
JSET ejournal







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Assistive Technology
Associate Editor Column
Tamarah Ashton
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: uniquelogic@att.net.
Web: www.playattention.com.
System Requirements of Play Attention®
IBM-compatible 486DX or greater
and
Color VGA monitor and video card
or
Power Macintosh or greater
Free serial port
8 MB free disk space
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.
If you have an idea that you would like to see covered or you
are interested in being a guest writer, please send your comments
to:
Tamarah M. Ashton
Department of Special Education
California State University, Northridge
Northridge, California 91330-8265
(818) 677-4869
tamarah.ashton@csun.edu
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