| BRAIN TRAIN Cognitive Retraining Software | ARTICLES for Survivors & Families | OTHER SOFTWARE Freeware/Shareware |
BRAIN TRAIN® VOLUME 3
This volume has 90 programs--including all the programs from Brain Train Volumes 1 & 2 and 20+ new programs. Several programs require response to auditory stimuli.
Scores are automatically recorded at the completion of each program and can be displayed on the screen, printed to a hard copy or to a text file for later analysis. This version, like previous versions of Brain Train, is menu-driven: you choose which programs you want a particular user to complete, select appropriate levels for each program, and then save the menu. When the user starts Brain Train, he or she only sees those programs on his/her menu. In addition, each program can be run in "demo" mode for exploration of various features and to try out the various settings available.
SYSTEM REQUIREMENTS:
| PC compatible computer |
| Windows 98, ME, 2000 or XP |
| 128 Megabytes of RAM |
| Hard drive with 200 Megabytes free space |
| Mouse |
| CD-ROM drive |
| Sound card |
| Monitor capable of 800 X 600 display |
Price
| Individuals (prepaid only) | $249 |
| Institutions (purchase orders accepted) | $249 |
Orders are usually shipped within 24 hours of receipt of payment or purchase order.
There is no charge for shipping/handling unless special service is requested.
check or purchase order must be payable to Judith Falconer
credit cards are not accepted
Mail to:
Judith Falconer, Ph.D. 8343 Currant Way Parker, CO 80134
PROGRAM DESCRIPTIONS:
Africa: A map of Africa is displayed. Then one of the countries is highlighted. Identify the highlighted country by clicking on the correct name.
Alphabetizer: Words are displayed in random order on the left side of the screen. Remove the words within the specified time by clicking the mouse button on the next word in alphabetical order. If the selection is correct, the word is removed.
Anagrams: A target word is randomly selected. The letters of the word are printed on the screen in random order. Determine the word, type it on the keyboard and press the Enter key.
Analogies: An analogy problem is randomly selected. Analogies are printed as three words and a line, followed by four possible answer options. Determine the relationships between the words displayed and click on or type the number of the answer that would correctly complete the analogy.
Antonyms: A target word is displayed followed by five numbered words. Click on the correct answer or type the number of the word that is OPPOSITE in meaning to the target word.
Arithmetic: Two to four digit addition, subtraction, multiplication and/or division problems are printed on the screen. Enter your answer and click on the “Check my answer” button or press the Enter key.
Asia: A map of Asia is displayed. Then one of the countries is highlighted. Identify the highlighted country by clicking on the name of the country.
Assembly Line: Two to sixteen model "widget" shapes are displayed at the top of the screen with an identifying letter printed beneath each shape. One of the displayed shapes is randomly selected as a target shape and begins moving along the bottom of the screen. The shape may be oriented in the same position as the model shape (not rotated) or it may be upside down or on a side (rotated). Click on the model shape or type the letter of the model shape that is exactly the same as the moving shape before it reaches the edge of the screen.
Block Match: A model block design is drawn on the left side of the screen and remains visible throughout the trial. Identical blocks are drawn in scrambled positions on the right side of the screen. Reproduce the model by swapping blocks. Minimum number of swaps to reproduce each design has been calculated so try to work as efficiently as possible, i.e. swap so both blocks end up in the correct position.
Braille Code: At level 1 the patterns for the numbers 0-9 are displayed; levels 2-4 display the alphabetical patterns. Then the code for a number, word or brief phrase is displayed in boxes at the top of the screen. Figure out the numbers, words or phrase the target code represents and enter it in the box.
Breakfree: A wall of bricks is drawn on the right side of the screen. When mouse button or the space bar is pressed, a ball appears and moves from right to left across the screen. Mouse or up/down arrow keys are used to move the on-screen paddle into position for hitting the ball. A brick disappears if hit by the ball. The object is to get rid of as many bricks as possible by keeping the ball in play.
BT Draw: This is a basic graphic processing program. Features include routines to draw geometric figures (lines, circles, ellipses, rectangles), import shapes, add text, and fill outlined areas with patterns or colors. Pictures created by the program may be saved for later review. A separate detailed manual describes the various features of the program and instructs the user on how the features are accessed. Three Tutorial lessons are included in the manual. Pictures created and saved through the BT Draw program can be viewed using the Windows Paint program.
BT Read: This is a reading speed and comprehension program. Users may read at their own rate or the rate at which passages are presented can be set from 1-2000 words/minute. Each passage is followed by multiple-choice questions to evaluate reading comprehension. If the user does not answer the required percentage of questions correctly, the passage must be re-read the selected number of times or until the required comprehension level is achieved.
BT Word: This is an introductory word processing program. A model document is printed in the box at the top of the screen. The user's entries appear in the box on the bottom of the screen.
Canada: A map of Canada is displayed. Then one of the provinces or territories is highlighted. Identify the highlighted province or territory by selecting it from the drop down list.
Catcher: A ball is dropped from the top of the screen. Catch the ball at the bottom of the screen using right and left arrow keys or mouse to move the on-screen paddle. The program terminates when the user has missed the specified number of balls.
Central America: A map of Central America is displayed. Individual countries are randomly highlighted. Click on the name of the highlighted country.
Checkit: Squares are displayed in random locations on the screen. The object is to click on the lowest numbered square displayed When you click the correct box in sequence, it is removed. If all boxes are removed before time has expired, they are replaced and you start over.
Checkbook: This basic checkbook maintenance program requires the user to enter the specified number of deposits and withdrawals within the time allowed. The first time the user selects this program from his/her menu, the name and address to be used for this account must be entered Since checks cannot be “bounced”, the user must ensure that the current balance would allow the next check to be written and may have to make deposit(s) before writing a check.
Checkers: A checkerboard is displayed with 48 checkers surrounding 16 empty squares. Remove as many checkers as possible within the specified time limit by clicking on the first checker to move; the center of that checker becomes black. Then click on the empty space where the first checker is to move. A buzzer sounds if an illegal move is attempted. Exit the program if no more moves are possible by clicking on the “Click to Give Up” button.
Cipher: A series of shapes is drawn at the top of the screen, each of which is identified by a number. In the 1-3 rows that follow, the same shapes are drawn without numbers. Beginning at the top left unnumbered shape and moving across each row, type the number that is paired with the shape in the top row.
Circuit Compare: Two representations of circuit boards, each containing 4-20 sections, are displayed. .Level 1: determine whether the sections are exactly the same or different and respond by clicking on the Same or Different button or typing the letter ‘S’ or ‘D’ before the allotted time expires. Level 2: Click on the section that is different before the allotted time expires. Level 3: identify the different section and click on it repeatedly until the correct component is displayed. Then click on the “Done” button before the allotted time expires.
Color Catch: A target color is displayed in a box near the top of the screen. Then different colored shapes appear in random locations on the screen. Any time a colored shape that matches the target color appears, click on it. The target may or may not change when you successfully click on a shape that is the target color.
Color Mastermind: A random color sequence is generated. Determine the correct sequence within the specified time limit using as few tries as possible by entering color choices from the key displayed at the bottom of the screen.
Concentration: A grid is displayed with shapes randomly assigned to but not visible in each space. View two shapes per try by clicking on the first square and then clicking on a second square. When the two shapes selected match, their locations are shaded and no longer available. Pair all shapes in as few tries as possible within the selected time limit.
Concept Master: Four words are displayed. Determine which word does not fit in the same category as the other three and click on the word or type the number of the word.
Conceptual Pairs: A 40 square grid is drawn; shapes are randomly assigned to but not visible on each square. View a shape by moving the cursor to the desired square and selecting that location. Shapes are viewed two at a time. Determine which shapes go together (e.g., rake and shovel). When both members of a pair are identified on one try, their respective locations are shaded and become unavailable. Pair all shapes within the specified time limit using the fewest number of tries.
Connect Four: This is a computer version of the Connect 4 game. The object of the game is to get 4 shapes in a row horizontally, vertically or diagonally. You insert a piece by clicking the number above the row where you want to place the piece. You always move first.
Cube Count: A picture of stacked blocks is displayed. Count the number of blocks in the picture and enter your answer in the box. You must determine not only the visible blocks but also those that would have to be present underneath or behind visible blocks for the displayed pattern.
Cubit: A 9-face grid is constructed and one of 9 colors randomly assigned to the 9 locations on each face. Grid:
1 2 3 Each number represents a different face to the grid.
4 5 6 Each face contains 9 locations (or separate squares).
7 8 9
Using the arrow keys to move the cursor and the space bar to select, swap the color inside the cursor with the color of the current location until each face displays only one color. Start by swapping the black center (small square) for another color. "Wrap around" reduces moves (e.g., moving right from 3 places the cursor on 1; moving down from 8 places cursor on 2).
Darth: Targets move across the screen from left to right or in both directions. Using any key or the mouse to fire arrows, hit as many targets as possible. With each successful hit, the target moves down the screen. If the target reaches the bottom, moves back to the top.
Data Entry: This is a program for entering simple to complex alphanumeric data. For Level 1 the data to be entered includes only numbers. At Level 2 data consists of numbers and upper case letters. Level 3 requires entry of numbers, upper and lower case letters, symbols and punctuation. The data to be entered is displayed at the upper right corner of the screen. Entry errors can be corrected by pressing the Backspace, Left arrow or Delete keys.
Deduce: A grid with blank labels is displayed at the top of the screen. Boxes are displayed on the bottom right of the screen with labels that can be dragged to one of the blank labels. Clues are displayed in a box on the lower left of the screen. Use the clues to figure out which label you should place in each of the empty boxes.
Design Discrimination: Rows of geometric shapes are displayed with an identifying letter printed below each shape. One shape is different from all others. Identify which shape is different and type its identifying letter or clicking on the shape as quickly as possible.
Digit Match: Numbered blocks appear on the right side of the screen. Blank boxes appear on the left side of the screen. Drag the numbered boxes to the blank boxes so that the numbers on each adjoining face match.
Europe: A map of Europe is displayed. Then one of the countries is highlighted. Identify the highlighted country by clicking on the name of that country. You may have to use the scroll bar on the right of the countries list to see more countries..
Event Sequences: The steps involved in completing common tasks are displayed in random order. A box is displayed before each step. Number each step in the appropriate sequence and then click the 'Check my work' button."
Faceit: A 9-face grid is constructed and the numbers 1-9 randomly assigned to the 9 locations on each face. Grid:
1 2 3 Each number represents a different face to the grid.
4 5 6 Each face contains 9 locations (or separate squares).
7 8 9
Using the arrow keys to move and the space bar to select, swap the small number inside the cursor with the large number in the large square until each face shows only one number. Start by swapping the empty small square for a number on a large square. "Wrap around" reduces moves (e.g., moving right from 3 places cursor on 1; moving down from 8 places cursor on 2).
Finger Spelling: The American sign language signs for the letters of the alphabet are displayed. Study the signs as long as you wish then click on the “Begin” button. Then a word or a short phrase will be displayed in a box near the top of the screen, one letter at a time. When requested, type the word or phrase that was displayed.
Group Recall: This is a program to learn and recall lists of words or addresses. Five numbered lists of words or addresses are displayed. Time is allowed to study the contents of each group. A randomly generated word or address from one of the groups is printed near the center of the screen. Indicate the number of the group to which it belongs by typing it in the box and pressing <Enter>.
Half Wits: 20 pictures are vertically bisected and the halves randomly assigned to but not visible on a grid. View picture halves two at a time by placing the cursor on the chosen squares and selecting the squares. Match left halves with their right halves within the specified time limit in the fewest number of tries.
Hangperson: Letters of the alphabet are printed in order on the screen. Target words are randomly selected. Each letter in the target word is represented by a box on the screen above the alphabet. Select a letter to determine if it is part of the target word. If the letter is in the target word, the computer responds by moving the letter from the alphabetical display to the appropriate blank box on the top of the screen.
Intermediate Shape Memory: Shapes are displayed in boxes on the screen. Study the shapes as long as required to recall the locations. Then press the ‘Begin’ to erase the shapes. The shapes are displayed one at a time in the center of the screen. Click on the location where the shape was previously displayed. If the choice is correct, the shape remains visible on that location.
Inventory: This is a basic inventory/customer management program. The user must enter new customers or update existing customers; enter customers orders and update existing orders, and add or update products to the current inventory,. Limited instructions are provided so user must study the data entry screens to determine how to use the program.
Lights Out: Twenty-five squares are displayed on a grid. When the trial starts, all 25 squares are turned on—that is yellow. The object is to turn off as many squares as possible. Turn off a square by clicking on it. Any adjacent squares will turn off if they are on or turn on if they are off. When you think you have turned off as many squares as possible, Click on the ‘Done’ button.
Machine Tending: This task that requires attending to moving indicators on 2-6 gauges. If the indicator on any gauge moves outside the shaded safety range, click the LEFT mouse button on the column or the number to return it to the safe range. Once an indicator moves outside the safety range it does not return without a user response. A 2-6 target letter code is printed beneath the gauges. Additional letter codes move across the screen beneath the target code. Since the letter code is randomly generated, the frequency with which it appears is controlled to ensure that it will "randomly" appear. Any time the letters directly beneath the target code exactly match the target code, click the RIGHT mouse button.
Mail Sort: This program requires analysis and rapid response to names and addresses. Level 1: Two names and addresses are displayed. Indicate whether they are exactly the same or different by pressing S or D within the allotted time. Levels 2 & 3: A name and address scroll across the screen from left to right or right to left. Entry errors may be corrected by pressing the Delete, BackSpace or left arrow keys prior to pressing the Enter key. Level 2: type the first letter of the last name and press <Enter> within the allotted time. Level 3: type the ZIP code of the address and press <Enter> within the allotted time.
Match: A model sequence of randomly selected target shapes is displayed in a box near the top of the screen with numbered multiple-choice answer options below the target shapes. Click on the box or type the number of the answer that exactly matches the target series.
Math Wizard: A randomly selected one or two-digit number is printed on the screen and erased at user's signal. One at a time, additional numbers are displayed. Each number remains visible until the ‘Next Number’ button is clicked. Mentally add each number to the previous total and enter the final answer at the keyboard when requested.
Maze: A random maze is drawn. Use arrow keys to traverse the maze from the lower left corner through the exit at the upper right corner within the selected time limit. A buzzer sounds if a maze wall is hit. Time remaining appears on the screen as user progresses through the maze.
McBrain Train: McBrain Train is a fast food outlet that has a limited menu. Orders for various food items either appear in a box near the bottom of the screen or are heard through the computer speaker. Click on the menu button as many times as that item was ordered. When all ordered items are completed, click on the Total button, note the amount tendered by the customer, and enter the amount of change that should be given.
Mideast: A map of Mid East countries is displayed. Individual countries are randomly highlighted. Identify the highlighted country by clicking on the name of that country.
Number Mastermind: A random sequence of numbers is generated. Determine the sequence within the specified time limit using as few tries as possible by typing the numbers at the keyboard and pressing <Enter>.
People and Countries: A series of country names are displayed. The name of a famous person appears at the bottom of the screen. Click on the name of the country with which that person is identified.
PicWord Pairs: 20 pictures and 20 words are randomly assigned to but not visible on a grid. View words and pictures in pairs by placing the cursor on and selecting desired locations. When the word matches the picture selected, those locations are shaded and no longer available. Match pictures with the corresponding words in as few tries as possible within the specified time limit.
Presidents: A list of U.S. presidents who have served since 1900 is printed in random order on the left side of the screen. Click on the name of the person still listed who served the earliest. If the correct name is selected, it is erased.
Puzzler: A picture is displayed. Examine the picture and then press the “Click for Puzzle” button. The picture will appear as a puzzle with the selected number of pieces placed in random locations on a grid. Assemble the puzzle by clicking on the first piece you want to swap; a red box will appear around that piece. Then click on the second piece. The two selected pieces will swap locations. The assembled picture may be viewed at any time by clicking on the “Show Picture” button. Once all the pieces are in the correct location, the score for that trial will be displayed.
Recall: Letters are randomly selected and displayed one at a time at a pre-selected rate. Keep track of letters displayed; when requested type them in the exact order in which they were displayed. Sequence length increases by one letter after two trials at a given length. Missing both sequences at a given length terminates the program.
Relationships: Advanced analogy problems are randomly selected. The first part of the analogy is printed on the screen followed by five numbered answer options. Determine how the first two words/phrases are related and enter the number of the answer option showing the same relationship. Correct answer is provided if response is incorrect.
Resistor Code: This is a program to calculate the value and tolerance of resistors used in electronic circuits. Instructions regarding required procedures are presented at the beginning of the program. Use the standard color code to determine the numerical value of a resistor or determine the color code given the numerical value of a resistor. A Help screen that lists the colors and values is accessible throughout the program.
Scope: This is a program that simulates reading and interpreting data displayed on an oscilloscope screen. Detailed instructions with examples are optionally available at the beginning of the program. Measure the amplitude, period, frequency, duty cycle, and offset of the square waveform displayed on a grid and calculate results based upon dial settings. Examples of the required calculations are accessible throughout the program
Searcher: A predetermined number of objects are randomly assigned to but not visible on a 10x10 grid. Find all objects within the selected time limit. Move cursor to desired location and then select. Feedback is provided regarding direction and location of remaining objects after each selection. Selecting again removes displayed feedback and allows a new location to be selected.
Sequence: A randomly selected letter and/or number sequence is presented, ending with a number of question marks which indicates how many digits/letters are in the final answer. Analyze the sequence, determine what letter(s) and/or number(s) would logically be next, type them at the keyboard and press <Enter>.
Sequential Shapes: Shapes are drawn in 1 or 2 rows at the bottom of the screen; identical shapes are displayed in random locations at the top of the screen. The shapes in the bottom row(s) are highlighted in order. Click on the shape on the upper screen that is identical to the highlighted shape.
Shape Memory: Target shapes are displayed on the screen. Then a series of shapes is presented, some of which were target shapes. Identify which of the shapes were target shapes and which were not target shapes by clicking on the respective button or typing Y or N in response to the question "Was this a target shape?"
Shipping Clerk: This is a program requiring determination of Surface, Second Day Air and Next Day Air shipping charges. Instructions are presented at the beginning of the program. A package weight and ZIP code for delivery are printed on the screen. Determine the shipping zone by noting the first three digits of the zip code. Locate the appropriate zone for the first 3 digits of the ZIP code specified. Round the weight to the next highest pound. Select the charges chart for Surface or Air Delivery respectively. Locate the weight on the left side of the chart and move across the row to the appropriate Zone. Note the charge listed. Enter the charge, inserting a decimal point if required, and press <Enter>.
Simon: Nine squares are drawn and numbered. Then, with increasing sequence length, they are highlighted in random order. When requested, type the numbers in the order they were presented. Two trials are presented at each sequence length. Missing both trials at a given length terminates the program.
Slider: A slide puzzle is displayed. Click on a number next to the blank space to move that number to the blank space. Put the numbers in numerical order (1 at the top left corner to direction square in the lower right corner) within the specified time limit. Make sure you have as many as possible in order before clicking the ‘Give Up’ button.
Sound Match: A grid containing 40 pictures is displayed. Then a sound is played which will be identified with one of the pictures. Click on the picture that matches the sound you heard. A “Repeat Sound” button is available for users who need to hear the sound again.
Sound Memory: Target words are spoken. Then a series of words is spoken, some of which were target words. Identify which were target words and which were not-target words by pressing Y or N or clicking on the Yes or No button.
South America: A map of South America is displayed. Individual countries are highlighted. Identify the country by clicking on the name of that country.
Speed Type: A randomly selected letter is printed near the top of the screen and gradually falls toward the bottom. Type the falling letter before it hits the bottom of the screen.
Spelling: Two to six randomly selected words are displayed, only one of which is misspelled. Click on the incorrectly spelled word or type its number.
Spreadsheet: This is a simple spreadsheet program with up to 10 columns and 20 rows. The user’s current position is indicated by both a flashing line within the spreadsheet and a Column-Row designation in the upper left corner of the screen. The data to be entered is displayed immediately below the current location indicator. Each entry may contain from 2-6 digits. Use the Tab key, the arrow keys or the mouse to move the cursor to the required location, type the indicated number and press <Enter>. If the user notices that an incorrect cell has been selected before pressing <Enter>, pressing Esc cancels the selection, restores the number previously at that location, and allows movement to a different cell without penalty. Entry errors can be erased by pressing the BackSpace, Delete or Left arrow key prior to pressing <Enter>. If the number of entries to be completed exceeds the number of cells available in the spreadsheet, typing over existing data is required. Two types of errors are scored: entry into the wrong cell and entry of an incorrect number. A single entry may contain both errors.
Stacker: Three numbered pegs are drawn on the screen; rings are mounted on peg 1. Move all rings to either peg 2 or 3 within the specified time limit by typing or clicking on the number of the peg holding the ring to be moved then the number of the peg to which the ring should be moved. Rules: Only one ring can be moved at a time. A large ring cannot be placed on top of a smaller ring.
Survival: A border is drawn around the screen and numbered blocks placed in random locations. A turquoise dot is randomly placed inside the border. Using the arrow keys, keep the dot moving without hitting walls or running over the dot's path. Once the dot begins moving, it will move in the same direction until a different arrow key is pressed.
Tetris: Columns with 3 shapes gradually drop from the top of the playing field. Align 3 or more identical shapes horizontally, vertically, or diagonally on the playing field. The column can be moved to the right by pressing the right arrow key or to the left by pressing the left arrow key. Pressing the up arrow key changes the relative location of the shapes within the column. Higher points are achieved by aligning more than 3 identical objects. The rate at which the objects drops increases as the score increases.
Tile Out: A grid of colored blocks is displayed. Blocks are removed by clicking on a block. Any adjacent blocks of the same color as the one clicked are removed and remaining blocks will populate any holes. The more blocks removed with a single click, the higher the score.
Tools: A variety of common tools are displayed. Then questions are asked about which tools would be used for specific tasks. Select the tool that would be most appropriate for the task in question by clicking on the tool.
Tracer: A target letter is displayed at the top of the screen. Randomly selected letters then fill the selected number of rows on the screen. Starting at the top and proceeding across rows from left to right, letters are highlighted one at a time. Press a key each time the target letter is highlighted.
Trackit: Letters are printed in alphabetical order in two rows on the screen. The letters are sequentially highlighted to spell out a target word. Identify the word, type it at the keyboard, and press <Enter>.
TV Themes: The names of TV shows are displayed. Then the theme song from one of those shows is played. Identify the show to which this theme song belongs by clicking on the program’s name.
Typing Program: Brief phrases are printed at the top of the screen. Type the phrase exactly as it appears. A buzzing sound indicates that an incorrect letter has been typed and prevents further typing until the correct letter is typed.
United States: A map of the United States is displayed. Individual states are randomly highlighted. Identify the highlighted state by clicking on its name.
Visual Concepts: Pictures are displayed. One of the pictures will have some unique feature that is not present in the other pictures. Click on the picture that does not belong or type the number below that picture.
Visual Sequences: A sequence of 3-5 geometric designs is drawn on the screen, followed by a box with a question mark printed inside. Four numbered answer options are displayed below the sequence. Type the number or click on the answer that should be next in the sequence.
Wigilance: A target shape is displayed. Then a variety of shapes are displayed in random locations on the screen. Each time the target shape appears, press a key. The target shape will appear the specified number of times in each screen quadrant.
Word Compare: Two similar or identical words are displayed on the screen. As rapidly as possible, determine whether the words are the same or different and respond by pressing "S" or "D" or clicking on the Same or Different button.
Word Master: Target words are displayed followed by four possible definitions. Click on or type the number of the best definition.
Word Memory: Target words are printed on the screen. Then a series of words is presented, some of which were target words. Identify which were target words and which were not-target words by pressing Y or N or clicking on the Yes or No button.
| BRAIN TRAIN Cognitive Retraining Software | ARTICLES for Survivors & Families | OTHER SOFTWARE Freeware/Shareware |