Earlier this year, researchers behind a study in Archives of Neurology say they had a found a link between brain-stimulating activities and levels of protein thought to cause Alzheimers disease. Showcased in the presentation are the results of two previous studies that seem to indicate an increase in cognitive processing as well. The following presentation walks the learner through a better understanding of the physical systems in the brain that are most affected by learning. Associated with each system is a glimpse of the games that were developed by educational game developers to stimulate brain activity. Towards the end of the presentation, there is a surprise twist! It turns out that there may be a more effective and even simpler way to increase cognitive processing. Can you guess what it is?
For fun, try out a few games for yourself at: http://www.lumosity.com/
You can also visit my learning blog at: http://arupert.wordpress.com/2012/05/18/561/
Archives of Neurology reference:
http://abcnews.go.com/blogs/health/2012/01/23/brain-games-may-help-thwart-alzheimers-study/
SFX Physiology - Everything you always wanted to know about biofeedback BUT W...Alasdair Thin
油
The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
The document is a seminar report on Blue Brain submitted by Billa Prasanna Kumar in partial fulfillment of the requirements for a Bachelor of Technology degree. It provides an abstract that summarizes the Blue Brain project, which aims to simulate the brain's biological systems through modeling at the microscopic level to recreate cognitive functions and shed light on relationships between genetic, molecular and cognitive functions of the brain. The report then covers various topics related to the natural brain, brain simulation, how the Blue Brain project will work, its applications and advantages/limitations.
This seminar report discusses the Blue Brain project, which aims to create the world's first virtual brain through detailed computer modeling and simulation of the brain's biological systems. The report provides background on how the natural human brain works, including sensory input, integration, and motor output. It then describes how the Blue Brain project will simulate brain microcircuits using a supercomputer, with the goals of understanding brain function and diseases. Potential applications include gathering data, understanding cognition, developing treatments for disorders, and laying the foundation for whole brain simulations.
The document discusses using the Nintendo Wii gaming console to augment physical and occupational therapy. It provides an overview of the Wii games and exercises that have been used therapeutically, including for balance training, physical movement, and cognitive training. Goals of Wii-assisted therapy are also outlined, such as increasing patients' strength, balance, and functional abilities. The document reviews reported physiological and psychological benefits of Wii therapy and provides best practice recommendations. Resources for further information on applying Wii activities to therapeutic goals are also referenced.
Project management for instructional designersKimberly Klotz
油
A presentation on project management principles and use in instructional design and how the project management phases and activities sync with the ADDIE Model. Presentation given by Kim Mckee and Kimberly Klotz at the Teaching with Technology Conference at UAMS.
I recently did a TED Ed talk on machine learning where I interviewed some of the top innovators in the field Including some of the creators of AlphaGo by Google's DeepMind and Members Of IBM's Watson team. I had a blast doing this talk and hope you enjoy listening to it also!
This document discusses whether machines can be creative. It summarizes interviews with experts in artificial intelligence and machine learning. They acknowledge that while current systems can perform specific tasks, true creativity requires an understanding of what it means to be creative that remains elusive. However, some believe that as neural networks become more complex and are given general goals like "produce something new and beautiful," they may develop novel solutions and even artistic styles unseen before. Most agree that continued research using neural networks will provide insights into human thinking and creativity.
The document discusses how neurotransmitters, exercise, sleep, nutrition, and technology impact learning and brain development. It explains that neurotransmitters like acetylcholine, serotonin, and dopamine allow neural communication and influence memory, cognition, and movement. Exercise increases blood flow and the release of proteins that stimulate neural growth. Adequate sleep is needed to consolidate memories from short-term to long-term storage. Certain nutrients support healthy brain cell growth, while moderate technology use that balances screen time with other activities is best for young learners.
1) NeuroMotor development involves timing structures in the brain like the cerebellum, basal ganglia, and prefrontal cortex that are involved in speech, motor control, and other behaviors.
2) Rhythmic activities like music tap into primitive brain structures for motivation, emotion, and synchronization that can improve motor skills and coordination.
3) Interval timing training using a tool like the Interactive Metronome has potential to facilitate neuroplasticity and bridge the brain-body connection to improve motor functions. Assessments can measure improvements in areas like cognition, motor control, and sensory processing.
This document discusses how brain science can inform user experience design. It covers topics like:
- How our brain's reward systems can lead to instant gratification and poor long-term decision making. Designs should use smart defaults and advance notice for important decisions.
- How the aging hippocampus shifts our brain's resources from learning to retrieval, making it harder for older users to learn new designs and interfaces. Designs may need settings targeting different demographics.
- Additional topics covered are loss aversion, pre-attentive processing, motivated reframing, and identity resonance. The talk argues that understanding brain science provides powerful tools to better understand users and design experiences.
Neurobiologist's guide to mind manipulation 0.5Casey Watts
油
A useful-psychology double-whammy:
A) Developers are great systems thinkers. Surprise: your brain is a system too! Reframe frustration into accomplishment, and become a more effective and bubbly person using a frontal cortex feedback loop.
B) Want your team to be the happiest, most productive team around? Recent psychology research reveals one key attribute of the most successful teams, and it's within your influence.
Casey Watts 's open communities, open communication, open software, open minds. He has set out on a quest to fill the world with happiness and bubbles. Lots of bubbles.
The document discusses the Blue Brain project which aims to create the first virtual brain through supercomputing. The Blue Brain would function similarly to a natural human brain by thinking, making decisions, and forming memories based on data uploaded from biological brains. The project seeks to advance understanding of brain function and allow knowledge and intelligence to persist indefinitely even after death by preserving them in an artificial brain. It would require extremely powerful computers and scanning technologies like nanobots to map out the connections between all neurons in the brain. The goal is to simulate a human brain through computational modeling in order to study cognition and potentially achieve a form of digital immortality.
A collaboration of existing findings of both neuroscience and marketing research as it pertains to neuromarketing. Here neuromarketing definitions, technologies, validation and application are discussed. http://lunaweb.com
eLearning, Interactive Hypermedia, Neuroscience Icalt06 presentationJaved Alam
油
This document discusses eLearning instructional design, mapping traditional teaching practices to virtual learning environments, and components of eLearning like lectures and assessments. It also covers topics in neuroscience relevant to eLearning like visual/aural stimulus processing, memory systems, emotion, motivation, attention, and neural plasticity in the brain. The document concludes by discussing using insights from neuroscience to develop new learning science and design effective digital learning content.
Today scientists are in research to create an artificial brain that can think, respond,
take decision, and keep anything in memory. The main aim is to upload human brain into
machine. So that man can think, take decision without any effort. After the death of the
body, the virtual brain will act as the man. So, even after the death of a person we will not
lose the knowledge, intelligence, personalities, feelings and memories of that man, that can
be used for the development of the human society. Technology is growing faster than
everything. IBM is now in research to create a virtual brain, called Blue brain.
Brain, Body, and Bytes CHI 2010 Workshop PresentationsLennart Nacke
油
Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Conversion of Artificial Neural Networks (ANN) To Autonomous Neural NetworksIJMER
油
This document discusses ways to improve artificial neural networks (ANNs) to make them more autonomous like the human brain. It notes that current ANNs require human intervention for tasks like setting learning parameters and rates. The document proposes giving ANNs memory, the ability to prioritize and select tasks, set processing targets, address any problem, and adjust synaptic weights without human intervention. This would allow ANNs to function autonomously like the human brain, which learns on its own from experiences stored in memory to make independent decisions.
The document discusses the Blue Brain project, which aims to reverse engineer the human brain into a virtual brain simulation on a supercomputer. The goal is to understand how intelligence arises and allow virtual brains to continue functioning after death. The simulation will model neurons and connections in the neocortex to replicate functions like language, learning, and memory. Researchers hope to use Blue Brain to better understand neurological diseases and identify treatment strategies. Some foresee being able to upload entire human brains someday.
The document discusses the Blue Brain Project, which aims to simulate the mammalian brain through detailed modeling down to the molecular level. The project is led by Henry Markram and uses a IBM Blue Gene supercomputer. The goal is to gain a complete understanding of brain function and enable faster treatments for brain diseases. A long term goal is to fully simulate the human brain to better understand its complex mechanisms.
The document discusses the Blue Brain project, which aims to create the world's first virtual brain through IBM's development of "Blue Brain". The project seeks to reverse engineer the human brain at the cellular level through computer simulation, in order to better understand the brain and develop treatments for brain diseases. It involves studying live brain tissue samples to build biologically accurate models of neurons and networks, which are then simulated on IBM's supercomputer. The goal is to eventually create a fully functioning artificial human brain that can think and perform tasks like a real brain.
This document proposes a concept called "Build-A-Brain" where parents could customize their newborn's brain by selecting different brain modules or regions to maximize the child's success. The proposal discusses how parents could pay to assemble a brain with modules like the best hippocampus for memory to help their child become a successful doctor. However, there may be ethical concerns about designing children's abilities and widening socioeconomic gaps. The document also suggests the possibility of "customizing" one's brain as an adult through surgery to gain new skills or prevent genetic diseases.
The document provides an overview of topics related to Mind, Brain, and Education (MBE) science including principles of MBE, learning and the brain, environment, networks, emotion, motivation, sensory and multisensory learning, experience, experts vs novices, determinants of learning, plasticity, novelty, attention, expectations, culture and learning, tutoring, and executive functions. It discusses concepts such as the uniqueness of individual brains, the influence of context and ability on learning, learning as the product of neural networks, emotions enhancing survival skills, motivation influencing how students learn, the importance of environment and context, and executive functions being critical for school success.
This document discusses neurofeedback training (NFT) provided by Actualise-Cognifyx, which aims to optimize performance by developing understanding of the brain. NFT works by measuring and mapping brain function in real-time, then improving undesirable brain activity through positive reinforcement on an on-screen display to change psychological functioning and brain health. Case studies show changes in brain activity for an 8-year-old boy with autism, ADHD and ODD across NFT sessions. The document also summarizes global and Irish mental health trends and Cognifyx's capabilities in understanding cognition, emotion and behavior using technology, psychology experts and AI to detect, prevent and develop cognitive skills.
IBM is developing a "Blue Brain" project to simulate the human brain using supercomputers. The goal is to understand how the brain works by reverse engineering its biological components into a digital simulated model. If successful, it could allow human intelligence and knowledge to be uploaded into computers. This would allow thinking and memory to continue even after death and help develop treatments for neurological diseases. However, concerns exist that people may become too reliant on computers and that the technology could potentially be misused.
The document provides information about the major parts of the human brain and their functions. It discusses the frontal lobe which is responsible for higher level thinking, the parietal lobe which processes touch, taste and temperature, and the occipital lobe which is responsible for vision. It also mentions several other key parts of the brain like the cerebellum which coordinates movement, Broca's and Wernicke's areas which are involved in language processing, and the motor cortex which controls voluntary movement.
The document provides information about the major parts of the human brain and their functions. It discusses the frontal lobe which is responsible for higher level thinking, the parietal lobe which processes touch, taste and temperature, and the occipital lobe which is responsible for vision. It also mentions several other key parts of the brain like the cerebellum which coordinates movement, Broca's and Wernicke's areas which are involved in language processing, and the motor cortex which controls voluntary movement.
Digital Tools with AI for e-Content Development.pptxDr. Sarita Anand
油
This ppt is useful for not only for B.Ed., M.Ed., M.A. (Education) or any other PG level students or Ph.D. scholars but also for the school, college and university teachers who are interested to prepare an e-content with AI for their students and others.
1) NeuroMotor development involves timing structures in the brain like the cerebellum, basal ganglia, and prefrontal cortex that are involved in speech, motor control, and other behaviors.
2) Rhythmic activities like music tap into primitive brain structures for motivation, emotion, and synchronization that can improve motor skills and coordination.
3) Interval timing training using a tool like the Interactive Metronome has potential to facilitate neuroplasticity and bridge the brain-body connection to improve motor functions. Assessments can measure improvements in areas like cognition, motor control, and sensory processing.
This document discusses how brain science can inform user experience design. It covers topics like:
- How our brain's reward systems can lead to instant gratification and poor long-term decision making. Designs should use smart defaults and advance notice for important decisions.
- How the aging hippocampus shifts our brain's resources from learning to retrieval, making it harder for older users to learn new designs and interfaces. Designs may need settings targeting different demographics.
- Additional topics covered are loss aversion, pre-attentive processing, motivated reframing, and identity resonance. The talk argues that understanding brain science provides powerful tools to better understand users and design experiences.
Neurobiologist's guide to mind manipulation 0.5Casey Watts
油
A useful-psychology double-whammy:
A) Developers are great systems thinkers. Surprise: your brain is a system too! Reframe frustration into accomplishment, and become a more effective and bubbly person using a frontal cortex feedback loop.
B) Want your team to be the happiest, most productive team around? Recent psychology research reveals one key attribute of the most successful teams, and it's within your influence.
Casey Watts 's open communities, open communication, open software, open minds. He has set out on a quest to fill the world with happiness and bubbles. Lots of bubbles.
The document discusses the Blue Brain project which aims to create the first virtual brain through supercomputing. The Blue Brain would function similarly to a natural human brain by thinking, making decisions, and forming memories based on data uploaded from biological brains. The project seeks to advance understanding of brain function and allow knowledge and intelligence to persist indefinitely even after death by preserving them in an artificial brain. It would require extremely powerful computers and scanning technologies like nanobots to map out the connections between all neurons in the brain. The goal is to simulate a human brain through computational modeling in order to study cognition and potentially achieve a form of digital immortality.
A collaboration of existing findings of both neuroscience and marketing research as it pertains to neuromarketing. Here neuromarketing definitions, technologies, validation and application are discussed. http://lunaweb.com
eLearning, Interactive Hypermedia, Neuroscience Icalt06 presentationJaved Alam
油
This document discusses eLearning instructional design, mapping traditional teaching practices to virtual learning environments, and components of eLearning like lectures and assessments. It also covers topics in neuroscience relevant to eLearning like visual/aural stimulus processing, memory systems, emotion, motivation, attention, and neural plasticity in the brain. The document concludes by discussing using insights from neuroscience to develop new learning science and design effective digital learning content.
Today scientists are in research to create an artificial brain that can think, respond,
take decision, and keep anything in memory. The main aim is to upload human brain into
machine. So that man can think, take decision without any effort. After the death of the
body, the virtual brain will act as the man. So, even after the death of a person we will not
lose the knowledge, intelligence, personalities, feelings and memories of that man, that can
be used for the development of the human society. Technology is growing faster than
everything. IBM is now in research to create a virtual brain, called Blue brain.
Brain, Body, and Bytes CHI 2010 Workshop PresentationsLennart Nacke
油
Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Conversion of Artificial Neural Networks (ANN) To Autonomous Neural NetworksIJMER
油
This document discusses ways to improve artificial neural networks (ANNs) to make them more autonomous like the human brain. It notes that current ANNs require human intervention for tasks like setting learning parameters and rates. The document proposes giving ANNs memory, the ability to prioritize and select tasks, set processing targets, address any problem, and adjust synaptic weights without human intervention. This would allow ANNs to function autonomously like the human brain, which learns on its own from experiences stored in memory to make independent decisions.
The document discusses the Blue Brain project, which aims to reverse engineer the human brain into a virtual brain simulation on a supercomputer. The goal is to understand how intelligence arises and allow virtual brains to continue functioning after death. The simulation will model neurons and connections in the neocortex to replicate functions like language, learning, and memory. Researchers hope to use Blue Brain to better understand neurological diseases and identify treatment strategies. Some foresee being able to upload entire human brains someday.
The document discusses the Blue Brain Project, which aims to simulate the mammalian brain through detailed modeling down to the molecular level. The project is led by Henry Markram and uses a IBM Blue Gene supercomputer. The goal is to gain a complete understanding of brain function and enable faster treatments for brain diseases. A long term goal is to fully simulate the human brain to better understand its complex mechanisms.
The document discusses the Blue Brain project, which aims to create the world's first virtual brain through IBM's development of "Blue Brain". The project seeks to reverse engineer the human brain at the cellular level through computer simulation, in order to better understand the brain and develop treatments for brain diseases. It involves studying live brain tissue samples to build biologically accurate models of neurons and networks, which are then simulated on IBM's supercomputer. The goal is to eventually create a fully functioning artificial human brain that can think and perform tasks like a real brain.
This document proposes a concept called "Build-A-Brain" where parents could customize their newborn's brain by selecting different brain modules or regions to maximize the child's success. The proposal discusses how parents could pay to assemble a brain with modules like the best hippocampus for memory to help their child become a successful doctor. However, there may be ethical concerns about designing children's abilities and widening socioeconomic gaps. The document also suggests the possibility of "customizing" one's brain as an adult through surgery to gain new skills or prevent genetic diseases.
The document provides an overview of topics related to Mind, Brain, and Education (MBE) science including principles of MBE, learning and the brain, environment, networks, emotion, motivation, sensory and multisensory learning, experience, experts vs novices, determinants of learning, plasticity, novelty, attention, expectations, culture and learning, tutoring, and executive functions. It discusses concepts such as the uniqueness of individual brains, the influence of context and ability on learning, learning as the product of neural networks, emotions enhancing survival skills, motivation influencing how students learn, the importance of environment and context, and executive functions being critical for school success.
This document discusses neurofeedback training (NFT) provided by Actualise-Cognifyx, which aims to optimize performance by developing understanding of the brain. NFT works by measuring and mapping brain function in real-time, then improving undesirable brain activity through positive reinforcement on an on-screen display to change psychological functioning and brain health. Case studies show changes in brain activity for an 8-year-old boy with autism, ADHD and ODD across NFT sessions. The document also summarizes global and Irish mental health trends and Cognifyx's capabilities in understanding cognition, emotion and behavior using technology, psychology experts and AI to detect, prevent and develop cognitive skills.
IBM is developing a "Blue Brain" project to simulate the human brain using supercomputers. The goal is to understand how the brain works by reverse engineering its biological components into a digital simulated model. If successful, it could allow human intelligence and knowledge to be uploaded into computers. This would allow thinking and memory to continue even after death and help develop treatments for neurological diseases. However, concerns exist that people may become too reliant on computers and that the technology could potentially be misused.
The document provides information about the major parts of the human brain and their functions. It discusses the frontal lobe which is responsible for higher level thinking, the parietal lobe which processes touch, taste and temperature, and the occipital lobe which is responsible for vision. It also mentions several other key parts of the brain like the cerebellum which coordinates movement, Broca's and Wernicke's areas which are involved in language processing, and the motor cortex which controls voluntary movement.
The document provides information about the major parts of the human brain and their functions. It discusses the frontal lobe which is responsible for higher level thinking, the parietal lobe which processes touch, taste and temperature, and the occipital lobe which is responsible for vision. It also mentions several other key parts of the brain like the cerebellum which coordinates movement, Broca's and Wernicke's areas which are involved in language processing, and the motor cortex which controls voluntary movement.
Digital Tools with AI for e-Content Development.pptxDr. Sarita Anand
油
This ppt is useful for not only for B.Ed., M.Ed., M.A. (Education) or any other PG level students or Ph.D. scholars but also for the school, college and university teachers who are interested to prepare an e-content with AI for their students and others.
How to create security group category in Odoo 17Celine George
油
This slide will represent the creation of security group category in odoo 17. Security groups are essential for managing user access and permissions across different modules. Creating a security group category helps to organize related user groups and streamline permission settings within a specific module or functionality.
How to Configure Flexible Working Schedule in Odoo 18 EmployeeCeline George
油
In this slide, well discuss on how to configure flexible working schedule in Odoo 18 Employee module. In Odoo 18, the Employee module offers powerful tools to configure and manage flexible working schedules tailored to your organization's needs.
The Constitution, Government and Law making bodies .saanidhyapatel09
油
This PowerPoint presentation provides an insightful overview of the Constitution, covering its key principles, features, and significance. It explains the fundamental rights, duties, structure of government, and the importance of constitutional law in governance. Ideal for students, educators, and anyone interested in understanding the foundation of a nations legal framework.
Research Publication & Ethics contains a chapter on Intellectual Honesty and Research Integrity.
Different case studies of intellectual dishonesty and integrity were discussed.
Research & Research Methods: Basic Concepts and Types.pptxDr. Sarita Anand
油
This ppt has been made for the students pursuing PG in social science and humanities like M.Ed., M.A. (Education), Ph.D. Scholars. It will be also beneficial for the teachers and other faculty members interested in research and teaching research concepts.
2. Brain games are a series of
mental exercises designed to
improve cognitive functioning.
Exercise Your Brain
With Brain Games
uwaterloo.ca/~jorchard/mri/rotating_jeff.gif
19. CONTROL GROUP
Lower score
means faster
speed
BRAIN TRAINED
GROUP Pre-test
IMPACTStudy,2009 Post-Test
Microsoft clipart 2010
0 50 100 150 200 250
PROCESSING SPEED
20. 99
98
97
96
95
94
Jesseliebman.com
93
IMPACT Study, 2009
Brain Trained Control Group
ATTENTION TRAINING RESULTS
21. MEMORY TRAINING
103 extension.missouri.edu
102
101
100
99
98
97
96
IMPACTStudy,2009
Brain Trained Control Group
23. PROCESSING SPEED
13%
Improvement
87% No Improvement
ACTIVEStudy,2002
http://spacesuityoga.wordpress.com/
24. REASONING
thefinancialblogger.com talkincblog.com
3 of every 4 seniors improved in reasoning
ACTIVEStudy,2002
25. PHYSICAL EXERCISE VS BRAIN TRAINING
Aerobic based physical exercise
can better increase brain power
then brain training alone!
60% 75%
Brain Trained Exercise Alone
Average
25% 50% 75%
26. WORKS CITED
Blakeslee, Sandra. "2 Distinct Circuits in the Brain Believed Involved in Doing Math / One
for Exact Calculations, One for Rough Estimates - SFGate." Featured Articles From The SFGate. 12 May 1999. Web. 22 Sept. 2010.
<http://articles.sfgate.com/1999-05-12/news/17686854_1_brain-circuits-number-sense-human-brain>.
"Brain Map." Traumatic Brain Injury Resource Guide. Web. 22 Sept. 2010.
<http://www.neuroskills.com/brain.shtml>.
Cogmed Working Memory Training. Web. 22 Sept. 2010. <http://www.cogmed.com/>.
Brain Map Media Image; Google Images 2010
Http://www.coordinatemovement.com/images/brainmap.jpg.
Bored at Work Photograph. Google Images 2010
Http://www.jesseliebman.com/wp-content/uploads/2009/11/bored-at-work.jpg
Dow, Mark. ""Changing Brains" Animations." UofO Lewis Center for Neuroimaging. Web. 22
Sept. 2010. <http://lcni.uoregon.edu/~mark/Space_software/Space_animations/Human_brain_animations/Changing_Brains_example_animations.html#
Attention_ROI_animation>.
DRM, Langers. "Interactions between Auditory and Affective Brain Areas." Rijksuniversiteit
Groningen: Werken Aan De Grenzen Van Het Weten. NeuroImage 2007; 35: 709-18, 18 Nov. 2009. Web. 22 Sept. 2010.
<http://www.rug.nl/umcg/faculteit/disciplinegroepen/kno/audiology/tinnitus/projectlangers>.
Elderly People on Computer Photograph. Google Images 2010
http://talkincblog.com/wp-content/uploads/elderly-people-on-computer.jpg
"FAQ's." Maine Neurotherapy Center EEG Neurofeedback. Web. 22 Sept. 2010.
<http://www.maineneurotherapy.com/FAQ_s.html>.
Healy, By Melissa, and Bruce Bower. "Self Serve Brains." Advancements in Meta Psychology.
Advanced Cognitive Psychology, 11 Aug. 2010. Web. 22 Sept. 2010.
<http://advancedcognitivepsychology.blogspot.com/>..
"Jeff Orchard: His Brain." David R. Cheriton School of Computer Science | University of
Waterloo. Web. 22 Sept. 2010. <http://www.cs.uwaterloo.ca/~jorchard/mri/>.
Other., To Each. "The Science Behind ADD ADHD | ADD ADHD Treatment Center." Dallas ADHD -Children and Adult Treatment Center of Dallas, Plano and
Surrounding Areas. 10 Jan. 2009. Web. 22 Sept. 2010. <https://docyoung.com/adhd-science>.
Karlene Ball, PhD; Daniel B. Berch, PhD; Karin F. Helmers, PhD; Jared B. Jobe, PhD; Mary D.
Leveck, PhD; Michael Marsiske, PhD; John N. Morris, PhD; George W. Rebok, PhD; David M. Smith, MD; Sharon L. Tennstedt, PhD; Frederick W. Unverzagt,
PhD; Sherry L. Willis, PhD; for the ACTIVE Study Group; Effects of Cognitive Training Interventions With Older Adults; A Randomized Controlled Trial
JAMA. 2002;288:2271-2281.
Old Man Thoughts Photograph. Google Images 2010
http://www.thefinancialblogger.com/wp-content/uploads/2008/04/old-man-thoughts.jpg
Palm Beach Florida Alternative Neurofeedback Treatment - ADHD, Depression, Anxiety. Web.
22 Sept. 2010. <http://www.centerforbrain.com/>.
Rules, By The. "Brain Games - Lumosity." Brain Games & Brain Training - Lumosity. Web. 22
Sept. 2010. <http://www.lumosity.com/brain-games>.
Smith, Glenn E.; Housen, Patricia; Yaffe, Kristine; Ruff, Ronald; Kennison, Robert F.; Mahncke,
Henry W.; Zelinski, Elizabeth M. A Cognitive Training Program Based on Principles of Brain Plasticity: Results from the Improvement in Memory with
Plasticity-based Adaptive Cognitive Training (IMPACT) Study. Journal of the American Geriatrics Society, Apr2009, Vol. 57 Issue 4, p594-603, 10p, 1
Diagram, 3 Charts, 1 Graph; DOI: 10.1111/j.1532-5415.2008.02167.x Database: Sociological Collection
Editor's Notes
#2: Today we will be exploring the topic Brain Games. We will take a closer look at what they are and explore the systems they claim to exercise and whether they work.
#3: Brain games are a series of mental exercises designed to improve cognitive functioning.
#4: Brain Games are a multi-million dollar industry and endorsed by many leading neuro-scientists.As consumers grasp for packaged solutions & medication alternatives to slow down Dementia & Alzheimer's, game makers theorize that that we can strengthen neural connections by engaging in activities that stimulate brain systems. Parents of ADHD are also big consumers of Brain Games in hopes to increase cognitive potential in learning.
#5: Neuroplasticity research, the core idea surrounding brain games, refers to the susceptibility of neural processes due to changes in behavior. Brain neurons have the tendency to rewire themselves to accommodate changes in the environment and to what extent these changes effect brain processes is still hotlydebated.
#6: Like a gym workout, we exercises specific muscles. We bench press forpectorals, do squats for our quadriceps. And naturally, smaller support muscles also play a role. The brain is more complicated, so a visual perception/physical map was created to emphasize some of the specific processing systems highlighted during brain game exercises. Lets look at some of the major mental muscles exercised.
#7: High profile systems such as memory, processing speed, attention, logic and multi-tasking are at the center of game design.
#8: When our brain uses logic to calculate and deduct reasoning MRIs indicate that the cerebral and parietal lobes play an active role.
#9: Luminosity was selected for this demonstration as the games fall into line with the research studies that will be shown later in the presentation. A free account can be set up if you are interested in trying the games at luminosity. Logic Raindrops uses mental math and reasoning exercises to enhance cognitive plasticity exercises.
#10: The attention systemis relatively sophisticated. It incorporates several brain muscles to function properly.
#11: Sustaining attention is a high interest in ADHD studies. Some games use brain waves to optimize attention span. Interestingly, Lost in migration trains learners to pay attention to small details, they might normally overlook.
#12: When memory is activated during an MRI, the sides & brain stem light up. These are affiliated with the temporal lobes and amygdala. Alzheimer's and schizophrenia patients have a noted deterioration in the temporal lobes near the auditory cortex. Sadly, the deterioration location may explain why victims often complain of hearing voices in their head.
#13: Memory matrix is a short term memory game. It creates a snapshot of a square placement in a grid. The learner remembers where it was placed. The game was designed to intuitively adjusts grid size according to individual levels of readiness.
#14: Multi-tasking is unique in that it receives and sorts information. The working memory shifts between tasks and filters distracters through the cerebral cortex.
#15: Although studies on the effectiveness of brain games on multi-tasking are few and far between, Word bubbles are a challenging and fun way to exercise our multi-tasking processing system.
#16: Processing speed is perhaps one of the most fascinating systems to study since it seems to stem from our corpus callosum. Our brain processing system acts like high speed cable wires and effects the rate at which we retrieve information.
#17: Speed match game is another free game by luminosity. It systematically workson information retrieval speeds and clocks how fast it takes to match symbols.
#18: In general, little research on the effectiveness of brain games exercises have been done to date. The IMPACT Study in 2009 showed promising results. The Impact Study was a cognitive training program based on the principles of brain plasticity . The results indicated that our brains are more flexible then previously believed.
#19: 487 Seniors from retirement homes in California and Minnesota participated in a the IMPACT Study. The double blind study investigated ef鍖cacy of a computerized cognitive training program 1 hour per day, 5 days per weekfor a total of 8 weeks.
#20: The results showed improvement in processing speed, attention and memory. Information was processed more quicklythen control group.
#21: Auditory memory & attention appeared to signify improvement over the control group.
#22: The memory training study used word lists to recall digits backwards. Improvements were indicted after administering letters and number sequencing exercises.
#23: In 2002, the ACTIVE study published a single-blind trial of 2832 seniors. The clinical study spanned four years and measured cognitive training interventions. The desired findings might improve daily mental abilities in older adults.Participants were randomly assigned training for memory, reasoning, processing speed or a control group. The training wasclassroom based and spanned over 10-sessions.
#24: 87percent demonstrated improvement in processing speed after training.
#25: 75 percent of seniors demonstrated improvement in reasoning.
#26: Most experts argue that brain games evidence have mixed results. In general, a slight increase in cognitive functioning was attributed to the game exercises. Several other studies have indicated that the key to truly improving and extending our cognitive functioning is regular physical exercise. A University of Illinois study indicated fast daily walks help increase our brain size by 3%. The Meta-analysis of several studies indicated that average individual can increase cognitive processing 25% with exercise as compared to a 10% increase in brain games alone.