognition, auditory attention, visual attention, working memory, and
processing speed.

General Exercise Description

Number Order Memory is broken down into two groups, each of which tests and trains
numbers based on the type of order. The groups are as follows: Sequential and
Gapped. For sequential order, the player are given numbers to arrange in numerical
order that are grouped together, one after the other (i.e., 1, 2, 3, 4, 5). Gapped order is
more challenging as the players have to numerical arrange numbers that aren’t
sequential (i.e., 1, 5, 7, 11, 13). Each group is then divided into a test phase and three
training levels: Basic Training, Background Sound Training and Speed Training.

In Basic Training, the player is presented with a set of balloons. A number will be
presented on each balloon and the player will need to remember the location of each
number. The player will need to move each of the balloons to the appropriate white
squares to place the numbers in numerical order. A hidden picture will be revealed for
each group of numbers that is correctly ordered. Each sequence will be three or four
numbers long. The player will receive partial credit if some of the numbers are placed in
the correct order. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Background Sound Training.

In Background Sound Training, the player is presented with set of coal cars. The coal
cars will highlight and present a number in each car, one at a time. The player will see
the number, but will not hear it. The location of each number will need to be
remembered. The player will be directed to move each coal car to the appropriate
square at the bottom of the screen in the correct numerical order. For each group of
numbers that is correctly ordered, a train of coal cars will be formed and the train will
move off the screen. Like Basic Training, each of the sequences is either three or four
numbers long. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, the player is presented with a grid of dots. Each dot has a number
beside it. The player will need to connect the dots by clicking on each one in numerical
order before the timer runs out. The timer is set by allowing a certain number of

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seconds for every dot in the grid. If the player correctly connects all of the dots before
the timer runs out, the outline will fill in and a picture will be revealed. If the timer runs
out before all the dots are connected, the timer will ding and any dots not answered will
count as an error. If the player clicks on a dot out of order, the puzzle will be stopped
and any remaining dots will also count as an error. The player will be presented with a
total of 10 puzzles. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of balloons. A number will be
presented in each balloon, one at a time. The player will need to remember the location
of the numbers. The player will need to click on the balloons in numerical order. If the
player correctly clicks on all the balloons in the group in order, the balloons will
rearrange into the correct given order, from left to right, to match the given order. If the
player makes a mistake at any time, that sequence will be stopped and it will count as
an error. Each sequence presented will be either two or three numbers long. The player
will receive partial credit if some of the numbers are clicked in order, prior to making a
mistake. If the player meets the passing criteria of the Test Phase, he/she will advance
to the next level. If the player does not meet the passing criteria of the Test Phase, the
training exercises will be repeated.

Successfully Passing Stages

The players are not limited in the number of clicks allowed in Number Order Memory.
Once a mistake is made, the current sequence will stop and the next one will then be
presented. At the end of each exercise, the overall score is graded by calculating the
number of correct sequence targets out of the total number of sequence targets
presented. The player must obtain a certain percentage in order to pass. Reaction time
is also calculated for correct responses, but does not effect the player’s score.

Individual Stages

Basic Training

Instructions

“Pay attention to the location of each number. Put the numbers in numerical order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Background Sound Training

Instructions

“Pay attention to the location of each number. Ignore any background sounds you hear.
Put the numbers in numerical order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Listen to the starting number. Connect all the dots in numerical order as fast as you can
to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Pay attention to the location of each number. Find the numbers in numerical order.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Visual Picture Memory Series
General Rules of Program

Visual Picture Memory Series tests and trains the ability to identify and recognize the
pictures in a given visual sequence The player is presented with multiple pictures within
small groups. The player needs to remember the pictures in the order in which they are
presented so that the correct sequence can be identified. This program trains the
following skills: picture recognition, auditory attention, visual attention, working memory
and processing speed.

General Exercise Description

Visual Picture Memory Series is broken down into three groups, each of which tests and
trains a different set of images. The picture groups are as follows: Shapes, Colors and
Instruments. Each group is then divided into a test phase and three training levels: basic
training, background sound training and speed training.

In Basic Training the player is presented with a grid of nine fish, each containing an
image. The player will need to pay attention to and remember the visual sequence of
images presented. A two picture sequence will first be presented. Once the sequence
has been given, the fish will swim around the screen. The player will be directed to click
on the pictures in the order in which they were presented. A second 2-picture sequence
will then be administered. If the player correctly identifies both 2-picture sequences (a
set), he/she will then advance to a set of two 3-picture sequences. If one or both of the
2-picture sequences are missed, the player will be presented with two more 2-picture
sequences. Each time both picture sequences in a set are correctly identified, the player
will advance to the next set. Likewise, each time one or both of the sequences in a set
are missed, the player will go back to the previous set. A complete set of two 5-picture
sequences must be completed within 20 attempts to pass the exercise. Each sequence
presented, whether it be 2-pictures, 3-pictures, etc., is considered an attempt. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be presented with a visual sequence of images at the top of the screen. The
player will be directed to click on the basketball after the last picture of the given
sequence of is presented. After the sequence of pictures has been displayed, the
basketball will bounce across the screen. Each time it bounces, a picture will be
displayed on the basketball and the name of the image will be spoken. If the player
clicks the basketball at the correct time, the basketball will shoot and make a basket. If
the player clicks the basketball at the incorrect time, the basketball will shoot, but it will
bounce off the rim and count as an error. If the player fails to click after the specified

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sequence, the basketball will deflate and it will also count as an error. Background
Sound Training will follow the same format as Basic Training in terms of the presentation
of sequence sets and the advancement from one set to another. The player will have 20
attempts to work their way up and correctly identify a set of 5-picture sequences. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Speed Training.

In Speed Training, a football field is presented as the background. The player will see a
sequence of two images. Four footballs containing pictures will then be presented on the
screen. The player will need to move the smaller football underneath the sequence of
pictures presented and click and release the mouse button to select their answer before
the timer runs out. If the player selects the correct sequence, the football will kick and
make a field goal. If the player selects an incorrect response, the football will kick, but it
will miss the uprights and count as an error. If the player fails to select a sequence
before the timer runs out, the timer will ding and the football will deflate. This will also
count as an error. Each time the player makes a correct answer, the timer will speed up.
Likewise, each time the player makes an incorrect answer, the timer will slow down.
Speed Training will follow the same format as the previous programs in terms of the
presentation of sequence sets and the advancement from one set to another. The player
will have 20 attempts to work their way up and correctly identify a set of 5-picture
sequences. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing
an image. The player will be presented with a visual sequence of pictures and will need
to remember these pictures in the given order. The player will be directed to click on the
pictures in the order in which they were presented. The Test Phase will follow the same
format as the training exercises in terms of the presentation of sequence sets and the
advancement from one set to another. The player will have 20 attempts to work their
way up and correctly identify a set of 5-picture sequences. Each sequence presented,
whether it be 2-pictures, 3-pictures, etc., is considered an attempt. If the player meets
the passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are pictures in the sequence.
For example, if the sequence is four images long, then the player is limited to four clicks
for that sequence. An attempt is ended when the player uses all their allowed clicks for
the sequence, or if he/she chooses an incorrect number at anytime during the sequence.
Background Sound Training and Speed Training are both limited to one click per
sequence attempt. For Background Sounds, there is only one correct time to click per

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sequence. For Speed Training, the sequences are given in multiple choice format and
there is only one correct answer per sequence.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-picture sequence
set, but not the 5-picture set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph found in the Exercise Results Menu.

Individual Stages

Basic Training

Instructions: Shapes

“Remember the order of the shapes on the seashells. Find the shapes in the same order
presented.”

Instructions: Colors

“Remember the order of the colored images on the seashells. Find the colors in the
same order presented.”

Instructions: Instruments

“Listen to the sequence of musical instruments. Find the instruments in the same order
presented.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

Background Sound Training

Instructions: Shapes

“Remember the sequence of shapes shown at the top of the screen. Ignore any
distracting noises you hear. Pay attention to the shape presented each time the
basketball bounces. You will be asked to click on the basketball whenever the last shape
of the given sequence is presented.”

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Instructions: Colors

“Remember the sequence of colored images shown at the top of the screen. Ignore any
distracting noises you hear. Pay attention to the color presented each time the
basketball bounces. You will be asked to click on the basketball whenever the last color
of the given sequence is presented.”

Instructions: Instruments

“Pay attention to the instrument sound presented each time the basketball bounces.
Ignore any distracting noises you hear. You will be asked to click on the basketball
whenever a certain instrument sound is presented two or more times in a row. For
example, you may be asked to click after the piano sound is presented three times in a
row.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

Speed Training

Instructions: Shapes

“Remember the order of the shapes shown at the top of the screen. Look at the different
sets of shapes. Move the football underneath the set of shapes that match the given
sequence. Select your answer as fast as you can before time runs out.”

Instructions: Colors

“Remember the order of the colors shown at the top of the screen. Look at the different
sets of images. Move the football underneath the set of colors that match the given
sequence. Select your answer as fast as you can before time runs out.”

Instructions: Instruments

“Listen to the sequence of instrument sounds. Move the football underneath the set of
instruments that match the sounds you heard. Select your answer as fast as you can
before time runs out.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

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Test Phase

Instructions: Shapes

“Remember the order of the shapes in the picture frames. Find the shapes in the same
order presented.”

Instructions: Colors

“Remember the order of the colored images in the picture frames. Find the colors in the
same order presented.”

Instructions: Shapes

“Listen to the sequence of musical instruments. Find the instruments in the same order
presented.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

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Letter Order Memory

General Rules of Program

Letter Order Memory tests and trains the ability to identify, recognize and remember
letters in a given sequence. The player is presented with letters, which need to be to
clicked or rearranged in a specific given order. This program trains the following skills:
letter recognition, auditory attention, visual attention, working memory, and processing
speed.

General Exercise Description

Letter Order Memory is broken down into three groups, each of which tests and trains
letters based on their case. The groups are as follows: Lowercase, Uppercase and
Mixed Case. Each group is then divided into a test phase and three training levels: Basic
Training, Background Sound Training and Speed Training.

In Basic Training, the player is presented with a set of balloons. A letter will be
presented on each balloon and the player will need to remember the location of each
letter. A sequence of letters will then be given. The player will need to move each of the
balloons to the appropriate white squares to place the letters in order of the given
sequence. A hidden picture will be revealed for each group of letters that is correctly
ordered. Each sequence will be three or four letters long. The player will receive partial
credit if some of the letters are placed in the correct order. If the player does not meet
the passing criteria, the exercise will be repeated. If the player meets the passing criteria
or fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, the player is presented with set of coal cars. The coal
cars will highlight and present a letter in each car, one at a time. The player will hear the
letter, but will not see it. The location of each letter will need to be remembered. The
player will be given a sequence of letters and will then be directed to move each coal car
to the appropriate square at the bottom of the screen in the given order. For each group
of letters that is correctly ordered, a train of coal cars will be formed and the train will
move off the screen. Like Basic Training, each of the sequences is either three or four
letters long. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, the player is presented with a grid of dots. Each dot has a letter
beside it. The player will need to connect the dots by clicking on each one in reverse
alphabetical order before the timer runs out. The timer is set by allowing a certain
number of seconds for every dot in the grid. If the player correctly connects all of the
dots before the timer runs out, the outline will fill in and a picture will be revealed. If the

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timer runs out before all the dots are connected, the timer will ding and any dots not
answered will count as an error. If the player clicks on a dot out of order, the puzzle will
be stopped and any remaining dots will also count as an error. The player will be
presented with a total of 10 puzzles. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of balloons. A letter will be
presented in each balloon, one at a time. The player will need to remember the location
of the letters. A sequence of letters will then be presented and the player will need to
click on the balloons in the given order. If the player correctly clicks on all the balloons in
the group in order, the balloons will rearrange into the correct given order, from left to
right, to match the given order. If the player makes a mistake at any time, that sequence
will be stopped and it will count as an error. Each sequence presented will be either two
or three letters long. The player will receive partial credit if some of the letters are
clicked in order, prior to making a mistake. If the player meets the passing criteria of the
Test Phase, he/she will advance to the next level. If the player does not meet the
passing criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The players are not limited in the number of clicks allowed in Letter Order Memory.
However, once a mistake is made, the current sequence or set will stop and the next
one will then be presented. At the end of each exercise, the overall score is graded by
calculating the number of correct sequence targets out of the total number of sequence
targets presented. The player must obtain a certain percentage in order to pass.
Reaction time is also calculated for correct responses, but does not effect the player’s
score.

Individual Stages

Basic Training

Instructions

“Pay attention to the location of each letter. Put the letters in the order shown.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

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Instructions

“Pay attention to the location of each letter. Ignore any background sounds you hear.
Put the letters in the order shown.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Listen to the starting letter. Connect all the dots in reverse alphabetical order as fast as
you can to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Pay attention to the location of each letter. Find the letters in the order shown.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Visual Number Memory Series
General Rules of Program

Visual Number Memory Series tests and trains the ability to identify and recognize the
numbers in a given visual sequence The player is presented with multiple numbers
within a small group of numbers. The player needs to remember the numbers in the
order in which they are presented so that the correct sequence can be identified. This
program trains the following skills: number recognition, auditory attention, visual
attention, working memory and processing speed.

General Exercise Description

Visual Number Memory Series is broken down into four groups, each of which tests and
trains a small set of numbers. The number groups are as follows: Number 1-5, Numbers
6-10, Numbers 11-15 and Numbers 16-20. Each group is then divided into a test phase
and three training levels: basic training, background sound training and speed training.

In Basic Training the player is presented with a grid of nine fish, each containing a
number. The player will need to pay attention to and remember the visual sequence of
numbers presented. A two number sequence will first be presented. Once the sequence
has been given, the fish will swim around the screen. The player will be directed to click
on the numbers in the order in which they were presented. A second 2-number
sequence will then be administered. If the player correctly identifies both 2-number
sequences (a set), he/she will then advance to a set of two 3-number sequences. If one
or both of the 2-number sequences are missed, the player will be presented with two
more 2-number sequences. Each time both number sequences in a set are correctly
identified, the player will advance to the next set. Likewise, each time one or both of the
sequences in a set are missed, the player will go back to the previous set. A complete
set of two 5-number sequences must be completed within 20 attempts to pass the
exercise. Each sequence presented, whether it be 2-numbers, 3-numbers, etc., is
considered an attempt. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be presented with a visual sequence of numbers at the top of the screen. The
player will be directed to click on the basketball after the last number of the given
sequence of is presented. After the sequence of numbers has been displayed, the
basketball will bounce across the screen. Each time it bounces, a number will be
displayed on the basketball and said aloud. If the player clicks the basketball at the
correct time, the basketball will shoot and make a basket. If the player clicks the
basketball at the incorrect time, the basketball will shoot, but it will bounce off the rim
and count as an error. If the player fails to click after the specified sequence, the

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basketball will deflate and it will also count as an error. Background Sound Training will
follow the same format as Basic Training in terms of the presentation of sequence sets
and the advancement from one set to another. The player will have 20 attempts to work
their way up and correctly identify a set of 5-number sequences. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Speed
Training.

In Speed Training, a football field is presented as the background. The player will see a
sequence of two numbers. Four footballs containing numbers will then be presented on
the screen. The player will need to move the smaller football underneath the sequence
of numbers presented and click and release the mouse button to select their answer
before the timer runs out. If the player selects the correct sequence, the football will kick
and make a field goal. If the player selects an incorrect response, the football will kick,
but it will miss the uprights and count as an error. If the player fails to select a sequence
before the timer runs out, the timer will ding and the football will deflate. This will also
count as an error. Each time the player makes a correct answer, the timer will speed up.
Likewise, each time the player makes an incorrect answer, the timer will slow down.
Speed Training will follow the same format as the previous programs in terms of the
presentation of sequence sets and the advancement from one set to another. The player
will have 20 attempts to work their way up and correctly identify a set of 5-number
sequences. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing a
number. The player will be presented with a visual sequence of numbers and will need
to remember these numbers in the given order. The player will be directed to click on the
numbers in the order in which they were presented. The Test Phase will follow the same
format as the training exercises in terms of the presentation of sequence sets and the
advancement from one set to another. The player will have 20 attempts to work their
way up and correctly identify a set of 5-number sequences. Each sequence presented,
whether it be 2-numbers, 3-numbers, etc., is considered an attempt. If the player meets
the passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

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Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are numbers in the sequence.
For example, if the sequence is four numbers long, then the player is limited to four
clicks for that sequence. An attempt is ended when the player uses all their allowed
clicks for the sequence, or if he/she chooses an incorrect number at anytime during the
sequence. Background Sound Training and Speed Training are both limited to one click
per sequence attempt. For Background Sounds, there is only one correct time to click
per sequence. For Speed Training, the sequences are given in multiple choice format
and there is only one correct answer per sequence.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-number sequence
set, but not the 5-number set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph found in the Exercise Results Menu.

Individual Stages

Basic Training

Instructions

“Remember the order of the numbers on the seashells. Find the numbers in the same
order presented.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

Background Sound Training

Instructions

“Remember the sequence of numbers shown at the top of the screen. Ignore any
distracting noises you hear. Pay attention to the number presented each time the
basketball bounces. You will be asked to click on the basketball whenever the last
number of the given sequence is presented.”

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Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

Speed Training

Instructions

“Remember the order of the numbers shown at the top of the screen. Look at the
different sets of numbers. Move the football underneath the set of numbers that match
the given sequence. Select your answer as fast as you can before time runs out.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

Test Phase

Instructions

“Remember the order of the numbers in the picture frames. Find the numbers in the
same order presented.”

Passing Criteria

Full Mastery: Completion of a 5-number sequence set in 20 attempts


Challenging: Completion of a 5-number sequence set in 20 attempts
Easy Does It: Completion of a 5-number sequence set in 24 attempts

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Picture Order Memory

General Rules of Program

Picture Order Memory tests and trains the ability to identify, recognize and remember
pictures in a given sequence. The player is presented with images, which need to be to
clicked or rearranged in a specific given order. This program trains the following skills:
picture recognition, auditory attention, visual attention, working memory, and processing
speed.

General Exercise Description

Picture Order Memory is broken down into two groups, each of which tests and trains a
different category of images. The groups are as follows: Shapes and Colors. Each group
is then divided into a test phase and three training levels: Basic Training, Background
Sound Training and Speed Training.

In Basic Training, the player is presented with a set of balloons. A picture will be
presented on each balloon and the player will need to remember the location of each
picture. A sequence of pictures will then be given. The player will need to move each of
the balloons to the appropriate white squares to place the pictures in order of the given
sequence. A hidden picture will be revealed for each group of pictures that is correctly
ordered. Each sequence will be three or four pictures long. The player will receive
partial credit if some of the pictures are placed in the correct order. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Background
Sound Training.

In Background Sound Training, the player is presented with set of coal cars. The coal
cars will highlight and present a picture with each car, one at a time. The player will hear
and see the picture. The location of each picture will need to be remembered. The
player will be given a sequence of pictures and will then be directed to move each coal
car to the appropriate square at the bottom of the screen in the given order. For each
group of pictures that is correctly ordered, a train of coal cars will be formed and the train
will move off the screen. Like Basic Training, each of the sequences is either three or
four pictures long. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, the player is given a sequence of pictures to remember in order.


Pictures will then begin to appear from the left side of the screen and will move from car
to car across each row, moving towards the tunnel on the right side of the screen. The
player will have to look for the pictures of the given sequence and click on them in the
same order presented. Each time the player selects a picture correctly, the pictures will

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speed up, moving faster across the screen, allowing the player less time to respond. If
the player selects an incorrect picture or a correct picture out of order, the sequence will
be stopped and will be counted as an error. In addition, if a target picture of the
sequence reaches a tunnel before the player has selected it, it will also count as an error
and the trial will be stopped. The player will receive partial credit for any pictures
selected correctly prior to the mistake. In addition, each time a mistake is made, the
pictures will move slower across the screen, allowing the player more time to respond.
If the player does not meet the passing criteria, the exercise will be repeated. If the
player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of balloons. A picture will be
presented in each balloon, one at a time. The player will need to remember the location
of the pictures. A sequence of pictures will then be presented and the player will need to
click on the balloons in the given order. If the player correctly clicks on all the balloons in
the group in order, the balloons will rearrange into the correct given order, from left to
right, to match the given order. If the player makes a mistake at any time, that sequence
will be stopped and it will count as an error. Each sequence presented will be either two
or three pictures long. The player will receive partial credit if some of the pictures are
clicked in order, prior to making a mistake. If the player meets the passing criteria of the
Test Phase, he/she will advance to the next level. If the player does not meet the
passing criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The players are not limited in the number of clicks allowed in Picture Order Memory.
However, once a mistake is made, the current sequence or set will stop and the next
one will then be presented. At the end of each exercise, the overall score is graded by
calculating the number of correct sequence targets out of the total number of sequence
targets presented. The player must obtain a certain percentage in order to pass.
Reaction time is also calculated for correct responses, but does not affect the player’s
score.

Individual Stages

Basic Training

Instructions: Shapes

“Pay attention to the location of each shape. Put the shapes in the order shown.”

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Instructions: Colors

“Pay attention to the location of each colored image. Put the images in the order shown.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Pay attention to the location of each shape. Ignore any background sounds you hear.
Put the shapes in the order shown.”

Instructions: Colors

“Pay attention to the location of each colored image. Ignore any background sounds you
hear. Put the images in the order shown.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the order of the shapes presented. Pay attention to the shapes moving
across the screen. Catch the shapes in the same order presented before they reach the
tunnels.”

Instructions: Colors

“Remember the order of the colors presented. Pay attention to the colored images
moving across the screen. Catch the images in the same order presented before they
reach the tunnels.”

Passing Criteria

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Full Mastery: 80%
Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Pay attention to the location of each shape. Find the shapes in the order shown.”

Instructions: Colors

“Pay attention to the location of each colored image. Find the colors in the order shown.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Letter Sound Memory Series
General Rules of Program

Letter Sound Memory Series tests and trains the ability to identify and recognize the
sounds of the letters of the alphabet. The player is given a sequence of letter sounds,
presented within a small group. The player needs to remember the sounds in the order
in which they are presented and correctly identify the letters in the order the sounds
were played. This program trains the following skills: phonemic awareness, auditory
attention, visual attention, working memory and processing speed.

General Exercise Description

Letter Sound Memory Series is broken down into three groups, each of which tests and
trains a small set of letters. The letter groups are as follows: Letters A-H, Letters I-Q,
and Letters R-Z. Each group is then divided into a test phase and three training levels:
basic training, background training and speed training.

In Basic Training the player is presented with a grid of nine fish, each containing a
letter. The player will need to pay attention to the letter sounds they hear in order to
correctly identify each letter of the sequence. A two letter sequence will first be
presented. Once the sequence has been given, the fish will swim around the screen and
the letters on the fish will flash on and off and the letters will switch places. The player
will be directed to click on the letters in the order in which the sounds were presented. A
second 2-letter sequence will then be administered. If the player correctly identifies both
2-letter sequences (a set), he/she will then advance to a set of two 3-letter sequences. If
one or both of the 2-letter sequences are missed, the player will be presented with two
more 2-letter sequences. Each time both letter sequences in a set are correctly
identified, the player will advance to the next set. Likewise, each time one or both of the
sequences in a set are missed, the player will go back to the previous set. A complete
set of two 5-letter sequences must be completed within 20 attempts to pass the
exercise. Each sequence presented, whether it be 2-letters, 3-letters, 4-letters or 5-
letters, is considered an attempt. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. The


player will be directed to click on the basketball after a specific sequence of letter
sounds is presented. After the sequence of sounds is administered, the basketball will
bounce across the screen. Each time it bounces, a series of letter sounds will be said
aloud. If the player clicks the basketball at the correct time, the basketball will shoot and
make a basket. If the player clicks the basketball at the incorrect time, the basketball will
shoot, but it will bounce off the rim and count as an error. If the player fails to click after
the specified sequence, the basketball will deflate and it will also count as an error.

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Background Sound Training will follow the same format as Basic Training in terms of the
presentation of sequence sets and the advancement from one set to another. The player
will have 20 attempts to work their way up and correctly identify a set of 5-letter
sequences. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, a football field is presented as the background. The player will hear
a sequence of two letter sounds. Four footballs containing letters will then be presented
on the screen. The player will need to move the smaller football underneath the
sequence of letters presented, based on their sound and click and release the mouse
button to select their answer before the timer runs out. If the player selects the correct
sequence, the football will kick and make a field goal. If the player selects an incorrect
response, the football will kick, but it will miss the uprights and count as an error. If the
player fails to select a sequence before the timer runs out, the timer will ding and the
football will deflate. This will also count as an error. Each time the player makes a
correct answer, the timer will speed up. Likewise, each time the player makes an
incorrect answer, the timer will slow down. The timer will reset each time a new set
begins. Instead of two sequences per set like the other training exercises, Speed
Training presents three sequences per set. The player will need to correct identify two
out of the three sequences in a set to advance to the next set. If the player does not
correctly identify two sequences within a set, that set will repeat (with a different order of
letters), rather than going back to the previous set. The player will have 20 attempts to
work their way up and correctly identify a full set of three 5-letter sequences. If the player
does not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will continue on to the
Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of nine squares, each containing a
letter. The player will need to pay attention to the sounds they hear in order to correctly
identify each letter of the sequence. A two letter sequence will first be presented. The
player will be directed to click on the letters in the order in which the sounds were
presented. The player will have to pay close attention, squares and letters will be
flashing on and off and the letters will switch places. The Test Phase will follow the same
format as Basic Training in terms of the presentation of sequence sets and the
advancement from one set to another. The player will have 20 attempts to work their
way up and correctly identify a set of 5-letter sequences. Each sequence presented,
whether it be 2-letters, 3-letters, etc., is considered an attempt. If the player meets the
passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

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Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the same number of clicks are allowed as there are letters in the sequence. For
example, if the sequence is four letters long, then the player is limited to four clicks for
that sequence. An attempt is ended when the player uses all their allowed clicks for the
sequence, or if he/she chooses an incorrect letter at anytime during the sequence.
Background Sound Training and Speed Training are both limited to one click per
sequence attempt. For Background Sounds, there is only one correct time to click per
sequence. For Speed Training, the sequences are given in multiple choice format and
there is only one correct answer per sequence.

At the end of each exercise, the player simply passes or fails depending on whether the
completion of the last set was accomplished within the allotted number of attempts. An
overall grade percentage is calculated to demonstrate the player’s completion of
sequences. For example, if the player was able to complete up to a 4-letter sequence
set, but not the 5-letter set, he/she will receive a completion percentage of 75%. In
addition, each set is graded based on the number of sequences answered correctly out
of the sequences presented for each set. These percent scores are displayed on the bar
graph.

Individual Stages

Basic Training

Instructions

“Listen to the sequence of letter sounds. Find the letters in the same order presented.
Pay attention as the letters will flash on and off and change places.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Background Sound Training

Instructions

“Pay attention to the letter sounds presented each time the basketball bounces. You will
be asked to click on the basketball whenever a certain letter sound is presented two or
more times in a row. For example: you may be asked to click after the sound ‘b’ is
presented three times in a row.”

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Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Speed Training

Instructions

“Listen to the sequence of letter sounds. Move the football underneath the set of letters
that match the sounds you heard. Select your answer as fast as you can before time
runs out.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 24 attempts

Test Phase

Instructions

“Listen to the sequence of letter sounds. Find the letters in the same order presented.
Pay attention as the squares will be flashing on and off and the letters may switch
places.”

Passing Criteria

Full Mastery: Completion of a 5-letter sequence set in 20 attempts


Challenging: Completion of a 5-letter sequence set in 20 attempts
Easy Does It: Completion of a 5-letter sequence set in 20 attempts

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Working Memory Step 3 Overview

Purpose of Module

Working Memory Step 3 is the third module of the Memory Games PE system. This
module trains Sequential Memory and Blending Memory. Working Memory Step 3 is
divided into six different programs; three sequential memory programs and three
blending memory programs. The sequential memory programs test and train the ability
to recall items in a specific order. The purpose of the blending memory programs is to
train the ability to remember items and form sequences. The programs that make up
Working Memory Step 3 are:

• Sequential Memory Numbers


• Picture Blending Memory
• Sequential Letter Sounds Memory
• Numeric Blending Memory
• Sequential Memory Pictures
• Letter Blending Memory

Each program is then divided into two to four training groups. These groups are
designed to test and train the items in small groups, so that mastery can be more easily
achieved. The training groups for Sequential Memory Numbers and Numeric Blending
Memory are as follows: Numbers 1-5, Numbers 6-10, Numbers 11-15 and Numbers 16-
20. The training groups for Picture Blending Memory are as follows: Shapes and Colors.
The training groups for Sequential Letter Sounds Memory and Letter Blending Memory
are as follows: Group 1, Group 2 and Group 3 (each group containing a mixture of 2-
letter, 3-letter and 4-letter words). The training groups for Sequential Memory Pictures
are as follows: Shapes, Colors and Instruments.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Sequential Memory Numbers to Picture Blending Memory). Once all
the of the programs have been run through within the selected Step, the player goes
back to the first program. If the test was passed, the player will be automatically
advanced to the next level (i.e. from Numbers 1-5 to Numbers 6-10). If the test was
failed, the player will repeat the training and test. A player must still pass all the tests in
the Step before advancing to the next Step.

The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
repeated. If the player meets the passing criteria (or does not meet the passing criteria
in two consecutive attempts), he/she will advance to the second training phase:
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Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only
when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice

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only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Sequential Memory Numbers

General Rules of Program

Sequential Memory Numbers tests and trains the ability to identify and recognize the
numbers in given sequential patterns. The player is given a sequence of numbers. The
player needs to remember the numbers in the order presented. The player will then
need to find the numbers in the given order or answer questions correctly based on the
sequence they heard. This program trains the following skills: number recognition,
auditory attention, visual attention, working memory and processing speed.

General Exercise Description

Sequential Memory Numbers is broken down into four groups, each of which tests and
trains a small set of numbers. The number groups are as follows: Numbers 1-5,
Numbers 6-10, Numbers 11-15, Numbers 16-20. Each group is then divided into a test
phase and three training levels: basic training, background training and speed training.

In Basic Training, the player is presented with a set of two to four donuts. Each donut
will light up, one at a time, and say a number. After the sequence of numbers has been
presented, donuts with numbers on them will fall from the top of the screen. A tray will
appear at the bottom of the screen. The player will need to move the tray back and forth
to catch the donuts with the correct numbers, in the given order. As the player collects
correct donuts, they will shrink to a smaller size and pile up on the tray. Once all of the
donuts have been correctly caught, the board will clear and reset for the next sequence.
If, at any time, the player catches an incorrect donut, or catches one out of order, it will
count as an error and the sequence will be stopped. The board will then reset for the
next sequence. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A sequence of numbers will be
presented auditorially. After the sequence is presented, the player will be asked to
identify the number of times one particular number was spoken. Four answer choices
will then be displayed on the screen. They player will need to click on the correct
answer. If the player correctly answers the question, his/her robot will advance. If the
player incorrectly answer a question, the computer’s robot will advance. The player’s
robot will win the race if enough questions were answered to meet the passing criteria.
Otherwise, the computer robot will win. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to Speed Training.

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In Speed Training, a locked safe and a keypad are presented. The player will hear a
sequence of numbers. Once the sequence is complete, the player will be directed to
click the numbers on the keypad in the order presented. A timer will appear at the top of
the screen and the player will need to enter the sequence on the keypad and click on the
Enter button before the timer runs out. If the player correctly identifies the sequence, the
safe will open, revealing a prize. If the player does not correctly identify the sequence or
time runs out before the player has completed the sequence, the safe will not open, it
will count as an error and the board will reset for the next sequence. Each time the
player correctly identifies a sequence, the timer will speed up and he/she will have less
time to identify the next sequence. Likewise, if the player incorrectly identifies a
sequence, the timer will slow down and more time will be allotted for the next sequence.
If the player does not meet the passing criteria, the exercise will be repeated. If the
player meets the passing criteria or fails the exercise two times in a row, he/she will
continue to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of two to five donuts. Each donut
will light up, one at a time, and say a number. After all the donuts have said a number, a
number will then appear in the hole of each donut. At the bottom of the screen, two
buttons will appear. One buttons says Match and the other button says No Match. If the
numbers in the donut holes match the numbers spoken in the same order, then the
player needs to click on the Match button. If the numbers in the donuts do not match the
sequence heard, the player needs to click on the No Match button. If the player makes a
correct answer, the donuts will be eaten and the board will clear and reset for the next
sequence. If the player makes an incorrect answer, the board will simply clear and reset.
If the player meets the passing criteria of the Test Phase, he/she will advance to the
next level. If the player does not meet the passing criteria of the Test Phase, the training
exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and
Background Sound Training the sequences are given in multiple choice format and there
is only one correct answer per sequence. For Basic Training, the player catches the
items, rather than clicking on them. Therefore, they are allowed one catch for each item
in the sequence. For Speed Training, the player is not limited on the number of clicks in
the sequence, but once they enter the sequence on the keypad and click Enter, they do
not get another attempt to correctly identify the sequence. Therefore, they are limited to
one attempt per sequence.

At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions

“Remember the sequence of numbers. Catch the numbers in the same order
presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen to the list of numbers and count how many of each number you hear. Answer the
questions correctly to win the race.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the order of the numbers presented. Use the keypad to click on the
numbers in the order you heard them. Complete the sequence and click Enter to open
the sage before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Test Phase

Instructions

“Remember the sequence of numbers in the order given. Look at the numbers
presented in the donuts. Click the MATCH button if the sequence of numbers matches
what you heard. Click NO MATCH if it does not.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 109 of 211


Picture Blending Memory
General Rules of Program

Picture Blending Memory tests and trains the ability to recognize patterns and
sequences of images. The player is given a set of pictures and asked to find the pictures
in a given order or match a sequence of images with a presented sequence. This
program trains the following skills: picture recognition, auditory attention, visual attention,
working memory and processing speed.

General Exercise Description

Picture Blending Memory is broken down into two groups, each of which tests and trains
a different set of pictures. The picture groups are as follows: Shapes and Colors. Each
group is then divided into a test phase and three training levels: basic training,
background training and speed training.

In Basic Training, the player is presented with a grid of 12 colored circles. Each circle
contains a picture. The player is given an auditory sequence of shapes or colors to
remember. The player must select the pictures in the circles in the same order that the
sequence of items was presented. If the player correctly identifies all the numbers in the
sequence, the circles will all disappear and an award will be presented. If the player
selects an incorrect circle at any time or selects a target picture out of order, the
sequence will be stopped and the board will reset without awarding a prize. If the player
does not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will continue on to
Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. An


auditory sequence of shapes or colors will be presented. The player will be directed to
click on the basketball after the last image of the given sequence is presented. The
basketball will then bounce across the screen. Each time it bounces, the name of a color
or shape will be said aloud. If the player clicks the basketball at the correct time, the
basketball will shoot and make a basket. If the player clicks on the basketball at the
incorrect time, the basketball will shoot, but it will bounce off the rim and count as an
error. If the player fails to click after the specified sequence, the basketball will deflate
and it will also count as an error. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Speed Training.

In Speed Training, an auditory sequence of shapes or colors is first presented. Flying


saucers will then start appearing at the top of the screen and will move across the
screen from left to right. Each flying saucer will have a shape or colored image attached
to it. A moon is positioned at the bottom of the screen. The moon can be moved back
and forth across the bottom of the screen. The player will need to aim the moon at the

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flying saucers with the images of the given sequence in the same order presented. Once
the moon is aligned with the desired saucer, the player will need to click and release the
mouse button to send a ray to catch that flying saucer. There is also a row of asteroids
in between the moon and the flying saucers that the player needs to avoid. The player
has to find all the flying saucers containing the pictures of the sequence, before they fly
off the screen. If a flying saucer with a target picture reaches the end of the screen
before the player has selected it or the player hits a flying saucer with an incorrect
picture, it is counted as an error. If a player hits an asteroid, it will not count as an error,
but he/she will have to pay close attention, as this can slow them down. Each time a
player catches a correct picture, the flying saucers will speed up. Likewise, if a flying
saucer with a target picture reaches the end of the screen or if a player catches an
incorrect picture, the flying saucers will slow down. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue to the Test Phase to assess
what was learned.

In the Test Phase, the player is presented with a grid of four, colored squares. Each
square will contain a series of question marks. Each question mark represents an item
of a the sequence. For example, if the sequence has four images, each square will have
four question marks. An auditory sequence of shapes or colors will be presented. Each
of the question marks will then change into a shape or colored image. The player will be
directed to select the square with the pictures that match the sequence presented. If the
player clicks on the correct square, all four squares will disappear and a prize will be
rewarded. If the player clicks on an incorrect square, the board will reset and a prize will
not be rewarded. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. The Test Phase is presented in
multiple choice format and there is only one correct answer. For Background Sound
Training there is only one correct time to click Therefore the player is allotted one click
per trial for both the Test Phase and Background Sound Training. For Basic Training
and Speed Training, the same number of clicks are allowed as there are items in the
sequence. For example, if the sequence is four pictures long, then the player is limited to
four clicks for that sequence. An attempt is ended when the player uses all their allowed
clicks for the sequence, or if he/she chooses an incorrect image at anytime during the
sequence.

At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 111 of 211


Individual Stages

Basic Training

Instructions: Shapes

“Remember the order of the shapes. Find the shapes in the same order presented.”

Instructions: Colors

“Remember the order of the colors. Find the images by color in the same order
presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Remember the order of the shapes presented. Ignore any distracting noises you hear.
Pay attention to the shape spoken each time the basketball bounces. You will be asked
to click on the basketball whenever the last shape of the given sequence is presented.”

Instructions: Colors

“Remember the order of the colors presented. Ignore any distracting noises you hear.
Pay attention to the color spoken each time the basketball bounces. You will be asked to
click on the basketball whenever the last color of the given sequence is presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 112 of 211


Speed Training

Instructions: Shapes

“Remember the shapes in the order presented. Aim the moon at the correct flying
saucers and send the ray to catch them. Find the shapes in the given order before the
flying saucers reach the end of the screen but be careful not to hit the asteroids.”

Instructions: Colors

“Remember the colors in the order presented. Aim the moon at the correct flying saucers
and send the ray to catch them. Find the images by color in the given order before the
flying saucers reach the end of the screen but be careful not to hit the asteroids.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the order of the shapes presented. Find the set of shapes that matches
what you heard.”

Instructions: Colors

“Remember the order of the colors presented. Find the set of images that matches what
you heard by color.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 113 of 211


Sequential Letter Sounds Memory

General Rules of Program

Sequential Letter Sounds Memory tests and trains the ability to identify and recognize
the letter sounds of the alphabet in a sequential pattern to form together to make words.
The player is given a set of letter sounds, presented auditorially. The player needs to
remember the sounds in the order presented. The player will then need to identify the
word that the sounds make or answer questions correctly based on the sequence they
heard. This program trains the following skills: phonemic awareness, word recognition,
auditory attention, visual attention, working memory and processing speed.

General Exercise Description

Sequential Letter Sounds Memory is broken down into three groups, each of which tests
and trains a small set of words. The groups are as follows: Group 1, Group 2 and Group
3. The groups are divided into an even number of words. The words do not differ in
regards to difficulty. Each group has the same number of two-letter, three-letter and four-
letter words. The words are all spelled phonetically correct. Each group is then divided
into a test phase and three training levels: basic training, background training and speed
training.

In Basic Training, a sequence of two to four letters is displayed on the screen. The
player will have a short period of time to memorize the letters of the sequence before
they disappear. A group of four to eight donuts will be presented on the screen below
the sequence of letters. After the letters have disappeared, the donuts will take turns
saying the name of a letter sound. Each time a donut says a letter sound it will highlight.
The order in which the donuts present letters is random. The player will need to click on
each donut that says a letter sound matching a letter of the given sequence. The player
can find the donuts in any order. One the player has found all the correct donuts or used
all of the allotted attempts, the board will reset and a new sequence will be given. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A sequence of two to four letter
sounds will be presented auditorially. After the sequence is presented, the player will be
asked to identify the number that was presented in a specific position. For example, the
player may be asked to identify the letter sound that was presented second. Four
answer choices will then be displayed on the screen. They player will need to click on
the correct letter. If the player correctly answers the question, his/her robot will advance.

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If the player incorrectly answer a question, the computer’s robot will advance. The
player’s robot will win the race if enough questions were answered to meet the passing
criteria. Otherwise, the computer robot will win. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the
exercise two times in a row, he/she will continue on to Speed Training.

In Speed Training, a locked safe and a keypad are presented. The player will hear a
word. Once the word has been presented, the player will be directed to click the letters
on the keypad to spell the given word. A timer will appear at the top of the screen and
the player will need to enter the sequence of letters on the keypad and click on the Enter
button before the timer runs out. If the player correctly identifies the spelling of the word,
the safe will open, revealing a prize. If the player does not correctly identify the spelling,
the safe will not open, it will count as an error and the board will reset for the next
sequence. Each time the player correctly spells a word, the timer will speed up and
he/she will have less time to spell the next word. Likewise, if the player incorrectly spells
a word, the timer will slow down and more time will be allotted for the next word. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue to
the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of two to four donuts. Each donut
will light up, one at a time, and say a letter sound. After all the donuts have presented a
letter sound, a letter will then be displayed in the hole of each donut. At the bottom of the
screen, two buttons will appear. One button says Yes and the other button says No. The
player will be given a word and asked if the letters that were presented make up the
given word. If the letters in the donut holes match the sounds that make up the given
word, then the player needs to click on the Yes button. If the letters in the donuts do not
make the given word, the player needs to click on the No Match button. If the player
answers correctly, the donuts will be eaten and the board will clear and reset for the next
sequence. If the player makes an incorrect answer, the board will simply clear and reset.
If the player meets the passing criteria of the Test Phase, he/she will advance to the
next level. If the player does not meet the passing criteria of the Test Phase, he/she the
training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and
Background Sound Training the sequences are given in multiple choice format and there
is only one correct answer per sequence. For Basic Training, the player has multiple
target items to select. Therefore, they are allowed one catch for each letter in the
sequence. For Speed Training, the player is not limited on the number of clicks in the
sequence, but once they enter the sequence on the keypad and click Enter, they do not
get another attempt to correctly identify the sequence. Therefore, they are limited to one
attempt per trial.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 115 of 211


At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the sequence of letters shown. Listen to the letter sounds said by the
donuts. Find the donuts that say letter sounds matching the letters of the given
sequence.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember the order of the letter sounds presented. Find the letter that matches the
letter sound you heard in the asked for position. For example: You may be asked to find
the letter sound that was presented first.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Listen to the word presented. Use the keypad to click on the letters to spell the word.
Complete the word and click Enter to open the safe before time runs out.”

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 116 of 211


Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the sequence of letter sounds in the order given. Listen to the word
presented. Click the YES button if the sequence of sounds makes the given word. Click
the NO button if it does not.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 117 of 211


Numeric Blending Memory

General Rules of Program

Numeric Blending Memory tests and trains the ability to recognize patterns and
sequences of numbers. The player is given a set of numbers and asked to find the
given numbers in a specified order. This program trains the following skills: number
recognition, auditory attention, visual attention, working memory and processing speed.

General Exercise Description

Numeric Blending Memory is broken down into four groups, each of which tests and
trains a small set of numbers. The number groups are as follows: Numbers 1-5,
Numbers 6-10, Numbers 11-15, and Numbers 16-20. Each group is then divided into a
test phase and three training levels: basic training, background training and speed
training.

In Basic Training, the player is presented with a grid of 12 colored circles. Each circle
contains a number. The player is given an auditory sequence of numbers to remember.
The player must select the numbers in the circles in the same order presented. As the
player moves the cursor over each circle, the name of the number in the circle will be
heard. If the player correctly identifies all the numbers in the sequence, the circles will all
disappear and an award will be presented. If the player selects an incorrect circle at any
time or selects a target number out of order, the sequence will be stopped and the board
will reset without awarding a prize. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. An


auditory sequence of numbers will be presented. The player will be directed to click on
the basketball after the last number of the given sequence is presented. The basketball
will then bounce across the screen. Each time it bounces, a number will be said aloud. If
the player clicks the basketball at the correct time, the basketball will shoot and make a
basket. If the player clicks on the basketball at the incorrect time, the basketball will
shoot, but it will bounce off the rim and count as an error. If the player fails to click after
the specified sequence, the basketball will deflate and it will also count as an error. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Speed Training.

In Speed Training, an auditory sequence of numbers is first presented. Flying saucers


will then start appearing at the top of the screen and will move across the screen from
left to right. Each flying saucer will have a number on it. A moon is positioned at the
bottom of the screen. The moon can be moved back and forth across the bottom of the

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 118 of 211


screen. The player will need to aim the moon at the flying saucers with the numbers of
the given sequence in the same order presented. Once the moon is aligned with the
desired saucer, the player will need to click and release the mouse button to send a ray
to catch that flying saucer. There is also a row of asteroids in between the moon and the
flying saucers that the player needs to avoid. The player has to find all the flying saucers
containing the numbers of the sequence, before they fly off the screen. If a flying saucer
with a target number reaches the end of the screen before the player has selected it or
the player hits a flying saucer with an incorrect number, it is counted as an error. If a
player hits an asteroid, it will not count as an error, but he/she will have to pay close
attention, as this can slow them down. Each time a player catches a correct number, the
flying saucers will speed up. Likewise, if a flying saucer with a target number reaches the
end of the screen or if a player catches an incorrect number, the flying saucers will slow
down. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of four, colored squares. Each
square will contain a series of question marks. Each question mark represents a number
of a the sequence. For example, if the sequence is four numbers long, each square will
have four question marks. An auditory sequence of numbers will be presented. Each of
the question marks will then change into a number. The player will be directed to select
the square with the numbers that match the sequence presented.
If the player clicks on the correct square, all four squares will disappear and a prize will
be rewarded. If the player clicks on an incorrect square, the board will reset and a prize
will not be rewarded. If the player meets the passing criteria of the Test Phase, he/she
will advance to the next level. If the player does not meet the passing criteria of the Test
Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. The Test Phase is presented in
multiple choice format and there is only one correct answer. For Background Sound
Training there is only one correct time to click Therefore the player is allotted one click
per trial for both the Test Phase and Background Sound Training. For Basic Training
and Speed Training, the same number of clicks are allowed as there are numbers in the
sequence. For example, if the sequence is four numbers long, then the player is limited
to four clicks for that sequence. An attempt is ended when the player uses all their
allowed clicks for the sequence, or if he/she chooses an incorrect number at anytime
during the sequence.

At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 119 of 211


Individual Stages

Basic Training

Instructions

“Remember the order of the numbers. Find the numbers in the same order presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember the order of the numbers presented. Ignore any distracting noises you hear.
Pay attention to the numbers spoken each time the basketball bounces. You will be
asked to click on the basketball whenever the last number of the given sequence is
presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the numbers in the order presented. Aim the moon at the correct flying
saucers and send the ray to catch them. Find the numbers in the given order before the
flying saucers reach the end of the screen but be careful not to hit the asteroids.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 120 of 211


Test Phase

Instructions

“Remember the order of the numbers presented. Find the set of numbers that matches
what you heard.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 121 of 211


Sequential Memory Pictures
General Rules of Program

Sequential Memory Pictures tests and trains the ability to identify and recognize the
images in given sequential patterns. The player is given a sequence of pictures and
needs to remember them in the order presented. The player will then need to find the
pictures in the given order or answer questions correctly based on the sequence they
heard. This program trains the following skills: picture recognition, auditory attention,
visual attention, working memory and processing speed.

General Exercise Description

Sequential Memory Pictures is broken down into three groups, each of which tests and
trains a different type of image. The picture groups are as follows: Shapes, Colors, and
Instruments. Each group is then divided into a test phase and three training levels: basic
training, background training and speed training.

In Basic Training, the player is presented with a set of two to four donuts. Each donut
will light up, one at a time, and say a picture. (NOTE: For instruments, sound of the
instrument will be heard, rather than the name.) After the sequence of pictures has been
presented, donuts with pictures on them will fall from the top of the screen. A tray will
appear at the bottom of the screen. The player will need to move the tray back and forth
to catch the donuts with the correct pictures, in the given order. As the player collects
correct donuts, they will shrink to a smaller size and pile up on the tray. Once all of the
donuts have been correctly caught, the board will clear and reset for the next sequence.
If, at any time, the player catches an incorrect donut, or catches one out of order, it will
count as an error and the sequence will be stopped. The board will then reset for the
next sequence. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A sequence of pictures will be
presented auditorially (NOTE: The instrument sounds will be played for the instruments
level). After the sequence is presented, the player will be asked to identify the number of
times one particular item was presented. Four answer choices will then be displayed on
the screen. They player will need to click on the correct answer. If the player correctly
answers the question, his/her robot will advance. If the player incorrectly answer a
question, the computer’s robot will advance. The player’s robot will win the race if
enough questions were answered to meet the passing criteria. Otherwise, the computer
robot will win. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

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In Speed Training, a locked safe and a keypad are presented. The player will hear a
sequence of picture names or instrument sounds. Once the sequence is complete, the
player will be directed to click the images on the keypad in the order presented. A timer
will appear at the top of the screen and the player will need to enter the sequence on the
keypad and click on the Enter button before the timer runs out. If the player correctly
identifies the sequence, the safe will open, revealing a prize. If the player does not
correctly identify the sequence or time runs out before the player has completed the
sequence, the safe will not open, it will count as an error and the board will reset for the
next sequence. Each time the player correctly identifies a sequence, the timer will speed
up and he/she will have less time to identify the next sequence. Likewise, if the player
incorrectly identifies a sequence, the timer will slow down and more time will be allotted
for the next sequence. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a set of two to five donuts. Each donut
will light up, one at a time, and say the name of a picture or an instrument sound will be
played. After all the donuts have said an item, a picture will then appear in the hole of
each donut. At the bottom of the screen, two buttons will appear. One buttons says
Match and the other button says No Match. If the pictures in the donut holes match the
auditory sequence in the same order, then the player needs to click on the Match button.
If the pictures in the donuts do not match the sequence heard, the player needs to click
on the No Match button. If the player makes a correct answer, the donuts will be eaten
and the board will clear and reset for the next sequence. If the player makes an incorrect
answer, the board will simply clear and reset. If the player meets the passing criteria of
the Test Phase, he/she will advance to the next level. If the player does not meet the
passing criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and
Background Sound Training the sequences are given in multiple choice format and there
is only one correct answer per sequence. For Basic Training, the player catches the
items, rather than clicking on them. Therefore, they are allowed one catch for each item
in the sequence. For Speed Training, the player is not limited on the number of clicks in
the sequence, but once the sequence on the keypad has been entered and the Enter
button clicked, another attempt to correctly identify the sequence will not be granted.
Therefore, they are limited to one attempt per sequence.

At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions: Shapes

“Remember the sequence of shapes. Catch the shapes in the same order presented.”

Instructions: Colors

“Remember the sequence of colors. Catch the colored images in the same order
presented.”

Instructions: Instruments

“Remember the sequence of instrument sounds. Catch the instruments in the same
order presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Listen to the list of shapes and count how many of each shape you hear. Answer the
questions correctly to win the race.”

Instructions: Colors

“Listen to the list of colors and count how many of each color you hear. Answer the
questions correctly to win the race.”

Instructions: Instruments

“Listen to the list of instrument sounds and count how many of each sound you hear.
Answer the questions correctly to win the race.”

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Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the order of the shapes presented. Use the keypad to click on the shapes in
the order you heard them. Complete the sequence and click Enter to open the sage
before time runs out.”

Instructions: Colors

“Remember the order of the colors presented. Use the keypad to click on the colored
images in the order you heard them. Complete the sequence and click Enter to open the
sage before time runs out.”

Instructions: Instruments

“Remember the order of the instrument sounds presented. Use the keypad to click on
the instruments in the order you heard them. Complete the sequence and click Enter to
open the sage before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the sequence of shapes in the order given. Look at the shapes presented in
the donuts. Click the MATCH button if the sequence of shapes matches what you heard.
Click NO MATCH if it does not.”

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Instructions: Colors

“Remember the sequence of colors in the order given. Look at the colored images
presented in the donuts. Click the MATCH button if the sequence of colors matches
what you heard. Click NO MATCH if it does not.”

Instructions: Instruments

“Remember the sequence of sounds in the order given. Look at the instruments
presented in the donuts. Click the MATCH button if the sequence of instruments
matches the sounds you heard. Click NO MATCH if it does not.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Letter Blending Memory

General Rules of Program

Letter Blending Memory tests and trains the ability to identify and recognize letter
sounds in order to spell words correctly. The player is given a set of letter sounds. The
player will need to match the letters displayed on the screen based on the sounds that
were presented, in order to make a real word or will be asked to spell a word, based on
the sounds or words they hear. This program trains the following skills: phonemic
awareness, word recognition, spelling, auditory attention, visual attention, working
memory and processing speed.

General Exercise Description

Letter Blending Memory is broken down into three groups. The breakdowns are by
groups of words that are spelled phonetically correct. The letter groups are as follows:
Group 1, Group 2 and Group 3. Each group is then divided into a test phase and three
training levels: basic training, background training and speed training.

In Basic Training, the player is presented with a grid of clouds. Two words will be
spoken. These words will not be displayed. After the words have been presented, a
letter will appear in each cloud. The player will be asked to spell the presented two
words. The words will need to be spelled in the order presented. The player will need to
click on each letter of the word in the correct order in order to spell the word. The player
will get credit for each word spelled correctly. Therefore, if the first word is spelled
incorrectly, the player can still attempt to spell the second word. The correctly spelled
word(s) will be displayed at the bottom of the screen. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, a basketball court is displayed as the background. A


sequence of letter sounds will be presented. The basketball will then bounce across the
court. Each time it bounces, a word will be spoken. The player will be directed to click on
the basketball when the word that the presented letter sounds make is presented. If the
player clicks the basketball at the correct time, the basketball will shoot and make a
basket. If the player clicks on the basketball at the incorrect time, the basketball will
shoot, but it will bounce off the rim and count as an error. If the player fails to click after
the correct word is presented, the basketball will deflate and it will also count as an error.
If the player does not meet the passing criteria, the exercise will be repeated. If the
player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to Speed Training.

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In Speed Training, the player is presented with two sequences of letter sounds. Each
sequence of sounds forms a word. Flying saucers will move across the top of the screen
from left to right. When a flying saucer first appears on the screen, it will pause and the
alien will say a word. A rocket ship is positioned at the bottom of the screen. The rocket
ship can be moved back and forth across the bottom of the screen. The player will be
directed to aim the rocket ship at the flying saucers that say words that the given
sequences of sounds make. Once the rocket ship is aligned with the desired saucer, the
player will need to click and release the mouse button to send a ray to catch that flying
saucer. There is also a row of asteroids in between the rocket ship and the flying
saucers that the player needs to avoid. The player has to find all the flying saucers with
the correct words, before they fly off the screen. If a target flying saucer reaches the end
of the screen or the player hits a flying saucer with a word that isn’t a target, it is counted
as an error. If a player hits an asteroid, it will not count as an error, but he/she will have
to pay close attention, as this can slow them down. Each time a player catches a saucer,
the flying saucers will speed up. Likewise, if a target flying saucer reaches the end of the
screen or if a player catches an incorrect saucer, the flying saucers will slow down. If
the player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue to
the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of four, colored squares. They
player will hear a sequence of letter sounds. A letter will then appear in each square .
The player will be directed to click on the letters that match the sounds they heard in the
order presented to spell a word. If the player spells the word correctly, the word will be
displayed on the screen and the player will be rewarded with a prize. If the player makes
a mistake, the sequence will be stopped and the board will reset for the next trial. If the
player meets the passing criteria of the Test Phase, he/she will advance to the next
level. If the player does not meet the passing criteria of the Test Phase, the training
exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allowed. For the Test Phase and Basic
Training, the player is allowed one click per letter in the sequence. However, if a mistake
is made, the sequence is stopped and any remaining clicks allowed for that sequence
are taken away. For Background Sound Training there is only one correct time to click
(i.e., after the correct word is presented). Speed training is allowed one answer attempt
per word (or two attempts per trial).

At the end of each exercise, the score is graded by calculating the number of correct
answers out of the total number of possible targets or total number of trials. The player
must obtain a certain grade in order to pass. Reaction time is also calculated for correct
responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions

“Listen carefully to the two words you hear. Look at the letters on the clouds. Select the
letters in the correct order to spell the words.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen to the sequence of letter sounds presented. Pay attention to the word you hear
each time the basketball bounces. Click on the basketball when you hear the word that
the sequence of letter sounds makes.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Listen to the two sequences of letter sounds. Pay attention to the word said by each
alien. When you hear a word made up of those sounds, aim the rocket ship at that
alien.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Test Phase

Instructions

“Remember the order of the letter sounds presented. Select the letters in the same order
the sounds were presented to spell the word.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Working Memory Step 4 Overview

Purpose of Module

Working Memory Step 4 is the fourth module of the Memory Games PE system. This
module trains Auditory Memory Recognition and Memory Sorting. Working Memory
Step 4 is divided into six different programs; three auditory memory recognition
programs and three memory sorting programs. The auditory memory recognition
programs test and train the ability to recall items presented auditorially. The purpose of
the memory sorting programs is to train the ability to remember the location of items and
sort them to the correct places. The programs that make up Working Memory Step 4
are:

• Auditory Number Memory Recognition


• Memory Picture Sorting
• Auditory Letter Memory Recognition
• Memory Number Sorting
• Auditory Picture Memory Recognition
• Memory Letter Sorting

Each program is then divided into two to three training groups. These groups are
designed to test and train the items in small groups, so that mastery can be more easily
achieved. The training groups for Auditory Number Memory Recognition and Memory
Number Sorting are as follows: Numbers 0-9, Numbers 6-15, and Numbers 11-20. The
training groups for Memory Picture Sorting and Auditory Picture Memory Recognition are
as follows: Shapes, Colors and Instruments. The training groups for Auditory Letter
Memory Recognition are as follows: Group 1 (short vowel rhyming words) and Group 2
(long vowel rhyming words). The training groups for Memory Letter Sorting are as
follows: Group 1 (B, C, D, G, W, Y), Group 2 (H, K, M, N, P, T) and Group 3 (F, J, L, R,
S, V) with the letters based on the beginning sounds of words.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Auditory Number Memory Recognition to Memory Picture Sorting).
Once all the of the programs have been run through within the selected Step, the player
goes back to the first program. If the test was passed, the player will be automatically
advanced to the next level (i.e. from Numbers 0-9 to Numbers 6-15). If the test was
failed, the player will repeat the training and test. A player must still pass all the tests in
the Step before advancing to the next Step.

The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
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repeated. If the player meets the passing criteria (or does not meet the passing criteria
in two consecutive attempts), he/she will advance to the second training phase:
Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

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PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only
when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice
only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Auditory Number Memory Recognition

General Rules of Program

Auditory Number Memory Recognition tests and trains the ability to recognize and
count numbers when presented among many other numbers. The player is presented
with groups of numbers and must find or count the numbers that are the same. This
program trains the following skills: sound discrimination, number recognition, visual
attention, auditory attention and processing speed.

General Exercise Description

Auditory Number Memory Recognition is broken down into three groups, each of which
tests and trains a set of numbers. The groups are as follows: Numbers 0-9, Numbers 6-
15 and Numbers 11-20. Each group is then divided into a test phase and three training
levels: basic training, background training and speed training.

In Basic Training, the player is presented with a chalkboard and a grid of six chalkboard
drawings. One at a time, the location of six numbers will be revealed. The player will
need to remember the location of each number. Once all six numbers have been
presented, all of the numbers will be hidden. The player will then be directed to find all of
a certain number. When the player makes a selection, the number will be revealed. A
correct number will remain on the screen while the player finds the other numbers, while
an incorrect number will disappear. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, the player will get to choose a robot. That robot will
then appear in the middle of the screen. The robot will say a list of numbers. While the
numbers are spoken, smaller robots will be moving around the screen and making noise
as a distraction. The player will need to pay attention to the numbers and count the
numbers that are the same. Once the robot has completed the list of numbers, the
player will be asked to identify how many times a specific number was presented. Five
answer choices will then be displayed. The player will need to select the number that
answers the question. Feedback will be given for correct and incorrect responses. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Speed Training.

In Speed Training, the player will see eight groundhog mounds. The player will be
directed to click on the groundhogs that say the same number two or three times.
Groundhogs will then randomly pop up out of the other holes. Each time a groundhog
appears, it will say two or three numbers. The player will need to click on the correct
groundhog before it goes back into its hole. Each groundhog will have a timer above its

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head to show how much time the player has left to select it before it goes back in the
hole. Groundhogs will continue to rise out of their holes until all target groundhogs have
appeared or the player has used all attempts. Each time the player makes a correct
answer, the groundhogs stay out of their holes for shorter periods of time and the player
will have less time to click on them. Each time the player makes an incorrect answer,
he/she will have more time to click on the groundhogs before they go back into their
holes. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of colored balloons. Each balloon
will say a number, one at a time and the player will need to remember where each
number is located. The player will be asked to find all of a specific number. When a
player selects a balloon, the number corresponding with that balloon will appear. If the
player correctly finds all the numbers, a hidden picture will be revealed. If the player
meets the passing criteria of the Test Phase, he/she will advance to the next level. If the
player does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the location of each number. Find all of the squares with the same number
to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

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Instructions

“Listen to the list of numbers spoken by the robot. Count how many times each number
is presented. You will be asked to figure out how often a specific number was
presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“As the groundhogs come out of their holes, listen carefully to the numbers they say.
You will be asked to select the groundhogs that say two or three numbers that are the
same. Click the groundhogs quickly before they go back into their holes.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the location of each number. Find all of the balloons with the same number
to reveal the hidden picture.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Memory Picture Sorting

General Rules of Program

Memory Picture Sorting tests and trains the ability to recognize and sort images based
on shape, color or instrument sound. Picture groups are organized into small sections,
based on picture type. The player is presented with different sets of images. He/she
must find and/or sort the given pictures based on similarities. This program trains the
following skills: sound discrimination, picture recognition, visual attention, auditory
attention and processing speed.

General Exercise Description

Memory Picture Sorting is broken down into three groups, each of which tests and trains
a different set of images. The training groups are as follows: Shapes, Colors and
Instruments. Each group is then divided into a test phase and three training levels: basic
training, background training and speed training.

In Basic Training, the player is presented with 12 images. Below the images are four
popcorn boxes. The name of a specific image (i.e., shape, color or instrument sound)
will be presented with each box. The player will need to remember the image type that
goes with each box. The pieces of pictures will float around the screen and the player
will be directed to sort them into the popcorn boxes based on their type. As the player
makes correct answers, the bags will fill up with popcorn. If the player does not answer
correctly, the bag will not fill with popcorn. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the
exercise two times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, the player will be presented with a big fish and four
small, different colored fish. The big fish will say the name of a type of image (i.e. a
shape or color) or an instrument sound will be played. Each of the small fish will display
an image on it, one at a time. The player will need to pay attention to type of image,
remember the image that goes with each fish and ignore any background sounds
presented. Once all of the images have been presented, the big fish will disappear and
the small fish will swim around the screen. The player will need to find the fish with
images that match the image type said by the big fish. Each time the player answers
correctly, the fish will turn into a starfish. If the player answers incorrectly, the fish will
turn into a crab. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, the player will be presented with a clown face in the middle of the
screen, surrounded by four different colored buttons. The clown will say the name of an
image type or an instrument sound will be played. The clown will then disappear. The

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name of an image will then be presented with each colored button, one at a time. Once
all of the buttons have been presented, a timer will appear in the middle of the screen
and the surrounding buttons will move up and down and side to side. The player will
need to click on all the buttons with images that match the image type said by the clown
before the timer runs out. Each time the player completes a trial correctly, the timer will
speed up. If the player makes a mistake, the timer will slow down. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to the Test Phase
to assess what was learned.

In the Test Phase, the player is presented with a grid of twelve images. Below the
popcorn are four popcorn boxes. An image type or instrument sound will be presented
with each box. The player will need to remember the image type that goes with each
box. The pictures will remain stationary and the player will be asked to sort all of the
pictures into the appropriate box, based on their image type (i.e., shape). As the player
makes correct answers, the bags will fill up with popcorn. If the player does not answer
correctly, the bag will not fill with popcorn. If the player sorts all the words correctly, all
four bags will be filled with popcorn. If the player meets the passing criteria of the Test
Phase, he/she will advance to the next level. If the player does not meet the passing
criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allotted. One click is allowed for every
remaining target. If a player makes a mistake and gets an incorrect answer, he/she will
have one less chance to find all the targets. At the end of each exercise, the score is
graded by calculating the number of correct answers out of the total number of possible
targets. The player must obtain a certain percentage in order to pass. Reaction time is
also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions: Shapes

“Move the arrow over each picture to hear the name of the shape. You will need to sort
the pictures to the popcorn box with the matching shape. Remember the shape that
goes with each box. Listen.”

Instructions: Colors

“Move the arrow over each picture to hear the name of the color. You will need to sort
the pictures to the popcorn box with the matching color. Remember the color that goes
with each box. Listen.”

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Instructions: Instruments

“Move the arrow over each picture to hear the name of the instrument. You will need to
sort the pictures to the popcorn box with the matching instrument sound. Remember the
sound that goes with each box. Listen.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Remember the shape that goes with each small fish. Find the fish that said shapes
matching the shape spoken by the fish in the middle.”

Instructions: Colors

“Remember the color that goes with each small fish. Find the fish that said colors
matching the color spoken by the fish in the middle.”

Instructions: Instruments

“Remember the instrument sound that goes with each small fish. Find the fish instrument
sounds matching the instrument name spoken by the fish in the middle.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the shape that goes with each colored button. Find the buttons with shapes
matching the shape spoken by the clown.”

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Instructions: Colors

“Remember the color that goes with each button. Find the buttons with colors matching
the color spoken by the clown.”

Instructions: Instruments

“Remember the instrument sound that goes with each colored button. Find the buttons
with instrument sounds matching the instrument spoken by the clown.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Move the arrow over each picture to hear the name of the shape. You will need to sort
the pictures to the popcorn box with the matching shape. Remember the shape that
goes with each box. Listen.”

Instructions: Colors

“Move the arrow over each picture to hear the name of the color. You will need to sort
the pictures to the popcorn box with the matching color. Remember the color that goes
with each box. Listen.”

Instructions: Instruments

“Move the arrow over each picture to hear the name of the instrument. You will need to
sort the pictures to the popcorn box with the matching instrument sound. Remember the
sound that goes with each box. Listen.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Auditory Letter Memory Recognition

General Rules of Program

Auditory Letter Memory Recognition tests and trains the ability to recognize rhyming
words with both short and long vowels. Word groups are organized into small sections,
based on the whether it is short vowels or long vowels. The player is presented with
groups of words and must find or count the words that rhyme. This program trains the
following skills: sound discrimination, word recognition, rhyming words, visual attention,
auditory attention and processing speed.

General Exercise Description

Auditory Letter Memory Recognition is broken down into two groups, each of which tests
and trains a set of rhyming words. The groups are as follows: Group 1 (Short Vowel
Rhyming Words) and Group 2 (Long Vowel Rhyming Words). Each group is then divided
into a test phase and three training levels: basic training, background training and speed
training.

In Basic Training, the player is presented with a chalkboard and a grid of six chalkboard
drawings. One at a time, the location of six words will be revealed. Each word will be
spoken as it is revealed. Once all six words have been presented, all of the words will be
hidden. The player will then be directed to find the words that rhymed.
When the player makes a selection, the word will be revealed. A correct word will remain
on the screen while the player finds the other words, while an incorrect word will be
erased. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to Background Sound Training.

In Background Sound Training, the player will get to choose a robot. That robot will
then appear in the middle of the screen. The robot will say a list of words. While the
words are spoken, smaller robots will be moving around the screen and making noise as
distractors. The player will need to pay attention to the words and count the words that
rhyme. Once the robot has completed the list of words, the player will be asked to
identify how many words from the list rhymed. Five answer choices will then be
presented on the screen. The player will need to click on the number that answers the
question. Feedback will be given for correct and incorrect responses. If the player does
not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will continue on to Speed
Training.

In Speed Training, the player will see eight groundhog mounds. The player will be
directed to click on the groundhogs that say a certain number of words that rhyme.
Groundhogs will then randomly pop up out of the other holes. Each time a groundhog

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appears, it will say two, three or four words. The player will need to click on the correct
groundhog before it goes back into its hole. Each groundhog will have a timer above its
head to show how much time the player has left to select it before it goes back in the
hole. Groundhogs will continue to rise out of their holes until all target groundhogs have
appeared or the player has used all attempts. Each time the player makes a correct
answer, the groundhogs stay out of their holes for shorter periods of time and the player
will have less time to click on them. Each time the player makes an incorrect answer,
he/she will have more time to click on the groundhogs before they go back into their
holes. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of colored balloons. Each balloon
will say a word, one at a time and the player will need to remember where each word is
located. The player will be asked to find the words that rhyme. When a player selects a
balloon, the word corresponding with that balloon will appear. If the player correctly finds
all the words that rhyme, a hidden picture will be revealed. If the player meets the
passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the location of each word. Find all of the words that rhyme.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Background Sound Training

Instructions

“Listen to the list of words presented. Count the words that rhyme and select the correct
number.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“As the groundhogs come out of their holes, listen carefully to the words they say. You
will be asked to find the groundhogs that say two, three or four words that rhyme. Select
the groundhogs quickly before they go back into their holes.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the location of each word. Find all of the words that rhyme to reveal the
hidden picture.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Memory Number Sorting

General Rules of Program

Memory Number Sorting tests and trains the ability to recognize and sort based values
of greater than or less than. Number groups are organized into small sections of
numbers. The player is presented with numbers. He/she must find and/or sort numbers
based on whether they are greater than or less than a given number. This program
trains the following skills: sound discrimination, number recognition, basic math
functions, visual attention, auditory attention and processing speed.

General Exercise Description

Memory Number Sorting is broken down into three groups, each of which tests and
trains a small set of numbers. The training groups are as follows: Numbers 0-9,
Numbers 6-15, Numbers 11-20. Each group is then divided into a test phase and three
training levels: basic training, background training and speed training.

In Basic Training, the player is presented with 10 numbers. Below the numbers are two
popcorn boxes. A greater than and less than function will be presented with each box
(note: the greater than/less than number will be the same). The player will need to
remember the function that goes with each box. The numbers will float around the
screen and the player will be directed to sort the numbers into the popcorn boxes based
on the rule. As the player makes correct answers, the bags will fill up with popcorn. If the
player does not answer correctly, the bag will not fill with popcorn. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Background
Sound Training.

In Background Sound Training, the player will be presented with a big fish and four
small, different colored fish. The big fish will say a function (i.e., greater than/less than
3). Each of the small fish will have a number briefly displayed on it. The player will need
to pay attention to the rule, remember the number that goes with each fish and ignore
any background sounds presented. Once all of the words have been presented, the big
fish will disappear and the small fish will swim around the screen. The player will need to
find the fish with numbers that follow the rule said by the big fish. Each time the player
answers correctly, the fish will turn into a starfish. If the player answers incorrectly, the
fish will turn into a crab. After the player has found all of the words (or used all attempts),
the board will reset with a new set of words. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the
exercise two times in a row, he/she will continue on to Speed Training.

In Speed Training, the player will be presented with a clown face in the middle of the

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screen, surrounded by four different colored buttons. The clown will say a function (i.e.,
greater than/less than 3) and then disappear. A number will then be auditorially
presented with each colored button, one at a time. Once all of the numbers have been
presented, a timer will appear in the middle of the screen and the surrounding buttons
will move up and down and side to side. The player will need to find all the numbers that
follow the rule said by the clown before the timer runs out. Each time the player
completes a trial correctly, the timer will speed up. If the player makes a mistake, the
timer will slow down. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of ten numbers. Below the
numbers are two popcorn boxes. A rule (i.e., greater than/less than 3) will be presented
with each box. The player will need to remember the rule that goes with each box. The
numbers will remain stationary and the player will be asked to sort all of the numbers
into the appropriate box, based on the rule. As the player makes correct answers, the
bags will fill up with popcorn. If the player does not answer correctly, the bag will not fill
with popcorn. If the player sorts all the words correctly, both bags will be filled with
popcorn. If the player meets the passing criteria of the Test Phase, he/she will advance
to the next level. If the player does not meet the passing criteria of the Test Phase, the
training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks allotted. One click is allowed for every
remaining target. If a player makes a mistake and gets an incorrect answer, he/she will
have one less chance to find all the targets. At the end of each exercise, the score is
graded by calculating the number of correct answers out of the total number of possible
targets. The player must obtain a certain percentage in order to pass. Reaction time is
also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the operation that goes with each popcorn box. You will need to sort the
numbers into the boxes based on whether the number is less than or more than the
given number.”

Passing Criteria

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Full Mastery: 80%
Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember the number that goes with each small fish. Find the fish with numbers that
follow the rule given by the fish in the middle.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the number that goes with each colored button. Find the buttons with
numbers that follow the rule given by the clown before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the operation that goes with each popcorn box. You will need to sort the
numbers into the boxes based on whether the number is less than or more than the
given number. Listen.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Auditory Picture Memory Recognition

General Rules of Program

Auditory Picture Memory Recognition tests and trains the ability to recognize and
count types of pictures when presented among other similar pictures. The player is
presented with groups of images and must find or count the images that are the same in
some way (i.e., shape or color). This program trains the following skills: sound
discrimination, picture recognition, visual attention, auditory attention and processing
speed.

General Exercise Description

Auditory Picture Memory Recognition is broken down into three groups, each of which
tests and trains a different set of pictures. The groups are as follows: Shapes, Colors
and Instruments. Each group is then divided into a test phase and three training levels:
basic training, background training and speed training.

In Basic Training, the player is presented with a chalkboard and a grid of six chalkboard
drawings. One at a time, the location of six pictures will be revealed. The player will need
to remember the location of each picture. Once all six pictures have been presented, all
of the pictures will be hidden. The player will then be directed to find all of a certain
picture. When the player makes a selection, the image will be revealed. A correct picture
will remain on the screen while the player finds the other pictures, while an incorrect
picture will disappear. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Background Sound Training.

In Background Sound Training, the player will get to choose a robot. That robot will
then appear in the middle of the screen. The robot will say a list of names of images.
While the images are spoken, smaller robots will be moving around the screen and
making noise as a distraction. The player will need to pay attention to the items and
count the pictures that are the same. Once the robot has completed the list of items, the
player will be asked to identify how many times a specific picture was presented. Five
answer choices will then be displayed. The player will need to select the number that
answers the question. Feedback will be given for correct and incorrect responses. If the
player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Speed Training.

In Speed Training, the player will see eight groundhog mounds. The player will be
directed to click on the groundhogs that say the same picture item two or three times.
Groundhogs will then randomly pop up out of the other holes. Each time a groundhog
appears, it will say the name of two or three images. The player will need to click on the

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correct groundhog before it goes back into its hole. Each groundhog will have a timer
above its head to show how much time the player has left to select it before it goes back
in the hole. Groundhogs will continue to rise out of their holes until all target groundhogs
have appeared or the player has used all attempts. Each time the player makes a
correct answer, the groundhogs stay out of their holes for shorter periods of time and the
player will have less time to click on them. Each time the player makes an incorrect
answer, he/she will have more time to click on the groundhogs before they go back into
their holes. If the player does not meet the passing criteria, the exercise will be repeated.
If the player meets the passing criteria or fails the exercise two times in a row, he/she
will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of balloons. Each balloon will say
the name of a picture, one at a time and the player will need to remember where each
item is located. The player will be asked to find all of a specific picture image. When a
player selects a balloon, the picture corresponding with that balloon will appear. If the
player correctly finds all the pictures, a hidden picture will be revealed. If the player
meets the passing criteria of the Test Phase, he/she will advance to the next level. If the
player does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions: Shapes

“Remember the location of each shape. Find all of the squares with the same shape to
reveal the hidden picture.”

Instructions: Colors

“Remember the location of each colored image. Find all of the squares with images that
match by color to reveal the hidden picture.”

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Instructions: Instrument

“Remember the location of each musical instrument. Find all of the squares with the
same instrument to reveal the hidden picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Listen to the list of shapes spoken by the robot. Count the number of times each shape
is presented. You will be asked to figure out how often a specific shape was presented.”

Instructions: Colors

“Listen to the list of colors spoken by the robot. Count the number of times each color is
presented. You will be asked to figure out how often a specific color was presented.”

Instructions: Instruments

“Listen to the list of instrument sounds given by the robot. Count the number of times
each instrument is presented. You will be asked to figure out how often a specific
instrument was presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“As the groundhogs come out of their holes, listen carefully to the shapes they say. You
will be asked to select the groundhogs that say two or three shapes that are the same.
Click the groundhogs quickly before they go back into their holes.”

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Instructions: Colors

“As the groundhogs come out of their holes, listen carefully to the colors they say. You
will be asked to select the groundhogs that say two or three colors that are the same.
Click the groundhogs quickly before they go back into their holes.”

Instructions: Instruments

“As the groundhogs come out of their holes, listen carefully to the instrument sounds that
are played. You will be asked to select the groundhogs that play two or three instrument
sounds that are the same. Click the groundhogs quickly before they go back into their
holes.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the location of each shape. Find all of the balloons with the same shape to
reveal the hidden picture.”

Instructions: Colors

“Remember the location of each color. Find all of the balloons with the same colored
images to reveal the hidden picture.”

Instructions: Instruments

“Remember the location of each instrument sound. Find all of the balloons with the
same instrument to reveal the hidden picture.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Memory Letter Sorting

General Rules of Program

Memory Letter Sorting tests and trains the ability to recognize and sort words based on
their beginning sounds. Word groups are organized into small sections, based on
beginning consonant sounds. The player is presented with pictures or words. He/she
must find and/or sort the given words based on common beginning sounds. This
program trains the following skills: sound discrimination, word recognition, visual
attention, auditory attention and processing speed.

General Exercise Description

Memory Letter Sorting is broken down into three groups, each of which tests and trains a
small set of words. The training groups are as follows: Group 1 (B, C, D, G, W, Y),
Group 2 (H, K, M, N, P, T) and Group 3 (F, J, L, R, S, V). Each group is then divided into
a test phase and three training levels: basic training, background training and speed
training.

In Basic Training, the player is presented with 12 pieces of popcorn. Each piece of
popcorn has a word on it. Below the popcorn are four popcorn boxes. A beginning
consonant sound will be presented with each box. The player will need to remember the
beginning sound that goes with each box. The pieces of popcorn will float around the
screen and the player will be directed to sort the popcorn into the popcorn boxes based
on the beginning sound of the word. As the player makes correct answers, the bags will
fill up with popcorn. If the player does not answer correctly, the bag will not fill with
popcorn. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to Background Sound Training.

In Background Sound Training, the player will be presented with a big fish and four
small, different colored fish. The big fish will say two beginning sounds. Each of the
small fish will have a word displayed on it. The player will need to pay attention to each
word, remember the order of the beginning sounds and ignore any background sounds
presented. Once all of the words have been presented, the big fish will disappear and
the small fish will swim around the screen. The player will need to find the fish with
words that start with the beginning sounds in the order said by the big fish. Each time
the player answers correctly, the fish will turn into a starfish and the word will be
displayed in the star. If the player answers incorrectly, the fish will turn into a crab and
the word will not be displayed. After the player has found all of the words (or used all
attempts), the board will reset with a new set of words. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Speed Training.

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In Speed Training, the player will be presented with a clown face in the middle of the
screen, surrounded by four different colored buttons. The clown will say two words and
then disappear. A letter will then be displayed on each colored button, one at a time.
Once all of the letters have been presented, a timer will appear in the middle of the
screen and the surrounding buttons will move up and down and side to side. The player
will need to click on all the letters that begin the words in the order said by the clown
before the timer runs out. Each time the player completes a trial correctly, the timer will
speed up. If the player makes a mistake, the timer will slow down. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to the Test Phase
to assess what was learned.

In the Test Phase, the player is presented with a grid of twelve pieces of popcorn. The
player will need to move the cursor over each piece of popcorn to hear a word. Below
the popcorn are four popcorn boxes. A beginning consonant sound will be presented
with each box. The player will need to remember the beginning sound that goes with
each box. The pieces of popcorn will remain stationary and the player will be asked to
sort all of the pictures into the appropriate box, based on the beginning sound of the
word. As the player makes correct answers, the bags will fill up with popcorn. If the
player does not answer correctly, the bag will not fill with popcorn. If the player sorts all
the words correctly, all four bags will be filled with popcorn. If the player meets the
passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks allotted. One click is allowed for every
remaining target. If a player makes a mistake and gets an incorrect answer, he/she will
have one less chance to find all the targets. At the end of each exercise, the score is
graded by calculating the number of correct answers out of the total number of possible
targets. The player must obtain a certain percentage in order to pass. Reaction time is
also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the beginning sound that goes with each popcorn box. Pay attention to the
word on each piece of popcorn. Sort the popcorn into the popcorn boxes based on the
beginning sound of the word.”

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Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember the order of the beginning sounds said by the big fish. Pay attention to the
word that goes with each small fish. Find the words that begin with the sounds said by
the big fish in the order given.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the order of the words said by the clown. Pay attention to the letter that
goes with each colored button. Find the letters that begin withe words said by the clown
in the order given.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the beginning sound that goes with each popcorn box. Move the arrow over
a piece of popcorn to hear a word. Sort the popcorn into the popcorn boxes based on
the beginning sound of the word.”

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Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Working Memory Step 5 Overview

Purpose of Module

Working Memory Step 5 is the fifth module of the Memory Games PE system. This
module trains Visual Memory Recognition and Memory Identification. Working Memory
Step 5 is divided into six different programs; three visual memory recognition programs
and three memory identification programs. The visual memory recognition programs test
and train the ability to recall items presented visually. The purpose of the memory
identification programs is to train the ability to match items based on similarities (i.e.,
shapes and shape outlines or numbers with pictures of objects). The programs that
make up Working Memory Step 5 are:

• Visual Number Memory Recognition


• Picture Memory Identification
• Visual Letter Memory Recognition
• Number Memory Identification
• Visual Picture Memory Recognition
• Letter Memory Identification

Each program is then divided into three training groups. These groups are designed to
test and train the items in small groups, so that mastery can be more easily achieved.
The training groups for Visual Number Memory Recognition are as follows: Numbers 0-
9, Numbers 6-15, and Numbers 11-20. The training groups for Picture Memory
Identification and Visual Picture Memory Recognition are as follows: Shapes, Colors and
Instruments. The training groups for Visual Letter Memory Recognition are as follows:
Group 1 (Beginning B, C, D, G, W, Y; Ending B, D, G, K), Group 2 (Beginning H, K, M,
N, P, T; Ending M, N, P, T) and Group 3 (Beginning F, J, L, R, S, V; Ending F, L, S, X).
The training groups for Number Memory Identification are as follows: Numbers 1-7,
Numbers 5-11 and Numbers 9-15. The training groups for Letter Memory Identification
are as follows: Group 1 (B, C, D, G, W, Y), Group 2 (H, K, M, N, P, T) and Group 3 (F, J,
L, R, S, N) with the letters based on the beginning sounds of words.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Visual Number Memory Recognition to Picture Memory
Identification). Once all the of the programs have been run through within the selected
Step, the player goes back to the first program. If the test was passed, the player will be
automatically advanced to the next level (i.e. from Numbers 0-9 to Numbers 6-15). If the
test was failed, the player will repeat the training and test. A player must still pass all the
tests in the Step before advancing to the next Step.

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The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
repeated. If the player meets the passing criteria (or does not meet the passing criteria
in two consecutive attempts), he/she will advance to the second training phase:
Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

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PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only
when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice
only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Visual Number Memory Recognition

General Rules of Program

Visual Number Memory Recognition tests and trains the ability to recognize and
identify numbers using the terms greater than and less than. Word groups are
organized into small sections of numbers. The player is presented with numbers. He/she
must determine which numbers or how many of the given numbers follow the specific
greater than or less than rule. This program trains the following skills: sound
discrimination, number recognition, basic math functions, visual attention, auditory
attention and processing speed.

General Exercise Description

Visual Number Memory Recognition is broken down into three groups, each of which
tests and trains a small set of numbers. The number groups are as follows: Numbers 0-
9, Numbers 6-15 and Numbers 11-20. Each group is then divided into a test phase and
three training levels: basic training, background training and speed training.

In Basic Training, the player is presented with six different colored boxes. A greater
than or less than rule is presented for the player to pay attention to. A number will then
pop out of each box one at time. The player will need to remember the location of each
number. After all the numbers have been presented, they will hide back in the boxes.
The player will be directed to find the numbers that follow the given rule. When the
player makes a selection, the number will pop back out of the box. If the player correctly
finds a number, the number will remain visible while the player finds the others. If the
player does not answer correctly, the number and the box will disappear. If the player
does not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will continue on to
Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A list of numbers will be presented
for the player to remember, while ignoring distracting background sounds. After the list is
presented, the player will be asked to identify how many numbers were greater than or
less than a specific number. Four answer choices will then be displayed on the screen
for the player to choose from. If the player answers correctly, his/her robot will advance.
If the player answers incorrectly, the computer’s robot will advance. The player’s robot
will win the race if enough questions were answered to meet the passing criteria.
Otherwise, the computer robot will win. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to Speed Training.

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In Speed Training, the player will be presented with a clown face in the middle of the
screen, surrounded by four different colored popcorn stands. The clown will say a
greater than or less than rule with a specific number. A number will then be briefly
displayed, one at time on each popcorn stand. After all four numbers have been
presented, the popcorn stands will start rotating in a circle. The player will be directed to
find the numbers that follow the rule said by the clown before the timer (displayed in the
middle) runs out. Each time the player correctly completes a trial, the timer will speed up.
If the player makes a mistake during a trial, the timer will slow down. If the player does
not meet the passing criteria, the exercise will be repeated. If the player meets the
passing criteria or fails the exercise two times in a row, he/she will continue on to the
Test Phase to assess what was learned.

In the Test Phase, the player is presented with four different colored boxes. Each box
will pop out a number, one at a time. The player will need to remember where each
number is located. Once all of the numbers have been presented, they will all hide back
in the boxes. The player will be asked to find the numbers that are greater than or less
than a specific number. When the player makes a selection, the number will pop back
out of the box. If the player correctly finds a number, it will remain visible while the player
finds the others. If the player does not answer correctly, the number and the box will
disappear. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer,
he/she will have one less chance to find all the targets. At the end of each exercise, the
score is graded by calculating the number of correct answers out of the total number of
possible targets. The player must obtain a certain percentage in order to pass. Reaction
time is also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Listen to the rule and remember the location of each number. You will be asked to find
the numbers that fit the given rule.”

Passing Criteria

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Full Mastery: 80%
Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Pay attention to the list of numbers and count how many of each number you see.
Answer the questions correctly to win the race.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the number that goes with each popcorn stand. Find the numbers greater
than or less than the number said by the clown before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the location of each number. Select the boxes with numbers greater than or
less than the given number.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Picture Memory Identification

General Rules of Program

Picture Memory Identification tests and trains the ability to recognize and match
pictures based on similarities, such as shapes matched with outlines, colored images
matched with colors and instrument pieces matched with whole instruments. Pictures
groups are organized into sections based on image type. The player is presented with
pictures and/or picture parts. He/she must remember the location of items, identify
pictures that match the counterparts. This program trains the following skills: sound
discrimination, picture recognition, visual spatial skills, auditory and visual attention,
auditory and visual working memory and processing speed.

General Exercise Description

Picture Memory Identification is broken down into three groups, each of which tests and
trains a small set of numbers. The picture groups are as follows: Shapes, Colors and
Instruments. Each group is then divided into a test phase and three training levels: basic
training, background sound training and speed training.

In Basic Training, three mailboxes are presented in a column on the right side of the
screen. A different image will appear on each mailbox. For shapes, a shape outline will
appear on each mailbox for the player to remember. For colors, the player will need to
the color of each mailbox. For instruments, an instrument piece will be displayed on
each mailbox. After the images disappear, the mailboxes will slightly move up and down.
A picture (shape, colored image or instrument) will be displayed on the paper airplane
on the left side of the screen. When the picture appears, the player will have a brief
period to remember it before it disappears. The player will be directed to aim the
airplane at the mailbox containing the matching shape outline, color or instrument piece.
If the player is correct, the airplane will fly into the mailbox and a star will be displayed. If
the player is incorrect, the airplane will not fly into the mailbox and a warning sign will be
shown. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. A


basketball will bounce across the screen. Each time the ball bounces, an image will be
displayed on the basketball or the name of the image will be spoken. The player will be
directed to click on the basketball when they hear or see a certain image a specific
number if times. While the images are presented, continuous background sounds and
distracting noises are played. If the player clicks the basketball at the correct time, the
basketball will shoot and make a basket. If the player clicks the basketball at the
incorrect time, the basketball will shoot, but it will bounce off the rim and count as an
error. If the player fails to click at the correct time, the basketball will deflate and it will

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also count as an error. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Speed Training.

In Speed Training, the player will hear a sequence of two to four items (shapes, colors
or instrument sounds). The player will need to remember the order of the items. After the
sequence of items has been presented, three to six pictures will appear. The player will
be directed to select the pictures that match sequence presented in the same given
order. There will be a timer in the upper lefthand corner of the screen. The player will
need to select all the answers before the timer runs out. There will also be a goal post
for each correct answer. If the player selects a picture in the correct order, the football
will kick and make the goal. If, at any time, the player selects an incorrect picture or
selects a target number out of order, the football will kick, but it will miss the goal posts
and count as an error. If the player fails to click all the number before the timer runs out,
it will also count as an error. Each time the player correctly finds the pictures in order,
the timer will speed up and there will be less time to answer on the next trial. Likewise,
each time the player makes an error during a trial, the timer will slow down and there will
be more time to answer on the next trial. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to the Test Phase to assess what was
learned.

In the Test Phase, the player is presented with five different colored mailboxes. Each
mailbox displays a different image (shape outlines, mailbox color or instrument piece,
like Basic Training). The player will need to remember the location of the items on the
mailboxes, as they will disappear after a brief period of time. Pictures will then appear on
the screen. Once the pictures have been presented, the player will be directed to sort
each one into the appropriate mailbox, based on the matching shape outline, color or
instrument piece. Feedback will be given for correct and incorrect responses. If the
player meets the passing criteria of the Test Phase, he/she will advance to the next
level. If the player does not meet the passing criteria of the Test Phase, the training
exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions: Shapes

“Pay attention to the shape on the airplane and remember the location of each shape
outline. Send the airplane to the mailbox with the outline that matches the shape.”

Instructions: Colors

“Pay attention to the colored image on the airplane and remember the location of each
colored mailbox. Send the airplane to the mailbox with the color that matches the
colored image.”

Instructions: Instruments

“Pay attention to the instrument and remember the location of each instrument piece.
Send the airplane to the mailbox with the instrument piece that matches the instrument.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Pay attention to the shape presented each time the basketball bounces. The shape will
either be spoken or shown. You will be asked to click on the basketball when the given
shape is presented a certain number of times.”

Instructions: Colors

“Pay attention to the color presented each time the basketball bounces. The color will
either be spoken or shown. You will be asked to click on the basketball when the given
color is presented a certain number of times.”

Instructions: Instruments

“Pay attention to the instrument presented each time the basketball bounces. You will
either hear or see an instrument. You will be asked to click on the basketball when the
given instrument is presented a certain number of times.”

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Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the sequence of shapes you hear. Find the shapes in the same order
presented. Complete the sequence quickly before time runs out.”

Instructions: Colors

“Remember the sequence of colors you hear. Find the colored images in the same order
presented. Complete the sequence quickly before time runs out.”

Instructions: Instruments

“Remember the sequence of instrument sounds you hear. Find the instruments in the
same order presented. Complete the sequence quickly before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the outline that goes with each mailbox. Look closely at each shape. Sort
the shapes into the mailboxes that match the outlines.”

Instructions: Colors

“Remember the color of each mailbox. Look closely at the colored images. Sort the
images into the mailboxes that match by color.”

Instructions: Instruments

“Remember the instrument piece that goes with each mailbox. Look closely at each
whole instrument. Sort the instruments into the mailboxes that match the instrument
pieces.”

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Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Visual Letter Memory Recognition

General Rules of Program

Visual Letter Memory Recognition tests and trains the ability to recognize and identify
both the beginning sounds and the ending sounds of words in comparison with other
sounds. Word groups are organized into small sections, based on the beginning and
ending sounds of the words. The player is presented with words and/or pictures. He/she
must determine if the given words or how many of the given words begin with the same
sound. This program trains the following skills: sound discrimination, word recognition,
visual attention, auditory attention and processing speed.

General Exercise Description

Visual Letter Memory Recognition is broken down into three groups, each of which tests
and trains a small set of letters. The letter groups are as follows: Group 1 (Beginning B,
C, D, G, W, Y; Ending B, D, G, K), Group 2 (Beginning H, K, M, N, P, T; Ending M, N, P,
T) and Group 3 (Beginning F, J, L, R, S, V; Ending F, L, S, X). Each group is then
divided into a test phase and three training levels: basic training, background training
and speed training.

In Basic Training, the player is presented with six different colored boxes. A beginning
sound and an ending sound will be presented for the player to pay attention to. A picture
will then pop out of each box and a word will be presented with each picture. After all the
pictures have been presented, they will hide back in the box. The player will be directed
to find the pictures that begin and end with the given sounds. When the player makes a
selection, the picture will pop back out and the word will be displayed on the box. If the
player correctly finds a word, the picture will remain visible while the player finds the
others. If the player does not answer correctly, the picture and the box will disappear. If
the player does not meet the passing criteria, the exercise will be repeated. If the player
meets the passing criteria or fails the exercise two times in a row, he/she will continue on
to Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A list of pictures will be presented
and a word will be spoken with each picture. The player will have to pay attention to the
beginning and ending sounds of the words while ignoring distracting background
sounds. After the list is presented, the player will be asked to identify the beginning or
ending letter of one of the words. Four answer choices will then be displayed on the
screen. They player will need to click on the correct answer. If the player correctly
answers the question, his/her robot will advance. If the player incorrectly answer a
question, the computer’s robot will advance. The player’s robot will win the race if
enough questions were answered to meet the passing criteria. Otherwise, the computer

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robot will win. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Speed Training.

In Speed Training, the player will be presented with a clown face in the middle of the
screen, surrounded by four different colored popcorn stands. The clown will say two
beginning or two ending sounds and then disappear. The player will need to remember
the order the sounds were presented in. A word will then be briefly displayed, one at
time on each popcorn stand. These words will not be spoken. After all four words have
been presented, the popcorn stands will start rotating in a circle. The player will be
directed to find the words that begin or end with the sounds said by the clown in the
same order presented before the timer (displayed in the middle) runs out. Each time the
player correctly completes a trial, the timer will speed up. If the player makes a mistake
during a trial, the timer will slow down. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to the Test Phase to assess what was
learned.

In the Test Phase, the player is presented with four different colored boxes. Each box
will pop out a picture and say a word that goes with it, one at a time. The player will
need to remember where each word is located. Once all of the pictures have been
presented, they will all hide back in the boxes. The player will be asked to find the word
that begins with a specific sound and the word that ends with a specific sound. When
the player makes a selection, the picture will pop back out and the word will be displayed
on the box. If the player correctly finds a word, the picture will remain visible while the
player finds the others. If the player does not answer correctly, the picture and the box
will disappear. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer,
he/she will have one less chance to find all the targets. At the end of each exercise, the
score is graded by calculating the number of correct answers out of the total number of
possible targets. The player must obtain a certain percentage in order to pass. Reaction
time is also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Remember the location of each picture. Find the pictures that begin and end with the

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 167 of 211


given sounds.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Pay attention to the beginning sounds and ending sounds of the words that go with the
pictures. You will be asked to find the letter that begins or ends one of the words. Find
the correct letters to win the race!”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the word that goes with each popcorn stand. Find the words that match the
beginning or ending sounds said by the clown in the order given before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions

“Remember the location of each picture. Find the pictures that begin and end with the
given sounds.”

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 168 of 211


Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Number Memory Identification

General Rules of Program

Number Memory Identification tests and trains the ability to recognize and match
numbers with pictures containing a certain number of matching items. Number groups
are organized into small sections. The player is presented with pictures and/or numbers.
He/she must remember the location of items, identify numbers that match pictures or
count the number of items in a picture to match a number and sort items based on the
number. This program trains the following skills: sound discrimination, number
recognition, counting, auditory and visual attention, auditory and visual working memory
and processing speed.

General Exercise Description

Number Memory Identification is broken down into three groups, each of which tests and
trains a small set of numbers. The number groups are as follows: Numbers 1-7,
Numbers 5-11, Numbers 9-15. Each group is then divided into a test phase and three
training levels: basic training, background sound training and speed training.

In Basic Training, three mailboxes are presented in a column on the right side of the
screen. A different number will appear on each mailbox. The player will need to
remember the number that goes with each mailbox, as the numbers will disappear after
a brief period of time. After the numbers disappear, the mailboxes will slightly move up
and down. A picture will be displayed on the paper airplane on the left side of the
screen. When the picture appears, the player will have a brief period of time to count the
number of objects in the picture before it disappears. The player will be directed to aim
the airplane at the mailbox containing the number that matches the number of objects in
the picture. If the player is correct, the airplane will fly into the mailbox and a star will be
displayed. If the player is incorrect, the airplane will not fly into the mailbox and a
warning sign will be shown. If the player does not meet the passing criteria, the exercise
will be repeated. If the player meets the passing criteria or fails the exercise two times in
a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a basketball court is displayed as the background. A


basketball will bounce across the screen. Each time the ball bounces, a number will be
spoken. The player will be directed to click on the basketball when they hear a number
that comes numerically before a given number. While the list of words is presented,
continuous background sounds and distracting noises are played. If the player clicks the
basketball at the correct time, the basketball will shoot and make a basket. If the player
clicks the basketball at the incorrect time, the basketball will shoot, but it will bounce off
the rim and count as an error. If the player fails to click at the correct time, the basketball
will deflate and it will also count as an error. If the player does not meet the passing
criteria, the exercise will be repeated. If the player meets the passing criteria or fails the

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exercise two times in a row, he/she will continue on to Speed Training.

In Speed Training, the player will hear a sequence of two to four numbers. The player
will need to remember the order of the numbers. After the sequence of numbers has
been presented, three to six pictures will appear. The player will need to quickly count
the number of items in each picture. The player will be directed to select the pictures that
match the given order of numbers in the same order presented. There will be a timer in
the upper lefthand corner of the screen. The player will need to select all the answers
before the timer runs out. There will also be a goal post for each correct answer. If the
player selects a number in the correct order, the football will kick and make the goal. If,
at any time, the player selects an incorrect number or selects a target number out of
order, the football will kick, but it will miss the goal posts and count as an error. If the
player fails to click all the number before the timer runs out, it will also count as an error.
Each time the player correctly finds the numbers in order, the timer will speed up and
there will be less time to answer on the next trial. Likewise, each time the player makes
an error during a trial, the timer will slow down and there will be more time to answer on
the next trial. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with five different colored mailboxes. Each
mailbox displays a different number. The player will need to remember the location of
the numbers, as they will disappear after a brief period of time. Pictures will then appear
on the screen. The player will have to count the number of items in each picture. Once
the pictures have been presented, the player will be directed to sort each picture into the
appropriate mailbox, based on the matching number. Feedback will be given for correct
and incorrect responses. If the player meets the passing criteria of the Test Phase,
he/she will advance to the next level. If the player does not meet the passing criteria of
the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 171 of 211


Individual Stages

Basic Training

Instructions

“Pay attention to the number of items in the picture and remember the location of each
number. Send the airplane to the mailbox with the number that matches the items in the
picture.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen carefully to the number presented each time the basketball bounces. You will be
asked to click on the basketball when you hear a number that comes before the given
number.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the sequence of numbers you hear. Find the numbers in the same order
presented. Complete the sequence quickly before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 172 of 211


Test Phase

Instructions

“Remember the number that goes with each mailbox. Pay attention to the number of
images in each picture. Sort the pictures into the mailboxes that match by number.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 173 of 211


Visual Picture Memory Recognition

General Rules of Program

Visual Picture Memory Recognition tests and trains the ability to recognize and match
pictures among other pictures that are similar. Picture groups are organized into small
sections. The player is presented with pictures, such as shapes, colored images and
instruments. He/she must find pictures or count how many pictures are the same. This
program trains the following skills: sound discrimination, picture recognition, visual
attention, auditory attention and processing speed.

General Exercise Description

Visual Picture Memory Recognition is broken down into three groups, each of which
tests and trains a different set of images. The picture groups are as follows: Shapes,
Colors and Instruments. Each group is then divided into a test phase and three training
levels: basic training, background training and speed training.

In Basic Training, the player is presented with six different colored boxes. A specific
type of shape, color or instrument sound will be presented for the player to pay attention
to. An image will then pop out of each box. After all the pictures have been presented,
they will hide back in the boxes. The player will be directed to find the pictures that
match the item given at the beginning of the trial. When the player makes a selection,
the picture will pop back out of the box. If the player correctly finds a picture, it will
remain visible while the player finds the others. If the player does not answer correctly,
the picture and the box will disappear. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, the player is able to select a robot to represent


him/her. The computer will automatically select a robot. The player robot and the
computer robot will race each other to the finish line. A list of pictures will be displayed
one at a time. The player will need to remember each type of picture while ignoring
distracting background sounds. After the list is presented, the player will be asked to
identify how many of a specific image (i.e., circle) was presented. Four answer choices
will then be displayed on the screen. They player will need to click on the correct
answer. If the player correctly answers the question, his/her robot will advance. If the
player incorrectly answer a question, the computer’s robot will advance. The player’s
robot will win the race if enough questions were answered to meet the passing criteria.
Otherwise, the computer robot will win. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to Speed Training.

In Speed Training, the player will be presented with a clown face in the middle of the

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screen, surrounded by four different colored popcorn stands. The clown will say the
name of a picture item and then disappear. An image will then be briefly displayed, one
at time on each popcorn stand. After all four images have been presented, the popcorn
stands will start rotating in a circle. The player will be directed to find the pictures said by
the clown before the timer (displayed in the middle) runs out. Each time the player
correctly completes a trial, the timer will speed up. If the player makes a mistake during
a trial, the timer will slow down. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with four different colored boxes. Each box
will pop out a picture, one at a time. The player will need to remember where each
image is located. Once all of the pictures have been presented, they will all hide back in
the boxes. The player will be asked to find a specific type of picture (i.e., circle). When
the player makes a selection, the picture will pop back out. If the player correctly finds a
picture, it will remain visible while the player finds the others. If the player does not
answer correctly, the picture and the box will disappear. If the player meets the passing
criteria of the Test Phase, he/she will advance to the next level. If the player does not
meet the passing criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer,
he/she will have one less chance to find all the targets. At the end of each exercise, the
score is graded by calculating the number of correct answers out of the total number of
possible targets. The player must obtain a certain percentage in order to pass. Reaction
time is also calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions: Shapes

“Remember the location of each shape. Select the boxes that match the given shape.”

Instructions: Colors

“Remember the location of each colored image. Select the boxes that match the given
color.”

Instructions: Instruments

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“Remember the location of each instrument. Select the boxes that match the given
instrument.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Pay attention to the list of shapes and count how many of each shape you see. Answer
the questions correctly to win the race.”

Instructions: Colors

“Pay attention to the list of colored images and count how many of each color you see.
Answer the questions correctly to win the race.”

Instructions: Instruments

“Pay attention to the list of instruments and count how many of each instrument you see.
Answer the questions correctly to win the race.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the shape that goes with each popcorn stand. Find the shapes that match
the shape said by the clown before time runs out.”

Instructions: Colors

“Remember the color that goes with each popcorn stand. Find the colored images that
match the color said by the clown before time runs out.”

Instructions: Instruments

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“Remember the instrument that goes with each popcorn stand. Find the instruments that
match the instrument said by the clown before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the location of each shape. Select the boxes that match the given shape.”

Instructions: Colors

“Remember the location of each colored image. Select the boxes that match the given
color.”

Instructions: Instruments

“Remember the location of each instrument. Select the boxes that match the given
instrument.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Letter Memory Identification

General Rules of Program

Letter Memory Identification tests and trains the ability to recognize words based off
their beginning sounds and letters. Word groups are organized into small sections,
using the beginning letters/sounds of the words. The player is presented with pictures
and/or words. He/she must remember the location of items, identify words beginning
with the same sound or letter and sort items based on their beginning sounds. This
program trains the following skills: sound discrimination, word recognition, auditory and
visual attention, auditory and visual working memory and processing speed.

General Exercise Description

Letter Memory Identification is broken down into three groups, each of which tests and
trains a small set of letters. The letter groups are as follows: Group 1 (B, C, D, G, W, Y),
Group 2 (H, K, M, N, P, T) and Group 3 (F, J, L, R, S, N). Each group is then divided into
a test phase and three training levels: basic training, background sound training and
speed training.

In Basic Training, three mailboxes are presented in a column on the right side of the
screen. A different letter will appear on each mailbox. The player will need to remember
the letter that goes with each mailbox, as the letters will disappear after a brief period of
time. After the letters disappear, the mailboxes will slightly move up and down. A picture
will be displayed on the paper airplane on the left side of the screen. When the picture
appears, the word that goes with it is said. The player will need to pay attention to the
beginning sound of the word. This picture will also disappear, at the same time as the
letters on the mailboxes. The player will be directed to aim the airplane at the mailbox
containing the beginning letter of the word presented. If the player is correct, the airplane
will fly into the mailbox and a star will be displayed. If the player is incorrect, the airplane
will not fly into the mailbox and a warning sign will be shown. If the player does not meet
the passing criteria, the exercise will be repeated. If the player meets the passing criteria
or fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Background Sound Training, a basketball court is displayed as the background. A


basketball will bounce across the screen. Each time the ball bounces, a list of three
words will be presented. Two beginning sounds will be presented for the player to pay
attention to. The player will be directed to click on the basketball when they hear two
words that begin with one of the given sounds and one word that begins with the other
given sound. While the list of words is presented, continuous background sounds and
distracting noises are played. If the player clicks the basketball at the correct time, the
basketball will shoot and make a basket. If the player clicks the basketball at the
incorrect time, the basketball will shoot, but it will bounce off the rim and count as an

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error. If the player fails to click at the correct time, the basketball will deflate and it will
also count as an error. If the player does not meet the passing criteria, the exercise will
be repeated. If the player meets the passing criteria or fails the exercise two times in a
row, he/she will continue on to Speed Training.

In Speed Training, the player will be presented with a sequence of two or three
pictures. A word will be spoken with each picture. The player will need to pay attention to
the beginning sounds of the words and remember the order in which they are presented.
After the sequence of words has been presented, the pictures will disappear. Three to
five letters will then appear. The player will be directed to select the letters that began
the given order in the same order presented. There will be a timer in the upper lefthand
corner of the screen. The player will need to select all the answers before the timer runs
out. There will also be a goal post for each correct answer. If the player selects a letter
in the correct order, the football will kick and make the goal. If, at any time, the player
selects an incorrect letter or selects a target letter out of order, the football will kick, but it
will miss the goal posts and count as an error. If the player fails to click all the letters
before the timer runs out, it will also count as an error. Each time the player correctly
finds the letters in order, the timer will speed up and there will be less time to answer on
the next trial. Likewise, each time the player makes an error during a trial, the timer will
slow down and there will be more time to answer on the next trial. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to the Test Phase
to assess what was learned.

In the Test Phase, the player is presented with six different colored mailboxes. Each
mailbox contains a different letter. The player will need to remember the location of three
of letters (these will be specified), as they will disappear after a brief period of time.
Pictures will then appear on the screen one at a time. Each time a picture appears, the
word that goes with it will be spoken. After all of the pictures have been presented, the
player will be directed to sort each picture into the appropriate mailbox, based on the
beginning letter of the word. Feedback will be given for correct and incorrect responses.
If the player meets the passing criteria of the Test Phase, he/she will advance to the
next level. If the player does not meet the passing criteria of the Test Phase, the training
exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions

“Remember the letter that goes with each mailbox. Pay attention to the beginning sound
of the other word that goes with the picture. Send the airplane to the mailbox with the
letter that begins the word.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen carefully to the words presented each time the basketball bounces. You will be
asked to click on the basketball when you hear two words that begin with one sound and
one word that begins with another sound.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the sequence of pictures. Find the letters that being the words in the same
order presented. Complete the sequence quickly before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

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Test Phase

Instructions

“Remember the letter that goes with each mailbox. Pay attention to the word that goes
with each picture. Sort the pictures into the mailboxes based on the beginning letter of
the word.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Working Memory Step 6 Overview

Purpose of Module

Working Memory Step 6 is the sixth module of the Memory Games PE system. This
module trains Order Recall and Memory Challenge. Working Memory Step 6 is divided
into six different programs; three memory challenge programs and three order recall
programs. The memory challenge programs test and train a mixture memory abilities
similar to previous modules, but are more difficult. The purpose of the order recall
programs is to train the ability to recall items given in a specific order. The programs that
make up Working Memory Step 6 are:

• Number Memory Challenge


• Picture Order Recall
• Letter Memory Challenge
• Number Order Recall
• Picture Memory Challenge
• Letter Order Recall

Each program is then divided into three training groups. These groups are designed to
test and train the items in small groups, so that mastery can be more easily achieved.
The training groups for Number Order Recall are as follows: Numbers 0-9, Numbers 6-
15, and Numbers 11-20. The training groups for Picture Order Recall and Picture
Memory Challenge are as follows: Shapes, Colors and Instruments. The training groups
for Letter Memory Challenge are as follows: Group 1 (Short Vowel Sounds) and Group 2
(Long Vowel Sounds). The training groups for Number Memory Challenge are as
follows: Numbers 1-7, Numbers 5-11 and Numbers 9-15. The training groups for Letter
Order Recall are as follows: Group 1 (B, D, G, R), Group 2 (M, N, P, T) and Group 3 (V,
W, Z, L) with the letters based on the middle consonant sounds of words.

The player starts with the Basic Training exercise of the selected program. The player
runs through all of the training exercises. Once the training exercises have been
completed, the player advances to the test phase. Regardless of whether or not the test
phase is passed, the player continues on to the Basic Training exercise of the next
program (i.e., from Number Memory Challenge to Picture Order Recall). Once all the of
the programs have been run through within the selected Step, the player goes back to
the first program. If the test was passed, the player will be automatically advanced to the
next level (i.e. from Numbers 0-9 to Numbers 6-15). If the test was failed, the player will
repeat the training and test. A player must still pass all the tests in the Step before
advancing to the next Step.

The training phases are presented in a hierarchal manner. The first training phase is
Basic Training. Basic Training typically follows a similar format to the Test Phase. If the
player does not meet the passing criteria on Basic Training, the exercise will be
repeated. If the player meets the passing criteria (or does not meet the passing criteria
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in two consecutive attempts), he/she will advance to the second training phase:
Background Sound Training. Background Sound Training is similar to Basic Training, but
is more challenging as the items now have to be identified while distracting background
sounds are being played. The same passing criteria apply to Background Sound
Training as Basic Training. The third and final training phase is Speed Training. Speed
Training requires the player to identify items quickly in order to pass. Once the player
has met the passing criteria (or failed to meet the passing criteria two consecutive
times), he/she will be directed to the Test Phase.

Players are able to obtain points for each exercise completed. The points earned are
based on the overall grade achieved on the exercise. The player gets points for the
passing grade times 10. For example, if the player scored 80% on an exercise, they
would earn 800 points. Bonus points are also awarded for passing an exercise and for
background sound training and speed training exercises. The player is presented with a
certificate at the end of each exercise that displays the amount of points earned for that
particular exercise. These points are accumulated for each exercise completed and are
used to generate the player’s ranking, which can be found in the Exercise Results Menu.

Program Control and Data

Both a player’s test results and exercise results are stored in the Memory Games PE
Program. To view details about all the exercises that a player has completed, refer to the
Exercise Results Menu. This menu keeps track of all exercises completed by a player,
the date and time in which the exercise was completed, the grade the player received,
the mean reaction time of responses and whether the player passed or failed the
exercise.

A mouse can be used with this program to make selections. In exercises where items
need to be moved from one place to another, the player has two options: 1) hold the
mouse button to select and item, drag it to the desired location (continuing to hold the
mouse) and release the mouse button to drop the item in place or 2) click the item once
to select it (this will attach the item to the cursor), move the item to the desired location
and click again to drop the item in place. The arrow keys are also active on the keyboard
and can be used to highlight or aim at the intended correct answers. Pressing the
spacebar on the keyboard selects an answer choice. A touchscreen monitor can be
used with this program, as well. In using a touch screen, the player simply has to touch
their finger to the answer. Exercises where items need to be moved from one place to
another work in the same manner as the mouse. For any exercises in which a hover is
implemented (where the player can move the cursor over a word to hear how it sounds),
when using a touchscreen, the player will need to drag their finger over the desired item
in order for the hover to work.

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PLEASE NOTE: a click of a mouse, a press of the spacebar on the keyboard, placing a
finger on the touchscreen or a response using other supported devices, occurs only
when there is a release of the targeted selection. In other words, clicking and holding the
mouse button down does not constitute a complete response and a response choice
only occurs when the mouse button (or other device input) is actually released. Thus, a
quick “click and release” will optimize the players’ response time and communicate to
the program their desired choice.

Menu Options

Phases and levels run automatically in the home version. Although the menu buttons are
available upon starting the Memory Games PE program, the player will not be able to
change their options settings until their session time has completed, he/she manually
exits the exercise or completes a module. More information regarding the menu buttons
can be found in their corresponding help documents. Refer to the System Help
document for more information.

Global Exercise Options

These options allow you to select from two different features. The options are described
below. To start running an exercise, once all the desired options have been selected,
click the Run Exercise button in the top left corner.

Session Time Limit - Set a time limit for the player to run the exercises. The time can be
set from 2 to 90 minutes, in one minute increments. The timer, by default, is set to 25
minutes. Change the session time by clicking on the up or down arrows. At the end of
the session time limit, you will be given a message that your time is up. A prompt will
then appear asking the players if they want to exit. If the session time limit expires during
an exercise, the exercise will not be interrupted. The message will appear only when
until the exercise has been completed.

Passing Goal - There are three passing goals from which to choose. Full Mastery is the
most challenging level where the passing percentages are highest. In most cases, this
means that the tests are set at 85% and the training exercises are at 80%. In addition,
the speed settings are more difficult. The player will have less time to respond, words
will be presented at a faster rate and objects moving around the screen will appear
faster. Challenging is a little bit easier than Full Mastery. The passing percentages are
set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than
Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this
level are 10% lower than Challenging level. The speed settings are much easier,
allowing the player more time to respond. Items will also be presented at a slower rate
and will move around the screen slower. As a default, the passing goal is set on
Challenging.

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Number Memory Challenge

General Rules of Program

Number Memory Challenge tests and trains the ability to recognize and match
numbers with pictures containing a certain number of matching items. Number groups
are organized into small sections. The player is presented with pictures and/or numbers.
He/she must count the number of objects in a picture and match it with the correct
number. This program trains the following skills: sound discrimination, counting, number
recognition, auditory and visual attention, auditory and visual working memory and
processing speed.

General Exercise Description

Number Memory Challenge is broken down into three groups, each of which tests and
trains a different set of numbers. The number groups are as follows: Numbers 1-7,
Numbers, 5-11 and Numbers 9-15. Each group is then divided into a test phase and
three training levels: basic training, background sound training and speed training.

In Basic Training, the player will be presented with six different pieces of fruit. A
number or an image will be displayed on each piece of fruit. Each number will have a
matching image. The player will need to count the number of objects in each image.
After all of the items have been presented, they will disappear and the player will be
directed to find the correct matches. There are three pairs of matches per trial. The
pieces of fruit will then float around the screen. When the player selects a piece of fruit,
the number or image will be displayed again. The fruit selected will remain stationary
while the player attempts to find the match. If the player correctly finds the pair, the star
feedback will be given. The fruit will shrink and move to their respected trees at the
bottom of the screen. If the player does not match the pair, the warning sign feedback
will be given, the number or image will disappear and the fruit will resume floating
around the screen. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Background Sound Training.

In Background Sound Training, a football field background is presented. One at a


time, pictures will be briefly displayed in the middle of the screen and a number will be
spoken with each picture. Background sounds and distracting noises will be played while
the list of words is presented. After all of the numbers have been presented, the player
will be asked to identify how many times a specific number was presented. Four
footballs will then appear on the screen, each football displaying a number. The player
will need to move the smaller football underneath the larger football containing the
correct answer and click the mouse to kick the small football. If the player answers
correctly, the ball will kick and make it through the goal posts. If the player answers
incorrectly, the ball will kick, but it will miss the goal posts. If the player does not meet

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the passing criteria, the exercise will be repeated. If the player meets the passing criteria
or fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Speed Training, the player will see a sequence of two to four pictures. The player will
need to count the number of objects in each picture and remember the order of this
number sequence. Tugboats will then begin appearing on the screen one at a time in
three rows. A different number will be displayed on each tugboat. The tugboats will
move across the screen towards the docks on the other side. The player will need to
select the numbers that match the number of objects in each picture in the same order
presented before the target boats reach the docks. Feedback will be given for correct
and incorrect response, but the sequence/trial will be stopped if a mistake is made. Each
time the player makes a correct answer, the boats will speed up. Likewise, any time an
incorrect response is made, the boats will slow down. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue to the Test Phase to review
what was learned.

In the Test Phase, six pieces of fruit are presented. Each piece of fruit will be the same
(i.e., six limes). An image will be displayed on each piece of fruit. The player will need to
count the number of objects in each image. After all six items have been presented, the
player will be asked to match the pictures that contain the same number of objects.
When the player selects a piece of fruit the picture will become visible and a line will
attach to the cursor arrow. The player will need to connect the line to the other piece of
fruit with the matching number of objects. If the player finds the correct piece of fruit to
make a match, the star feedback will be given and the words will remain visible while the
player attempts to find the other pairs. If the player correctly matches all of the pairs in
the trial, a hidden picture will be revealed. If the player does not match the fruit correctly,
the warning sign feedback will be given and the words will disappear. If a mistake is
made during a trial, the hidden picture will not be revealed. If the player meets the
passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

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Individual Stages

Basic Training

Instructions

“You will be asked to remember the numbers and images that go with each piece of fruit.
Match the numbers to the number of items in each image.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen to the list of numbers and pay attention to the image that goes with each number.
You will be asked to figure out how many times a specific number was presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Pay attention to the number of items in each image and remember the order of the
numbers. Look closely at the numbers as the boat appear on the screen. Click quickly
on the numbers in the same order of the given sequence before the boats reach the
docks.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

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Instructions

“Pay attention to the number of items in each image and remember where the images
are located. Connect the images that match by number.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

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Picture Order Recall

General Rules of Program

Picture Order Recall tests and trains the ability to recognize and match pictures based
on similarities, such as shapes matched with outlines, colored images matched with
colors and instrument pieces matched with whole instruments. Picture groups are
organized into small sections, based on the type of images. The player is presented with
whole pictures or picture counterparts. He/she will have to remember their location,
recognize them among images of a similar type or by identify a sequence of images
matching the counterpart image. This program trains the following skills: sound
discrimination, picture recognition, auditory and visual attention, auditory and visual
working memory and processing speed.

General Exercise Description

Picture Order Recall is broken down into three groups, each of which tests and trains a
different type of images. The groups are as follows: Shapes, Colors, Instruments. Each
group is then divided into a test phase and three training levels: basic training,
background sound training and speed training.

In Basic Training, the player is presented with a sequence of two to four image parts
(i.e., shape outlines, colored splotches or instrument pieces). The length of the
sequence is randomly administered. When the sequence is presented, the images will
be briefly displayed across the top of the screen, one at a time. Once the entire
sequence has been presented, the player will presented with a donut on the left hand
side of the screen. The donut can be moved up and down along the side of the screen.
Paper bags will then begin to fall down the right side of the screen. Each bag will contain
a whole image (i.e., shape, colored image or instrument). The player will need to aim the
donut at the paper bags containing the images that match the image parts and click the
mouse to send the donut towards the paper bag in the order presented. If the player
catches the correct picture, the donut will land in the bag. The bag will close up and the
star feedback will be given. Bags will continue to fall and the player will need to find the
remaining pictures of the sequence. If the player catches an incorrect picture, the donut
will not land in the bag, the warning sign feedback will be given and the trial will be
stopped. If a the player fails to send a donut to a picture before the bag reaches the
bottom of the screen, it will also count as an error. If the player does not meet the
passing criteria, the exercise will be repeated. If the player meets the passing criteria or
fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

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In Background Sound Training, a grid of eggs are displayed on the screen. The player
is presented with a sequence of two to five images (i.e., shapes, colored images or
instruments). The length of the sequence is randomly administered. When the sequence
is presented, the images will be briefly displayed across the top of the screen, one at a
time. Once the entire sequence of images has been presented, a image part (i.e., shape
outline, colored splotch or instrument piece) will appear on each of the eggs. The eggs
will float around the screen and the player will be directed to click on the image pieces
matching the images in the order presented. There will be small eggs and small chicks
that float around the screen. These will be used as visual distractors and the player will
not be able to click on any of them. If the player selects a correct egg, a chick will pop
out of the egg and the star feedback will be given. The open egg will remain stationary
on the screen while the player attempts to find the other parts in the sequence. If the
player clicks on an incorrect egg, the warning sign will be given and the trial will be
stopped . At the end of the trial, any eggs that were correctly selected will shrink and
move to the sides of the screen. The player will collect eggs for each correct answer
made. If the player does not meet the passing criteria, the exercise will be repeated. If
the player meets the passing criteria or fails the exercise two times in a row, he/she will
continue on to Speed Training.

In Speed Training, the player will be presented with an array of fruit pieces. An image
word will be displayed on each piece of fruit. The player will be given a brief period of
time to remember the image that goes with each fruit and the images will then
disappear. The player will be directed to find a specific set of images. A timer will be
displayed in the middle of the screen and the player will need to find all the images
before the timer runs out. If the player correctly finds a correct image, the star feedback
will be given. If the player finds an incorrect image or the timer runs out before all the
images are found, it will count as an error and the warning sign feedback will be given.
Each time the player completes a trial correctly, the timer will speed up on next trial.
Likewise, each time the player makes a mistake during a trial, the timer will slow down
on the next trial. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of flowers. The player will hear a
sequence of items (shapes, colors or instrument sounds). After the sequence is
presented, an image will appear on each of the flowers. The player will be directed to
click on the images matching the items heard in the same order presented. When the
player clicks on a correct flower, the star feedback will be given. If the player clicks on an
incorrect word, the warning sign feedback will displayed, the flower will disappear and
the trial will be stopped. At the end of a trial, any flowers that were clicked on correctly
will shrink and move to the sides of the screen. The player will collect flowers for each
correct answer. If the player meets the passing criteria of the Test Phase, he/she will
advance to the next level. If the player does not meet the passing criteria of the Test
Phase, the training exercises will be repeated.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 190 of 211


Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions: Shapes

”Remember the sequence of shape outlines. Find the shapes in the same order.”

Instructions: Colors

”Remember the sequence of colors. Find the colored images in the same order.”

Instructions: Instruments

”Remember the sequence of instrument pieces. Find the instruments in the same order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Remember the order of the shapes presented. Find the shape outlines in the given
order.”

Instructions: Colors

“Remember the order of the colored images presented. Find the colors in the given
order.”

Instructions: Instruments

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“Remember the order of the instruments presented. Find the instrument pieces in the
given order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions: Shapes

“Remember the shape that goes with each piece of fruit. Find the shape or shapes you
hear before time runs out.”

Instructions: Colors

“Remember the color that goes with each piece of fruit. Find the colored images or
images you hear before time runs out.”

Instructions: Instrument

“Remember the instrument that goes with each piece of fruit. Find the instrument or
instruments you hear before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember the sequence of shapes you hear. Find the shapes in the same order
presented.”

Instructions: Colors

“Remember the sequence of colors you hear. Find the colored images in the same order
presented.”

Instructions: Instruments

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 192 of 211


“Remember the sequence of instrument sounds you hear. Find the instruments in the
same order presented.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 193 of 211


Letter Memory Challenge

General Rules of Program

Letter Memory Challenge tests and trains the ability to recognize and compare vowel
sounds of words. Word groups are organized into small sections, using the vowel
letters/sounds of the words. The player is presented with pictures and/or words. He/she
must remember the location of items, identify words with the same vowel sound and sort
items based on their vowel sounds. This program trains the following skills: sound
discrimination, word recognition, auditory and visual attention, auditory and visual
working memory and processing speed.

General Exercise Description

Letter Memory Challenge is broken down into two groups, each of which tests and trains
a different set of vowel sounds. The letter groups are as follows: Group 1 (Short Vowel
Sounds) and Group 2 (Long Vowel Sounds). Each group is then divided into a test
phase and three training levels: basic training, background sound training and speed
training.

In Basic Training, the player will be presented with six different pieces of fruit. A word
will be displayed on each piece of fruit and each word will be spoken. The player will
need to remember the word that goes with each piece of fruit. After all of the words have
been presented, the words will disappear and the player will be directed to find the
matching pieces of fruit with words that have the same vowel sound. There are three
pairs of matches per trial. The pieces of fruit will then float around the screen. When the
player selects a piece of fruit, the word will be displayed again. The fruit/word selected
will remain stationary while the player attempts to find the match. If the player correctly
finds the pair, the star feedback will be given. The fruit will shrink and move to their
respected trees at the bottom of the screen. If the player does not match the pair, the
warning sign feedback will be given, the word will disappear and the fruit will resume
floating around the screen. If the player does not meet the passing criteria, the exercise
will be repeated. If the player meets the passing criteria or fails the exercise two times in
a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a football field background is presented. One at a


time, pictures will be briefly displayed in the middle of the screen and a word will be
spoken with each picture. Background sounds and distracting noises will be played while
the list of words is presented. After all of the words have been presented, the player will
be asked to identify which vowel sound was presented either the most times or the least
times. Four footballs will then appear on the screen, each football displaying a letter. The
player will need to move the smaller football underneath the larger football containing
the correct answer and click the mouse to kick the small football. If the player answers
correctly, the ball will kick and make it through the goal posts. If the player answers

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 194 of 211


incorrectly, the ball will kick, but it will miss the goal posts. If the player does not meet
the passing criteria, the exercise will be repeated. If the player meets the passing criteria
or fails the exercise two times in a row, he/she will continue on to Background Sound
Training.

In Speed Training, the player will see a sequence of two to four pictures. The word that
goes with each picture will be spoken. The player will be directed to pay attention to the
vowel sounds and remember the order of the words. Tugboats will then begin appearing
on the screen one at a time in three rows. A different letter will be displayed on each
tugboat. The tugboats will move across the screen towards the docks on the other side.
The player will need to select the letters that match the vowel sounds of the words in the
same order presented before the target boats reach the docks. Feedback will be given
for correct and incorrect response, but the sequence/trial will be stopped if a mistake is
made. Each time the player makes a correct answer, the boats will speed up. Likewise,
any time an incorrect response is made, the boats will slow down. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue to the Test Phase to
review what was learned.

In the Test Phase, six pieces of fruit are presented. Each piece of fruit will be the same
(i.e., six limes). A word will be displayed on each piece of fruit and each word will be
spoken. After all six words have been presented, the player will be asked to match the
words that have the same vowel sound. When the player selects a piece of fruit the word
will become visible and a line will attach to the cursor arrow. The player will need to
connect the line to the other piece of fruit with the word containing the same vowel
sound. If the player finds the correct piece of fruit to make a match, the star feedback
will be given and the words will remain visible while the player attempts to find the other
pairs. If the player correctly matches all of the pairs in the trial, a hidden picture will be
revealed. If the player does not match the fruit correctly, the warning sign feedback will
be given and the words will disappear. If a mistake is made during a trial, the hidden
picture will not be revealed. If the player meets the passing criteria of the Test Phase,
he/she will advance to the next level. If the player does not meet the passing criteria of
the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 195 of 211


Individual Stages

Basic Training

Instructions

“Remember the words that go with each piece of fruit. You will be asked to find all the
pairs of words that have the same vowel sound.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen to the words as the pictures are presented. Pay attention to the vowel sound of
each word. You will be asked to figure out which vowel sound was presented either the
most times or the least times.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Pay attention to the vowel sounds of the words that go with the pictures. Remember the
order of the words. As the boats appear on the screen, find the letters that match the
vowel sounds of the words. Catch the letters in the given order before the boats reach
the docks.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 196 of 211


Test Phase

Instructions

“Pay attention to the vowel sounds and remember where each word is located. Connect
the fruit with words that have the same vowel sound.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 197 of 211


Number Order Recall

General Rules of Program

Number Order Recall tests and trains the ability to recognize and match numbers that
are presented both in numerical form and in word form (i.e., 5 and five). Number groups
are organized into small sections. The player is presented with numbers or number
words. He/she will have to remember their location, recognize them among other
numbers or by identify a sequence of words matching the number to the word. This
program trains the following skills: sound discrimination, number recognition, auditory
and visual attention, auditory and visual working memory and processing speed.

General Exercise Description

Number Order Recall is broken down into three groups, each of which tests and trains a
small set of numbers. The groups are as follows: Numbers 0-9, Numbers 6-15, Numbers
11-20. Each group is then divided into a test phase and three training levels: basic
training, background sound training and speed training.

In Basic Training, the player is presented with a sequence of two to four numbers. The
length of the sequence is randomly administered. When the sequence is presented, the
numbers will be briefly displayed across the top of the screen, one at a time. Once the
entire sequence has been presented, the player will presented with a donut on the left
hand side of the screen. The donut can be moved up and down along the side of the
screen. Paper bags will then begin to fall down the right side of the screen. Each bag will
contain a number word. The player will need to aim the donut at the paper bags
containing the number words that match the numbers and click the mouse to send the
donut towards the paper bag in the order presented. If the player catches the correct
number word, the donut will land in the bag. The bag will close up and the star feedback
will be given. Bags will continue to fall and the player will need to find the remaining
numbers of the sequence. If the player catches an incorrect number word, the donut will
not land in the bag, the warning sign feedback will be given and the trial will be stopped.
If a the player fails to send a donut to a number before the bag reaches the bottom of
the screen, it will also count as an error. If the player does not meet the passing criteria,
the exercise will be repeated. If the player meets the passing criteria or fails the exercise
two times in a row, he/she will continue on to Background Sound Training.

In Background Sound Training, a grid of eggs are displayed on the screen. The player
is presented with a sequence of two to four number words. The length of the sequence
is randomly administered. When the sequence is presented, the words will be briefly
displayed across the top of the screen, one at a time. Once the entire sequence of
words has been presented, a number will appear in each of the eggs. The eggs will float
around the screen and the player will be directed to click on the numbers matching the
number words in the order in which the words were presented. There will be small eggs

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 198 of 211


and small chicks that float around the screen. These will be used as visual distractors
and the player will not be able to click on any of them. If the player selects a correct
number, a chick will pop out of the egg and the star feedback will be given. The open
egg will remain stationary on the screen while the player attempts to find the other
numbers in the sequence. If the player clicks on an incorrect number, the warning sign
will be given and the trial will be stopped . At the end of the trial, any eggs that were
correctly selected will shrink and move to the sides of the screen. The player will collect
eggs for each correct answer made. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Speed Training.

In Speed Training, the player will be presented with an array of fruit pieces. A number
word will be displayed on each piece of fruit. The player will be given a brief period of
time to remember the number that goes with each fruit and the words will then
disappear. The player will be directed to find a specific set of numbers. A timer will be
displayed in the middle of the screen and the player will need to find all the numbers
before the timer runs out. If the player correctly finds a correct number, the star
feedback will be given. If the player finds an incorrect number or the timer runs out
before all the numbers are found, it will count as an error and the warning sign feedback
will be given. Each time the player completes a trial correctly, the timer will speed up on
next trial. Likewise, each time the player makes a mistake during a trial, the timer will
slow down on the next trial. If the player does not meet the passing criteria, the exercise
will be repeated. If the player meets the passing criteria or fails the exercise two times in
a row, he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of flowers. The player will hear a
sequence of numbers. After the sequence is presented, a number word will appear on
each of the flowers. The player will be directed to click on the number words matching
the numbers heard in the same order presented. When the player clicks on a correct
flower, the star feedback will be given. If the player clicks on an incorrect word, the
warning sign feedback will displayed, the flower will disappear and the trial will be
stopped. At the end of a trial, any flowers that were clicked on correctly will shrink and
move to the sides of the screen. The player will collect flowers for each correct answer.
If the player meets the passing criteria of the Test Phase, he/she will advance to the
next level. If the player does not meet the passing criteria of the Test Phase, the training
exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 199 of 211


Individual Stages

Basic Training

Instructions

”Remember the sequence fo numbers. Find the numbers in the same order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Remember the order of the numbers presented. Find the numbers in the given order.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the number that goes with each piece of fruit. Find the number or numbers
you hear before time runs out.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 200 of 211


Test Phase

Instructions

“Remember the sequence of numbers you hear. Find the numbers in the same order
presented.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 201 of 211


Picture Memory Challenge

General Rules of Program

Picture Memory Challenge tests and trains the ability to recognize and match pictures
based on similarities, such as shapes matched with outlines, colored images matched
with colors and instrument pieces matched with whole instruments. Picture groups are
organized into small sections. The player is presented with pictures and/or picture parts.
He/she must remember the location of items, identify pictures that match the
counterparts. This program trains the following skills: sound discrimination, picture
recognition, auditory and visual attention, auditory and visual working memory and
processing speed.

General Exercise Description

Picture Memory Challenge is broken down into three groups, each of which tests and
trains a different set of images. The picture groups are as follows: Shapes, Colors and
Instruments. Each group is then divided into a test phase and three training levels: basic
training, background sound training and speed training.

In Basic Training, the player will be presented with six different pieces of fruit. An image
or its counterpart (i.e., shape and shape outline) will be displayed on each piece of fruit.
After all of the items have been presented, they will disappear and the player will be
directed to find the correct matches. There are three pairs of matches per trial. The
pieces of fruit will then float around the screen. When the player selects a piece of fruit,
the image or counterpart image will be displayed again. The fruit selected will remain
stationary while the player attempts to find the match. If the player correctly finds the
pair, the star feedback will be given. The fruit will shrink and move to their respected
trees at the bottom of the screen. If the player does not match the pair, the warning sign
feedback will be given, the image will disappear and the fruit will resume floating around
the screen. If the player does not meet the passing criteria, the exercise will be
repeated. If the player meets the passing criteria or fails the exercise two times in a row,
he/she will continue on to Background Sound Training.

In Background Sound Training, a football field background is presented. One at a


time, pictures will be briefly displayed in the middle of the screen and the name of each
image will be spoken. Background sounds and distracting noises will be played while the
list is presented. After all of the images have been presented, the player will be asked to
identify how many times two specific images were presented. Four footballs will then
appear on the screen, each football displaying a number. The player will need to move
the smaller football underneath the larger football containing the correct answer and
click the mouse to kick the small football. If the player answers correctly, the ball will kick
and make it through the goal posts. If the player answers incorrectly, the ball will kick,
but it will miss the goal posts. If the player does not meet the passing criteria, the

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 202 of 211


exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue on to Background Sound Training.
In Speed Training, the player will see a sequence of two to four pictures. The pictures
will be pieces or counterparts to a whole image. The player will need to remember the
order of this sequence. Tugboats will then begin appearing on the screen one at a time
in three rows. A whole image will be displayed on each tugboat. The tugboats will move
across the screen towards the docks on the other side. The player will need to select the
images that match the image counterparts in the same order presented before the target
boats reach the docks. Feedback will be given for correct and incorrect response, but
the sequence/trial will be stopped if a mistake is made. Each time the player makes a
correct answer, the boats will speed up. Likewise, any time an incorrect response is
made, the boats will slow down. If the player does not meet the passing criteria, the
exercise will be repeated. If the player meets the passing criteria or fails the exercise two
times in a row, he/she will continue to the Test Phase to review what was learned.

In the Test Phase, six pieces of fruit are presented. Each piece of fruit will be the same
(i.e., six limes). An image (shape, colored image or instrument) will be displayed on
each piece of fruit. After all six items have been presented, the player will be asked to
find the images that match either by shape, color or instrument type. When the player
selects a piece of fruit the picture will become visible and a line will attach to the cursor
arrow. The player will need to connect the line to the other piece of fruit with the
matching image. If the player finds the correct piece of fruit to make a match, the star
feedback will be given and the words will remain visible while the player attempts to find
the other pairs. If the player correctly matches all of the pairs in the trial, a hidden picture
will be revealed. If the player does not match the fruit correctly, the warning sign
feedback will be given and the words will disappear. If a mistake is made during a trial,
the hidden picture will not be revealed. If the player meets the passing criteria of the
Test Phase, he/she will advance to the next level. If the player does not meet the
passing criteria of the Test Phase, the training exercises will be repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also
calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions: Shapes

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 203 of 211


“You will be asked to remember the outlines and shapes that go with each piece of fruit.
Match the shapes to the correct outlines.”

Instructions: Colors

“You will be asked to remember the colored images and colored splotches that go with
each piece of fruit. Find the splotches and images that match by color.”

Instructions: Instruments

“You will be asked to remember the instruments and instrument pieces that go with each
piece of fruit. Match the instrument pieces with the correct instruments.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions: Shapes

“Listen to the list of shapes and pay attention to the image that goes with each shape.
You will be asked to figure out how many times two specific shapes were presented.”

Instructions: Colors

“Listen to the list of colors and pay attention to the colored image. You will be asked to
figure out how many times two specific colors were presented.”

Instructions: Instruments

“Listen to the instrument sounds and pay attention to the image that goes with each
sound. You will be asked to figure out how many times two specific instruments were
presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 204 of 211


Speed Training

Instructions: Shapes

“Pay attention to the shape outlines and remember the order of the shapes. Look closely
at the shapes as the boat appear on the screen. Click quickly on the shapes in the same
order of the given sequence before the boats reach the docks.”

Instructions: Colors

“Pay attention to the color splotches and remember the order of the colors. Look closely
at the colored images as the boat appear on the screen. Click quickly on the colors in
the same order of the given sequence before the boats reach the docks.”

Instructions: Instruments

“Pay attention to the instrument pieces and remember the order of the instruments. Look
closely at the instruments as the boat appear on the screen. Click quickly on the
instruments in the same order of the given sequence before the boats reach the docks.”
Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Test Phase

Instructions: Shapes

“Remember where each shape is located. Connect the images that match by shape.”

Instructions: Colors

“Pay attention to the color of each image and remember where the images are located.
Connect the images that match by color.”

Instructions: Instruments

“Remember where each instrument is located. Connect the images that match by
instrument type.”

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 205 of 211


Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 206 of 211


Letter Order Recall

General Rules of Program

Letter Order Recall tests and trains the ability to recognize middle consonant sounds of
words. Word groups are organized into small sections based on similar sounding middle
consonant sounds. The player is presented with letter sounds and/or words. He/she will
have to remember their location, recognize them among other middle consonant sound
words or by identify a sequence of words using the middle consonant sound. This
program trains the following skills: sound discrimination, word recognition, auditory and
visual attention, auditory and visual working memory and processing speed.

General Exercise Description

Letter Order Recall is broken down into three groups, each of which tests and trains a
small set of middle consonant sound. The groups are as follows: Group 1 (B, D, G, R),
Group 2 (M, N, P, T) and Group 3 (V, W, Z, L). Each group is then divided into a test
phase and three training levels: basic training, background sound training and speed
training.

In Basic Training, the player is presented with a sequence of two to four words. The
length of the sequence is randomly administered. When the sequence is presented, the
words will be briefly displayed across the top of the screen, one at a time. Once the
entire sequence has been presented, the player will presented with a donut on the left
hand side of the screen. The donut can be moved up and down along the side of the
screen. Paper bags will then begin to fall down the right side of the screen. Each bag will
contain a letter. The player will need to aim the donut at the paper bags containing the
middle consonant letter of the words presented in the sequence and click the mouse to
send the donut towards the paper bag. If the player catches the correct word, the donut
will land in the bag. The bag will close up and the star feedback will be given. Bags will
continue to fall and the player will need to find the remaining letters of the sequence. If
the player catches an incorrect word, the donut will not land in the bag and the warning
sign feedback will be given. If a the player fails to send a donut to a letter before the bag
reaches the bottom of the screen, it will also count as an error. If the player does not
meet the passing criteria, the exercise will be repeated. If the player meets the passing
criteria or fails the exercise two times in a row, he/she will continue on to Background
Sound Training.

In Background Sound Training, a grid of eggs are displayed on the screen. The player
is presented with a sequence of two to four words. The length of the sequence is
randomly administered. When the sequence is presented, the words will be briefly
displayed across the top of the screen, one at a time. Once the entire sequence of
words has been presented, a letter will appear in each of the eggs. The eggs will float
around the screen and the player will be directed to click on the letters matching the

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 207 of 211


middle consonant sounds in the order in which the words were presented. There will be
small eggs and small chicks that float around the screen. These will be used as visual
distractors and the player will not be able to click on any of them. If the player selects a
correct letter, a chick will pop out of the egg and the star feedback will be given. The
open egg will remain stationary on the screen while the player attempts to find the other
letters in the sequence. If the player clicks on an incorrect letter, the warning sign will be
given and the trial will be stopped . At the end of the trial, any eggs that were correctly
selected will shrink and move to the sides of the screen. The player will collect eggs for
each correct answer made. If the player does not meet the passing criteria, the exercise
will be repeated. If the player meets the passing criteria or fails the exercise two times in
a row, he/she will continue on to Speed Training.

In Speed Training, the player will be presented with an array of fruit pieces. A list of
middle consonant sounds will be spoken for the player to remember. A word will then be
displayed on each piece of fruit. The player will be given a brief period of time to
remember the word that goes with each fruit and the word will then disappear. The
player will be directed to find the words that have the middle consonant sounds
presented. A timer will be displayed in the middle of the screen and the player will need
to find all the words before the timer runs out. If the player correctly finds a correct word,
the star feedback will be given. If the player finds an incorrect word or the timer runs out
before all the words are found, it will count as an error and the warning sign feedback
will be given. Each time the player completes a trial correctly, the timer will speed up on
next trial. Likewise, each time the player makes a mistake during a trial, the timer will
slow down on the next trial. If the player does not meet the passing criteria, the exercise
will be repeated. If the player meets the passing criteria or fails the exercise two times in
a row, he/she will continue on to the Test Phase to assess what was learned.

In the Test Phase, the player is presented with a grid of flowers. The player will hear a
sequence of middle consonant sounds. After the sequence is presented, a word will
appear on each of the flowers. The player will be directed to click on the words with the
matching middle consonant sounds in the order presented. When the player clicks on a
correct flower, the star feedback will be given. If the player clicks on an incorrect word,
the warning sign feedback will displayed and the flower will disappear. At the end of a
trial, any flowers that were clicked on correctly will shrink and move to the sides of the
screen. The player will collect flowers for each correct answer. If the player meets the
passing criteria of the Test Phase, he/she will advance to the next level. If the player
does not meet the passing criteria of the Test Phase, the training exercises will be
repeated.

Successfully Passing Stages

The player is limited in the number of clicks he/she can make. One click is allowed for
every remaining target. If a player makes a mistake and gets an incorrect answer, one
less target will be presented. At the end of each exercise, the score is graded by
calculating the number of correct answers out of the total number of possible targets.
The player must obtain a certain percentage in order to pass. Reaction time is also

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 208 of 211


calculated for correct responses, but does not affect the player’s score.

Individual Stages

Basic Training

Instructions

“Listen to the list of words and remember each of the middle consonant sounds. Find the
letters that represent the middle consonant sounds of the words.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Background Sound Training

Instructions

“Listen to the words and remember the order of the middle consonant sounds. Find the
middle consonant letters in the same order that the words were presented.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Speed Training

Instructions

“Remember the words that goes with each piece of fruit. Listen to the list of middle
consonant sounds. Find the words with the middle consonant sounds you heard.”

Passing Criteria

Full Mastery: 80%


Challenging: 70%
Easy Does It: 60%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 209 of 211


Test Phase

Instructions

“Remember the sequence of consonant sounds you hear. Find the words with the
middle consonant sounds you heard in the same order presented.”

Passing Criteria

Full Mastery: 85%


Challenging: 75%
Easy Does It: 65%

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 210 of 211


Product Disclaimer

This software and the BrainPower system are for educational and recreational purposes only. They
are not intended to replace any medical treatment or professional advice for any emotional or
psychological problems. The products are designed for cognitive skill development, mental fitness
and/or educational purposes, and no medical claims, either expressed or implied, are made for
them. These products are not intended to be a substitute for consultation with a health care
provider or for appropriate medical treatment for any emotional or psychological problems. They
are not a cure for ADD, ADHD, LD or any other cognitive impairment. If an individual or
business user has any concerns regarding the use of this product with any person with any type of
medical condition or psychological disorder, then it is recommended that they consult the
appropriate health care professional before using the software. This software is not a medical
device, and should not be used for the relief of any medical condition. While scientific research
exists showing the benefit of training working memory, attention and positive mental states using
brainwave biofeedback for a number of people, no specific or general benefits for any one
individual using this products and its components can ever be guaranteed. These products are not
approved for any purpose by the Food and Drug Administration. The BrainPower system and
components are for relaxation training and stress management. Your use of this product in any
environment as a training method or component involving life support, operation of a motor
vehicle or machinery, safety devices or systems, military or nuclear applications, or in any other
application in which the potential failure or use of the software or any hardware devices used with
it in any way could create a situation where personal injury or death may occur is strictly
prohibited.
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R evised: O ctober 29, 2012

Copyright 2012 - BrainTrain, Inc. - All Rights Reserved 211 of 211

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