Our Mission is to help families with children struggling in school overcome barriers to effective help. We use videogames that can identify and improve cognitive weaknesses in school-aged children, helping them to be able to THINK to LEARN.
Research has shown that video games can be powerful tools in reshaping and enhancing visual-motor, spatial, visual and verbal skills, as well as one’s ability to self-regulate, make appropriate decisions and problem-solve. Through these practices, players can reach the point of automaticity in a “fun and engaging” way. The project hypothesis is that simple, cognitively responsible, video games may indeed help to identify and improve cognition of six to 12-year-old children. For example, repetitively playing simple games that place objects in order may improve sequential and processing speed skills, or help identify weaknesses in those cognitive skills for remedial action recommendations.
Through the collaboration with the Institute of Human Development Technologies and the Ontario Brain Institute, we apply recent advances in knowledge of how the brain develops in children and the impact of prevalent computer technologies to design a software engine that will reliably utilize online computer games’ data for early identification of cognitive strengths and weaknesses of children.