NCTI -

National Center for Technology Innovation
Advancing Technology Innovations for All Students

Video Games: Enhancing Attention with NASA-developed Neurofeedback Technology Abstract

 

Vendor: Dominic Greco, President, CyberLearning Technologies, LLC.
Researcher:  Judith Pokorni, Senior Research Scientist, Pacific Institute for Research and Evaluation.

CyberLearning Technology, LLC has developed a new and improved form of EEG Neurofeedback for home and school use. This exciting technology integrates results from the clinical neurofeedback literature with technology created at NASA for simulation training of pilots. Our SmartBrain System substitutes video games for the pilot simulators providing an engaging, immersive, and fun neurofeedback training experience that is especially appealing to adolescents with attentional problems. Playing video games can improve attention skills!! So parents could tell their kids “Go play your video games before your homework!

The technology acquires a real-time brain activity signal and transmits the signal to a receiver wired into a Sony PlayStation game controller. The SmartBox neurofeedback device is programmed for increasing the ratio of BETA brainwaves (used during focused, analytical processing mental states) to THETA and ALPHA brainwaves (used during daydreaming, tuned out, drowsy mental state). The signal output of these brainwaves provides three forms of feedback, visual, auditory and tactile, corresponding to changes in brain activity. For example, when the brain is outside the range of focus, the digital buttons on the game controller will work less efficiently, resulting, in a race car game, in reduced speed of the car. Auditory feedback occurs through a speaker system; tactile feedback results from a vibrator motor in the game controller. Since the goal of the game is to advance and win the race, the player is motivated to produce a brain wave state that is reflective of improved processing and attention. A protocol of thirty 30-minute sessions been shown to increase an individual’s attention.

CyberLearning Technology, LLC, in collaboration with researcher Dr. Judith Pokorni of the Pacific Institute for Research and Evaluation (PIRE), designed the proposed study to demonstrate the effectiveness of the SmartBrain System with adolescent students diagnosed with learning disabilities and attentional problems. The net result will be to increase their overall attention, thereby enhancing their performance at school, home and at work. This same technology is also useful for increasing attention in the general population, not just those with diagnosed Attention Deficit Disorder.

The proposed research will test the effectiveness of the technology with a group of 5 students diagnosed with learning disabilities. An additional 5 students will serve as a comparison group. The 5 intervention students will use the SmartBrain Home System during 30 minute sessions 5 days a week for a total of 30 sessions. An assessor, blind to group membership, will administer a battery of tests pre- and post intervention to the 10 participants to assess variables of attention and its impact on reading comprehension. The concentration of intervention participants will be measured using a BETA/ALPHA+ THETA ratio from beginning of intervention to end. Additionally, qualitative data will be gathered from participants and their families via focus groups and surveys.

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