This document contains an overview of the attention training program, instructions for running the attention training games on the computer, general scripts and instructions, and scripts and instructions for individual games and sessions.  For instructions on downloading and setting up the attention training games, please see the separate set-up instructions available on the Teach the Brain website.

CONTENTS:
1. Overview
2. Operating the Games
3. General Scripts
4. Game/Session Scripts
1. OVERVIEW

The attention training games are divided up into five sessions’ worth of games.

Session 1: Game 1—Side		Game 2—Chase		Game 6—Maze
Session 2: Game 4—Hole – Visible 	Game 5—Hole – Invisible
Session 3: Game 7—Toybox		Game 8—Toybox Delay
Session 4: Game 10—Numbers	Game 11—Stroop
Session 5: Game 12—Farmer
1.	If the child is behind during Session 5, finish games from previous sessions.
2.	If the child is not behind, play Numbers (Game 10) and Stroop (Game 11) again.
3.	If the child is still behind after this session, try to schedule an extra session.

Each game consists of a series of levels of increasing difficulty.  Most of the games have seven levels, except for Maze (Game 6), Numbers (Game 10), and Stroop (Game 11), which each have six levels.

To advance to the next level in a game, the child most complete a certain number of trials--in most games, three-- correctly in a row within a level.  When the child successfully completes three trials in a row, the game automatically progresses to the next level.  For example, completing three Level 2 trials in a row advances to Level 3.  However, if the child makes an error, the number of successful trials completed in a row resets to zero.  In all games except the Farmer game, the number of successful trials appears in the title bar of the Attention Training window.  The number of periods displayed after the current level indicates the number of trials successfully completed in a row on that level.  "Level 2." indicates one trial completed, while "Level 2.." indicates two trials in a row completed.  "Level 2" with no periods means that no successful trials have been completed in a row.
2. OPERATING THE GAMES
Double-clicking on the “Attention Training Games” shortcut created during the installation process starts the games.  Before using the games, we recommend reading over this section for details on how to navigate and correctly set up the games.

Resuming a Game: The attention training program remembers the last subject name used, the last game played, and the last level completed.  (See Section 1: Overview for information on levels.)  If you simply want to resume with these variables intact, just click the “OK” button and the game will continue.  (Be sure that your computer’s speakers are ON as the games use sound.) 

To Start a New Subject: On the second line, you will see a box labeled “Subject Log File.”  To the right of the box, you will see two buttons: “Choose” and “New.”  Click on the “New” button.

A new window will appear with two boxes.  The first provides the name of the subject.  The second allows you name the log file in which the computer will record the subject’s performance.  (You can use the same name for both boxes.)  The names must start with a letter; however, if you wish to number the subjects, you could simply enter “s02” for subject 02, “s10” for subject 10, etc.  

After entering the name of the new subject, click OK.  Then select the game you wish to play (see “Selecting a New Game”)—most likely Game 1.

It is not necessary to create a new log file for each session.  Rather, the program can add each new session to a single log file for that one subject--see "Resuming an Existing Subject," below.  New log files need only be created for each new subject.

Resuming an Existing Subject: For sessions after the first, you will want to resume saving to the subject's existing log file.  To load up the existing log, cling on the “Choose” button.  A list of files will appear.  Select the log file corresponding to the current subject.  The existing log file will be opened and the new session will be appended to the log.

Then select the game you wish to play (see “Selecting a New Game”) with that subject.

Selecting a Game: To start a different game with the same subject, click on the box labeled “Game:” and then select the game you wish to play.  Below that, click on the box labeled “Level:” and return the game to the first level. (See Section 1: Overview for information on levels.)  Whenever you switch games, be sure to also click the “Reset” button to reset the number of trials played at that level; otherwise, you may encounter problems running the games.

After these steps, the box to the left of the “Reset” button should say “Successful Trials: 0.”  Click the “OK” button to start the game. (Be sure that your computer’s speakers are ON as the games use sound.)

After all the levels of a game are completed, the attention training program will close.  To start another game, double-click on the shortcut again and select another game.  To stop a game midway through or to switch to a different game, close the window and then restart the program.

If You Accidentally Change the Game/Level: Sometimes, when setting up the games, you might accidentally change the game or level and consequently need to return to last game/level the subject actually played by the subject.  To restore to the last level saved in the log file, click the "Refresh" button. 

Exporting Data: Results from each trial are saved automatically in the log files.  These files can be found in the “add” folder on your hard drive.  The file is a text file readable by most programs.

If you would prefer an Excel spreadsheet, the attention training program can generate one for you.  Select the subject you wish to generate a spreadsheet for (see “Resuming an Existing Subject”).  Then click the “Spreadsheet” button.  An Excel spreadsheet will be created in the “add” folder on your hard drive (usually the “C:” drive).  The spreadsheet will have the same name as the log file – e.g., if the log file was named “s02” then the spreadsheet will also be named “s02.”  The “Spreadsheet” button does not automatically open the Excel spreadsheet; if you wish to look at the spreadsheet immediately, you will have to manually open the file.

Improving Game Speed:  We have found that some of the games (particularly Games 4+5—Hole and Games 7+8—Toybox) may slow down after being played for a period of time.  If the games slow down too much, you can restore them to a faster speed simply by closing the program and restarting it.  The games automatically save the subject’s progress, so nothing is lost when you close the program.  As the attention training program remembers the last game, level, and trial played, you can simply click “OK” after the program restarts to immediately resume at the same point where the subject left off.  We are aware of the slowing problem and plan to offer a more permanent solution in the future.
3. GENERAL SCRIPTS

Here are some optional scripts that you can use to encourage children to continue through the games.

General words of encouragement:

“You’re so good at this game!”

“Wow, you were SO close! Let’s try that one again!”

“You’re making Cat really happy!”

“It’s okay, that one was just a little tricky, but I think you can do it this time! Let’s try it again!”

“We’re almost done with this game! You’re doing such a good job.  Let’s try just a couple more” 

(Try not to say that something is “hard” or “difficult”; words like “different” or “a little tricky” might be better)
(Try not to say that Cat is getting “tired”; this often gets the child thinking that s/he is also tired)

Sticker protocol
1.	Offer the child one or two stickers in between games.  You can mention that a “sticker break” is coming at the end of a game to help motivate them.

2.	However, sometimes a few sticker breaks are not enough.  If the child is still having lots of· troubling focusing, try offering them a sticker after three trials (or however many trials they need to complete to reach the next level). “We are going to have a sticker break after you catch duck three more times!”  You can count down the trials that are left until the sticker break to increase the excitement and anticipation.

3.	Sometimes, even multiple sticker breaks won’t do the trick.  In this case, offer the child the chance to take a five minute play break between games.  You can continue to use sticker motivation in conjunction with the play breaks.  A short break in a different room might help refresh the child – BUT, make sure that they understand that they still need to finish the game after the break.

4. GAME/SESSION SCRIPTS
Session 1

** Note: at the beginning of every game, remember to move the arrow/cursor off of the screen **
Today we’re going to play some fun games on the computer.  Kids really like these games.   Are you ready to start? 

Game 1—Side: In this game, children use the joystick to control an animated cat character.  The goal is to move the cat to the grassy area at the side of the screen.  In later levels, more of the grass is covered up with mud.  The cat only likes to play in the grass, not the mud, so the child must move the cat to the grass and not to the mud.  Successfully completing a trial by moving the cat to the grass results in the cat grinning and dancing.  Moving the cat into the mud, or not moving the cat to the side within the time limit, does not complete the trial successfully and results in a frowning cat.

Game 1 has 7 levels.  3 correct trials in a row are required to advance to the next level.

This is Cat.  When I move the joystick this way, Cat goes this way.  
(Repeat for 4 directions, including diagonals)
Here, you try it. 
Okay, are you ready to start the game? 

Cat likes to play in the grass.  
Use this joystick to move Cat over to the grass as fast as you can. 

Look— you made Cat really happy!  Let’s try that again. 
Remember— try to move Cat to the grass as fast as you can!

(After mud appears)
You see how there’s mud over here?  Well Cat doesn’t like to go in the mud, Cat only likes to play in the grass. So remember to move Cat to the grass, not the mud! 

If Child runs out of time:
Oops!  Cat ran out of time.  Let’s try again – and this time, try to move Cat to the grass as fast as you can!

Common questions:
“Why doesn’t the Cat like to go into the mud?” 
-	Because s/he doesn’t want to get dirty.  Let’s move him/her to the grass so s/he can play! 

“How do I do this?” “I don’t know how to do this”  
(They often ask for help when the grass is near the corners)
-	Hmm…let’s think about it.  How do we bring Cat to the grass without going into the mud?

If they still need help:
-	Well let’s try going slowly toward the grass. 

If they are headed toward the mud:
- Uh-oh—you’re almost going into the mud!  Make sure you stop!  What can we do to get to the grass?

Game 2—Chase:  In this game, children again use the joystick to control a cat.  A pink umbrella character moves around the screen.  The child’s goal is to move the cat to catch the umbrella, by simply touching the cat image to the umbrella image, before time for the trial expires.  (Each trial does not start until the child begins moving the joystick.)  In later levels, the umbrella moves more quickly.

Game 2 has 7 levels.  3 correct trials in a row are required to advance to the next level.

If the game speed decreases during this game, please see the note about increasing game speed at the end of Section 2.

Here’s Cat again.  This time, Cat lost his/her umbrella, so let’s help Cat get the umbrella back, in case it starts to rain! 
Use this joystick again to help Cat catch the umbrella as fast as you can. 

If child does not catch the umbrella in time:
- Uh-oh!  Cat didn’t catch the umbrella in time.  Let’s try it again, and try to go as fast as you can.

Game 6—Maze:  In this game, children use the joystick to maneuver the cat through a maze to the “Cat Food” within a time limit.  The maze consists of black lines that the cat cannot move through.  (Bumping the cat into the black lines does not end the trial; the lines simply obstruct the cat’s movement in that direction.)  In later levels, the mazes become more complex.

Game 6 has 7 levels.  3 correct trials in a row are required to advance to the next level.

Cat is really hungry from all that running!  Let’s feed Cat some cat food.  Do you see this cat food over here? Let’s bring Cat over to the food so s/he won’t be hungry anymore.  But remember, Cat can’t go through these black lines. 

If child tries to move Cat through the line, or asks about them:
- Uh-oh, you need to try to go another way!  Cat can’t go through the black lines because they are like walls.

At the end:
Wow, you did such a good job today! You were so good at those games!  And next time, we’re going to play some more fun games too.  You’ll get to meet Cat’s best friend, Duck. 
It’s gonna be lots of fun! 

Session 2

** Note: at the beginning of every game, remember to move the arrow/cursor off of the screen **

Do you remember playing games with Cat last time?  Well today, you get to meet Cat’s best friend, Duck!  Let me show you the games: 

Game 4—Hole - Visible: In this game, children control the cat character. The child’s goal is to move the cat to tag the duck character, by simply touching the cat image to the duck image, before time for the trial expires.  The duck can travel through the lake at the center of the screen, but the cat character, who cannot swim, cannot move through the lake.  However, the duck always moves in a straight line, so children can anticipate where the duck will emerge from the lake and move the cat character to catch the duck as the duck leaves the lake.  In later levels, the duck character moves more quickly.

Game 4 has 7 levels.  3 correct trials in a row are required to advance to the next level.

If the game speed decreases during this game, please see the note about increasing game speed at the end of Section 2.

Look – there’s Cat again.  And this is Duck.
 
In this game, Cat is playing tag with Duck. 
Let’s help Cat catch Duck as fast as you can. 

BUT remember this—Duck can go in the water, but Cat can’t. 
When Duck goes into the water, s/he always swims in a straight line to the other side.
(Demonstrate the straight line by moving your finger across the screen.)  

Let’s try to catch Duck as fast as you can!    

Common questions:

“Why doesn’t Duck chase Cat?”
-	Because in this game that they’re playing, Cat always chases Duck.  Cat is always “it.”

“Why can’t Cat go into the water?”
-	Because this cat can’t swim. 

“How do I do it?”, “I don’t know how to do it”
- Let’s think about it.  Duck can go into the water, but Cat can’t.  How can we catch Duck? 

Game 5—Hole - Invisible: This game is identical to Game 4 (Hole – Visible) except that the duck character disappears from view when swimming through the lake.

Game 5 has 7 levels.  3 correct trials in a row are required to advance to the next level.

If the game speed decreases during this game, please see the note about increasing game speed at the end of Section 2.

This is the same game as the last one—Cat is trying to catch Duck again.  
But this time, Duck goes under the water and you can’t see him/her!  
When Duck goes into the water, s/he goes in a straight line again, just like before.  
Let’s catch Duck as fast as you can!   

At the end:
Wow, you did such a good job today!  You were so good at those games!  
And next time, we’re going to play some more fun games too.  

Session 3

** Note: at the beginning of every game, remember to move the arrow/cursor off of the screen **

Do you remember those computer games you played last time?  
Well today we’re going to play some more fun games! 

Game 7—Toybox: This game involves matching pictures.  Children use the joystick and joystick button to manipulate a cursor.  In each trial, the child first clicks on the orange “toy box” in the center of the screen.  This causes a picture appear in one of the corners.  The child acknowledges the picture by clicking on it.  The toy box then opens to reveal two different pictures and the child must click on the picture that matches the one in the corner.  The pictures may differ in the animal depicted, the background color, the border color, the orientation of the lines in the border, or features within the animal picture.  In earlier levels, the pictures differ in multiple aspects, but in later levels, they only differ in one way.  If the child clicks on the correct picture, the hands claps and applause is heard.  If the child clicks on the wrong picture, an “Uh-oh!” sound is heard.

Game 7 has 7 levels.  3 correct trials in a row are required to advance to the next level.

If the game speed decreases during this game, please see the note about increasing game speed at the end of Section 2.

This is a game about animals.  
There are pictures of animals, and we want to find the pictures that look the most alike. 

First, let me show you how to play: 
I’m going to move the joystick into the box, and click this button right here (show them the button on the joystick).
After I click, this picture appears over here!  

Then, I need to go over to the picture and click again. 
Do you see these 2 pictures over here?  Well, which one looks the most like the one over here (point to the corner picture)? 

OK, now I’m going to click on the one that looks the most alike.  
Wow, do you hear that—everyone’s clapping! 
OK, now you try it. 
(For the first few trials, repeat instructions to guide them as they are moving the joystick)

Note:
They often leave their finger on the button and inadvertently click as they are moving toward the target.  This results in incorrect responses.  Remind them to take their finger off of the button until they get there. 
- Be careful not to click until you get there! 

Game 8—Toybox Delay: This game is identical to Game 6—Toybox except that the picture in the corner now disappears after the child clicks on it.  The child must commit the picture to memory before clicking on it in order to select the matching picture in the toybox.

Game 8 has 7 levels.  3 correct trials in a row are required to advance to the next level.

If the game speed decreases during this game, please see the note about increasing game speed at the end of Section 2.

This game is the same as before, but this time there’s one thing you have to be careful about.  First, go ahead and click on the box like before.  

OK now before you click on this picture, try to remember it in your head because this time it’s going to go away.  Did you remember it? 
Now which one is the same?  Let’s click on the picture that’s the same. 
Good job!  Let’s try that again. (Help them through it until they can do it on their own)

At the end:
Wow, you did such a good job today!  You were so good at those games!  
And next time, we’re going to play some more fun games too.  

Session 4

** Note: at the beginning of every game, remember to move the arrow/cursor off of the screen **

Today, we’re going to play some more fun computer games. Are you ready? 

Game 10—Numbers: This game involves matching numerical quantities.  In each trial, the child uses the joystick to click on the gray box in the center of the screen.  A target set of fruit then appears for a brief period of time in the box.  The fruit then disappears, and two new sets of fruit appear.  The child’s goal is to click on the set with the same number of items as the target set.  In later levels, the choices that are more alike (e.g., 6 apples vs. 5 apples instead of 6 apples vs. 1 apple) and the fruit sets displayed as choices do not always contain the same type of fruit as the target set.  In the most difficult trials, the correct set (that is, the set with the same numbe of items) is a different type of fruit than the target, while the incorrect set is the same type.

Game 10 has 6 levels.  9 correct trials in a row are required to advance to the next level.

(Go over some practice trials on paper first) 
Can you tell me how many turtles there are? 
(Point to the first set of items, continue down the sheet, asking the same question).  

Okay, now we’re ready to start the game. 
First, let me show you what to do.  
You click inside this box, then the fruit will appear.   
Can you count how many apples are here? 
Now I’ll click inside the box again.
Which one is the same as before?  I’m going to click on that one. 
Hey, everyone’s clapping for you!

OK, now you can try it.  
(Help them through the process until they can do it on their own)

If they say the wrong number during the training trials:
-	Can you count them again?
If they still say the wrong number:
- Let’s count them together.  (Let them count aloud as you point to the fruit)

Game 11—Stroop: This game also involves sets of items.  In each trial, the child first clicks on the green box.  Two sets of items appear and the child’s goal is to click on the set containing more items.  In early levels, the sets simply contain fruit.  In later levels, the sets contain numerical digits; the child has to correctly select the set with more items regardless of the value of the digits (e.g., a set of six “2”s has more items than a set of three “9”s even though the digit 9 has a greater value).

Game 11 has 6 levels.  3 correct trials in a row are required to advance to the next level.  When the digit-based trials begin, only incongruent trials (those in which the larger set contains the digit with the smaller value) count towards the number of correct trials in a row.

This game is kind of like that last game.  
First, you click inside this top box.  Then these things will appear. 
Which side has more?  I’m going to click on the side that has more.  

Now you can try it.  
(Help them through the process until they can do it on their own)

At the end:
Next time will be your last time here, and we’re going to play some more fun games again! 

Session 5

** Note: at the beginning of every game, remember to move the arrow/cursor off of the screen **

Today, we’re going to play some more fun computer games. Are you ready? 

Game 12—Farmer: In this game, children try to return sheep to a pen while keeping the wolves out.  In each trial, the child uses the joystick to click on the yellow box.  The box then moves aside to reveal either a sheep or a wolf.  When sheep appear, the child is to press the joystick button again to put the sheep into the pen.  When the wolf appears, however, the child is to avoid pressing the button (to keep the wolf out of the pen).   In later levels, the wolf appears in a sheep “disguise” that makes the wolf look more like a sheep.

Game 12 has 6 levels.  6 trials, including a minimum of at least one wolf trial, must be successfully completed in a row to advance to the next level.

In this game, all of Farmer Brown’s sheep have gotten out of their pen.  You need to help Farmer Brown put all of the sheep back into the pen, but be sure not to let any wolves in! 

Okay, now we’re ready to start the game. 
First, let me show you what to do.  
You click inside on this haystack; that is where the animals are hiding.
If you see a sheep, squeeze the button on the joystick to put the sheep into the pen
If you see a wolf, don’t press the button.  Just wait and he will go away and not hurt the sheep.
Remember, sometimes the wolf likes to hide in his sheep disguise.

OK, now you can try it.  
(Help them through the process until they can do it on their own)