Improving Attention, Reducing Behavior Problems, and Bolstering
Self-Esteem:
The Many Benefits of Play Attention
Increasing student time on-task and reducing impulsive behavior
is a full-time job for most special educators. Students' self-esteem
is often the last thing receiving any attention in the classroom.
Play Attention (2000), a recently released computer-based learning
system, is designed to target improvement in all three areas.
Based on attention-training techniques similar to those developed
for NASA and U.S. Air Force pilots, Play Attention® measures
students' brain waves and provides feedback to the students in
an entertaining, video game-like format. Designer, Peter Freer
a Technologist in the Asheville, North Carolina, City School System,
is the first to develop such a system for educational purposes
(Hall, 2000). Freer is also the CEO and founder of Unique Logic
+ Technology, the company that produces Play Attention (Siglin,
2000).
Through the use of edufeedback, a coined and trademarked
term of Play Attention, students practice controlling their state
of attention in real time. The system uses a helmet (i.e., an
adapted bicycle helmet) with built-in sensors to measure students'
focus and cognitive processing. The electrodes are placed at the
top of the helmet and to each side behind the ears. Brain waves
are translated so that students can control the action on the
computer screen. They learn to control the program through attention
alone (Closing the Gap, 1999/2000).
Play Attention is recommended for individuals ages 7 and up. Reportedly,
results have been achieved in as few as 15 hours, but 40 to 60
hours of training are recommended before results are to be considered
permanent (Unique Logic + Technology, 2001).
With coaching, the student begins to maintain this focused awareness,
and learns what behaviors detract from it. Gradually, students
learn to transition their focused awareness to educational objectives
like reading and attentive listening in class. Each level focuses
on a different educational objective, so students can learn the
skills they need to succeed in the classroom.
The Play Attention system covers five essential classroom skills
(Unique Logic + Technology, 2000). All data are recorded so that
students may see their progress over time.
Level I. Learning to Focus & Lessening Distractibility
Students begin their experience with Play Attention by
working with a hierarchical series of games designed to increase
their attentional abilities for gradually longer periods of time.
By focusing on a bird flying or a fish swimming, students begin
to understand that they can control the action on the screen simply
by paying attention. The average user can learn basic control
over the software in two to five minutes (Unique Logic + Technology,
2001).
Level II. Visual Tracking
Difficulty in visually following a teacher around the classroom
or problems keeping up with the movements of a cursor on a computer
screen are examples of deficits in visual tracking. In Level II,
students move a character around the screen by focusing on it.
The students' scores are directly related to their time spent
maintaining attention to the screen character's movements.
Level III. Time On-Task
Staying on-task without constant one-on-one supervision is a necessary
skill in public school classrooms. Students practice building
a tower of blocks, a closed-end task, in Level III. The goal is
to gradually decrease the amount of time it takes to successfully
build a tower (i.e., in less than five minutes). Blocks are carried
across the screen by attentional focus, and are stopped or moved
backward if the students fall off-task.
Level IV. Short-Term Memory Sequencing
As indicated by its title, the goal of this exercise is to increase
students' short-term memory, particularly in increasingly longer
sequences. Students focus on a variety of colored blocks presented
on the screen. The blocks light up in two, three, and four light
sequences. Each block is assigned a unique tone. After watching
and hearing the sequence, students must replicate the sequence
by inputting information with the keyboard.
Level V. Discriminatory Processing
The setting for this activity is a cyber starship. Asteroids fly
toward the ship. As the pilot, students must deflect certain colored
asteroids, but not others. In so doing, they are learning to pay
attention to important stimuli and ignoring unimportant, extraneous
information.
Once the student masters the software, the coach may focus
on behavioral goals. With the assistance of the coach, users can
learn to control self-distracting or disruptive behaviors, such
as calling out and fidgeting. Behavioral management plan materials
are included in the user's manual.
"Studies demonstrate that children trained on Play Attention
experience a greater sense of self-esteem, enhanced social interactions,
and improved grades as a result of their own newly developed abilities"(Siglin,
2000, p. 123). A study conducted at Old Fort Elementary in Old
Fort, North Carolina (Unique Logic + Technology, 2001), examined
the results of 7 students with 20 hours or more experience with
Play Attention. Of the seven, in the area of time on-task, six
increased their amount of on-task time from 40% to 50% to nearly
100%. This would suggest that these students would be more apt
to finish their homework and seatwork in the allotted time, and
also be able complete end of year standardized measures of achievement
to more accurately reflect their true abilities.
In the area of short-term memory sequencing, all seven of the
students increased their amount of data sequenced from only two
chunks of data to five or six. These students are now more likely
to be able to follow multi-level instructions and perform sequential
tasks. In the same study, but in the skill of discriminatory processing,
all seven of the students were also able to decrease their processing
errors from 20% to 0%. These data seem to indicate that students
can learn to reduce their impulsive habits and discriminate between
significant data and less important distractors.
Several case studies have also been reported (Siglin, 2000; Unique
Logic + Technology, 2001). JL, a second grader, could solve math
problems in his head, but could not accurately translate the information
in his head to the paper. His distractibility made it difficult
for him to finish homework and in-class assignments. His teacher
reported that, as a result, his self-esteem was dropping and poor
social interactions were increasing. Within weeks of working with
Play Attention, JL began to control his impulsive behaviors, particularly
calling out in class. He began to understand that he had control
over his behaviors. At the conclusion of the school year, JL scored
in the 99th percentile for mathematics on the North Carolina end-of-year
test.
Play Attention was used with a 25-year-old male after he failed
a carpentry test at a technical college. This man's Play Attention
coach reported attentional difficulties since middle school which
had lowered this individual's academic confidence. Play Attention
training helped him to refine his ability to focus. Three quarters
of the way through training, he received a B in a university level
literature class.
In clinical practice, two boys, ages 6 1/2 and 10 years, were
evaluated before and after their Play Attention training with
a standardized test for measuring attention. On the response control
quotient, the 6 1/.2-year-old boy increased his score from 92
to 99, and the 10 year old from 81 to 114. These standard scores
reflect lower impulsivity and faster reaction times. On the attention
quotient, the younger boy's score increased from 64 to 107 and
the older boy's from 103 to 121.
While limited, these case study results show potential for effectiveness of
the Play Attention system. For more information on Play Attention, contact:
Unique Logic + Technology, 1 Botany Dr., Asheville, NC 28805. Phone 800-788-6786
or 828-299-9291. FAX 828-299-9836. Email: ult@playattention.net.
Web: www.playattention.com.
References
Amberg, E. (2000). Software: Focus on special needs. T.H.E. Journal: Technological
Horizons in Education, 27 (7), 1-4.
Closing The Gap. (1999/2000, December/January). Product previews: Students harness
their power to concentrate. Closing The Gap, 19, 27.
Hall, N. (2000, April 13). Device improves students' concentration. The McDowell
News, p. A1.
Play Attention [Computer software]. (2000). Asheville, NC: Unique Logic + Technology.
Siglin, J. A. (2000). Play Attention®: Focusing on success. Intervention
in School and Clinic, 36 (2), 122-124.
Unique Logic + Technology. (2000). Play Attention®. [Video]. (Available
from: Unique Logic + Technology, 1 Botany Dr., Suite 1F, Asheville, NC 28805)
Unique Logic + Technology. (2001). Play Attention®. Online. Available: http://www.playattention.com.
Retrieved March 27, 2001.