Sharp Brains: Brain Fitness and Cognitive Health News

Neuroplasticity, Brain Fitness and Cognitive Health News

Cognitive Health Track (G4H 09)

Sharp­Brains and Games for Health have part­nered to bring you the first Cog­ni­tive Health Track in a Games for Health Con­fer­ence, June 11-12th in Boston. If you are inter­ested, in attend­ing the con­fer­ence, you can learn more and reg­is­ter Here

To get a 15% off reg­is­tra­tion fees ($379), you can use dis­count code: sharp09, when you reg­is­ter Here

Cog­ni­tive Health Track, Pow­ered by SharpBrains

Thurs­day, June 11th

10.20 (50m) Bird’s Eye View of Cog­ni­tive Health Inno­va­tion
Speaker(s): Alvaro Fer­nan­dez, SharpBrains

Sci­en­tific, tech­no­log­i­cal and demo­graphic trends have con­verged to cre­ate a new $265m mar­ket in the US alone: seri­ous games, soft­ware and online appli­ca­tions that can help peo­ple of all ages assess and train cog­ni­tive abil­i­ties. Alvaro Fer­nan­dez will pro­vide a Bird’s Eye View of the sci­ence, mar­ket seg­ments and trends, com­pet­i­tive land­scape, and main chal­lenges ahead, based on The State of the Brain Fit­ness Soft­ware Mar­ket 2009 report released in May, which included Research Exec­u­tive Briefs pre­pared by 12 lead­ing sci­en­tists and a sur­vey of 2,000+ decision-makers and early adopters.

61% of respon­dents to the sur­vey Strongly Agreed with the state­ment “Address­ing cog­ni­tive and brain health should be a health­care pri­or­ity.” But, 65% Agreed/Strongly Agreed with “I don’t really know what to expect from prod­ucts mak­ing brain claims.” In this ses­sion, Alvaro will pub­licly unveil the new book The Sharp­Brains Guide to Brain Fit­ness: 18 Inter­views with Sci­en­tists, Prac­ti­cal Advice, and Prod­uct Reviews, To Keep Your Brain Sharp, co-authored by neu­ropsy­chol­o­gist Dr. Elkhonon Gold­berg and him­self, aimed at help­ing con­sumers and pro­fes­sion­als under­stand and nav­i­gate this grow­ing field.

11.20 (30m) The Allstate-Posit Sci­ence Part­ner­ship: Cog­ni­tive Train­ing for Safer Dri­ving
Speaker(s): Tom War­den, All­state; Henry Mah­ncke, Posit Science

Evidence-based cog­ni­tive train­ing pro­grams have been avail­able in retire­ment com­mu­ni­ties for sev­eral years. Now, they are reach­ing a younger pop­u­la­tion includ­ing Boomers through inno­v­a­tive part­ner­ships, like insurers.

In Octo­ber 2008 auto insur­ance com­pany All­state and brain fit­ness soft­ware devel­oper Posit Sci­ence announced a research col­lab­o­ra­tion that could lead to “poten­tially the next big break­through in auto­mo­bile safety”. The pur­pose of this ses­sion is to review novel ways of get­ting the sci­ence of cog­ni­tive train­ing into the real world where it can help peo­ple. Rep­re­sen­ta­tives from All­state and Posit Sci­ence will dis­cuss why these part­ner­ships work for insur­ers, devel­op­ers, and end users. They will also pro­vide a thor­ough review of the eval­u­a­tion process a major part­ner goes through when select­ing a cog­ni­tive train­ing company.

12.00 (30m) What Con­sumers Buy and Why
Speaker(s): Lind­say Gask­ins, Mar­bles: The Brain Store

Launched in Octo­ber 2008, Mar­bles: The Brain Store is a retail store that focuses on prod­ucts designed to stim­u­late and strengthen the brain. Mar­bles cur­rently has one store located in down­town Chicago, and is plan­ning to open two more stores in Chicago dur­ing the sum­mer. The Mar­bles col­lec­tion of over 250 prod­ucts includes soft­ware, games, books, and puz­zles that fall into the five cat­e­gories of crit­i­cal think­ing, mem­ory, word skills, visual per­cep­tion and coor­di­na­tion. Every day, the Mar­bles team is learn­ing first-hand what cus­tomers are look­ing for and iden­ti­fy­ing the best assort­ment of prod­ucts to meet their needs.

Lind­say Gask­ins, CEO of Mar­bles: The Brain Store, will share some of the con­sumer insights her team has iden­ti­fied while serv­ing nearly 10,000 cus­tomers as well as tips on effec­tive strate­gies for devel­op­ers of soft­ware prod­ucts and videogames to con­nect with customers.

2pm (70m) The Road Ahead: 5 Chal­lenges And Poten­tial Solu­tions for the Game-Based Cog­ni­tive Health field
Speaker(s): Tom War­den, All­state; Henry Mah­ncke, Posit Sci­ence; Peter Chris­tian­son, Young Dri­vers of Canada; Evian Gor­don, Brain Resource; Michael Scan­lon, Lumos Labs

In a recent Sharp­Brains sur­vey, decision-makers and early adopters were asked, “What is the most impor­tant prob­lem you see in the brain fit­ness field and how do you think it can be solved?” Respon­dents iden­ti­fied the fol­low­ing pri­or­i­ties in rank order: Pub­lic aware­ness of the impor­tance of main­tain­ing cog­ni­tive health (39%), Nav­i­gat­ing Claims to sep­a­rate real­ity from hope from hype (21%), Research to under­stand what works for whom, and how dif­fer­ent inter­ven­tions may com­ple­ment each other (15%), Health­care Cul­ture needs to bet­ter inte­grate cog­ni­tive health issues (14%), Need for Objec­tive Assess­ments (6%), other (5%).

In this ses­sion, five lead­ing decision-makers and inno­va­tors with back­grounds in research, clin­i­cal prac­tice, insur­ance, dri­ving schools, cog­ni­tive train­ing and assess­ments, will  address those five prob­lems and also iden­tify addi­tional chal­lenges as they see them, propos­ing spe­cific solu­tions to help build a sus­tain­able field that can sig­nif­i­cantly con­tribute to the cog­ni­tive health of peo­ple across the lifespan.

3.20 (50m) Emerg­ing Research and Inter­ven­tions for Atten­tion Deficits and Schiz­o­phre­nia
Speaker(s): Theresa Cerulli, Har­vard Med­ical School; Ann Mal­oney, Maine Med­ical Research Institute

Grow­ing research empha­sizes the role that cog­ni­tive deficits play in a vari­ety of clin­i­cal con­di­tions and sug­gests ways how to ame­lio­rate those deficits. This opens the door to the use of evidence-based non­phar­ma­co­logic strate­gies to improve neu­rocog­ni­tion by clin­i­cal care providers, as seen through the lenses of atten­tion deficits and schizophrenia.

Dr. Theresa Cerulli, Harvard-trained psy­chi­a­trist, has been offer­ing Cogmed work­ing mem­ory train­ing in her prac­tice in Andover, MA, for two years now. She is a nation­ally rec­og­nized expert on ADHD and a fre­quent speaker on the topic of atten­tion deficits and co-existing behav­ioral health con­di­tions. Her vision is in com­bin­ing tra­di­tional med­i­cine with healthy liv­ing to pro­mote cog­ni­tive and emo­tional well being.

Dr. Ann Mal­oney will dis­cuss an ongo­ing pilot study funded by NIH to exam­ine whether an inten­sive com­put­er­ized inter­ven­tion pro­vided by posit Sci­ence and tar­geted on improv­ing cen­tral audi­tory and visual pro­cess­ing and exec­u­tive func­tion­ing can be imple­mented in youth with schiz­o­phre­nia spec­trum dis­or­ders. Neu­rocog­ni­tion (pri­mary out­come mea­sure), global func­tion­ing, psy­chi­atric symp­toms and Brain Derived Neu­rotrophic Fac­tor (BDNF) will be assessed prior to begin­ning the inter­ven­tions, at com­ple­tion of the inter­ven­tion (20 weeks) and 8 and 12 months fol­low­ing baseline.

4.30 (30m) Cog­ni­tive Rehab Means Get­ting Health Pro­fes­sion­als to Get Gamey
Speaker(s): Laura Fay, Happy Neuron

While cog­ni­tive reme­di­a­tion and reha­bil­i­ta­tion ther­a­pies, in the form of inter­ac­tive online games, are being used to treat con­di­tions such as Mild Cog­ni­tive Impair­ment (MCI), Trau­matic Brain Injury (TBI), Stroke, Depres­sion and Schiz­o­phre­nia there are many issues involved with what’s needed to get prac­ti­tion­ers to inte­grate them into their prac­tice. This ses­sions cov­ers lessons learned about the nec­es­sary char­ac­ter­is­tics these games and pro­grams must have to be effec­tive and to win over prac­ti­tion­ers to use them as an inte­gral part of their treat­ment prac­tice. We’ll dis­cuss issues of data con­fi­den­tial­ity, dis­tance ther­apy approaches, learn­ing adap­ta­tions, and more.

5.20 (30m) An Inno­v­a­tive Part­ner­ship to Help Patients with Mul­ti­ple Scle­ro­sis with a Side Scrolling Videogame
Speaker(s): Robert Hone, Red Hill Studios

Mul­ti­ple scle­ro­sis is an unpre­dictable neu­ro­log­i­cal dis­ease that affects an esti­mated 400,000 peo­ple in the United States, with a new case diag­nosed each hour. Recent stud­ies have pointed out that in addi­tion to phys­i­cal impair­ments, the dis­ease can also pro­duce sig­nif­i­cant cog­ni­tive chal­lenges. Cre­ative Direc­tor Robert Hone of Red Hill Stu­dios will report on their devel­op­ment of cog­ni­tive ther­apy game specif­i­cally designed to address cru­cial cog­ni­tive func­tions rel­e­vant to MS patients such as pro­cess­ing speed, work­ing mem­ory, atten­tion, and exec­u­tive function.The game will fea­ture a com­mon con­sumer game genre — the side scroller — to present a chal­leng­ing and engag­ing game expe­ri­ence. The project is spon­sored by Bayer Health­Care Phar­ma­ceu­ti­cals on behalf of the MS Tech­nol­ogy Col­lab­o­ra­tive, a joint effort between Bayer, Microsoft, and the National Mul­ti­ple Scle­ro­sis Society.

Fri­day, June 12th

10.20 (40m) Neuroplasticity-based Impli­ca­tions, Oppor­tu­ni­ties, and Chal­lenges, to Improve Cog­ni­tive Health across the Lifes­pan
Speaker(s): Daphne Bave­lier, Uni­ver­sity of Rochester; Joshua Stein­er­man, Einstein-Montefiore, Murali Doraiswamy, Duke University

Inter­ac­tive media in the form of soft­ware and videogames can be seen as a vehi­cle to har­ness neu­ro­plas­tic­ity and ben­e­fit cog­ni­tive health across the lifes­pan. This field is still in its infancy, but emerg­ing evi­dence sug­gests that spe­cific pop­u­la­tions may ben­e­fit from spe­cific interventions.

Three lead­ing researchers, from Duke Uni­ver­sity, Uni­ver­sity of Rochester, and Albert Einstein-Montefiore, will dis­cuss the oppor­tu­ni­ties and chal­lenges they see to ben­e­fit younger and older minds in both healthy and clin­i­cal envi­ron­ments. Dr. D. Bave­lier will review what is meant by neu­ro­plas­tic­ity, how it is assessed, and what it implies for cog­ni­tive health. She will review the oppor­tu­ni­ties offered by using games as a medium to fos­ter neuro-plasticity as well as the main chal­lenges in devel­op­ing games that fos­ters neu­ro­plas­tic­ity. Dr. Joshua Stein­er­man will dis­cuss prac­ti­cal and method­olog­i­cal issues in con­duct­ing tech­nol­ogy tri­als in cog­ni­tive aging and related neu­ropsy­chi­atric disorders.   Exam­ples from ongo­ing inter­ven­tion stud­ies will be pre­sented. Dr. Doraiswamy will dis­cuss the oppor­tu­ni­ties and obsta­cles for emerg­ing tech­nolo­gies to be adopted by the health­care com­mu­nity in the next few years.

11.10 (30m) A Ven­ture Capitalist’s View of the Healthy Games Oppor­tu­nity
Speaker(s): Tim Chang, Nor­west Ven­ture Partners

The Healthy Games oppor­tu­nity, as a prod­uct, des­ti­na­tion, net­work and com­mu­nity, is grow­ing. This opens the door to pro­fes­sional ven­ture investors to part­ner with entre­pre­neurs to explore busi­ness mod­els that can ensure the sus­tain­abil­ity and long-term impact of healthy game developers.

Ven­ture firms Nor­west Ven­ture Part­ners and First­Mark Cap­i­tal invested $3m in Lumos Labs in June 2008, mak­ing it their first invest­ment in the healthy games cat­e­gory. Tim will out­line their busi­ness ratio­nale and eval­u­a­tion process, address­ing why Nor­west decided to play in the space, why they selected Lumos Labs, and the oppor­tu­ni­ties and chal­lenges to build a sus­tain­able healthy games company.

11.50 (40) Reach­ing Users with a Multi-Platform Strat­egy
Speaker(s): Vinay Gid­waney, MIT Media Lab & Energy Inside; Kunal Sarkar, Lumos Labs

Keep­ing a healthy game user engaged through var­i­ous chan­nels (des­ti­na­tion web site, mobile, wid­gets and social media) can drive new cus­tomer acqui­si­tion, deeper engage­ment and a sus­tained rela­tion­ship with the user. The key to estab­lish­ing a suc­cess­ful multi-channel strat­egy lies in cus­tomiz­ing the expe­ri­ence for each chan­nel, while retain­ing a cohe­sive user expe­ri­ence across these chan­nels. Two pio­neers in cog­ni­tive and emo­tional health will share chal­lenges and lessons learned in launch­ing multi-channel con­tent strategies.

In the last 24 months, Lumos Labs has launched a des­ti­na­tion web­site (lumosity.com) in sev­eral lan­guages, cre­ated cus­tom appli­ca­tions for social media net­works (such as Face­book, Yahoo Apps, iGoogle), and released sev­eral appli­ca­tions on mul­ti­ple mobile plat­forms (iPhone, Black­berry, etc.). Along the way, they have made mis­takes and learned from them. Kunal will share lessons learned around tech­nol­ogy imple­men­ta­tion and dis­cuss some of the unique prod­uct oppor­tu­ni­ties offered by each chan­nel. He will also dis­cuss poten­tial pit­falls and some of the chal­lenges that they faced.

Energy Inside is in the early stages of invent­ing a novel men­tal health deliv­ery sys­tem to help peo­ple cope more effec­tively, be more resilient and achieve greater emo­tional well-being. Through inter­ac­tive social media, com­mon­sense rea­son­ing psy­chol­ogy and a learn­ing rec­om­men­da­tion engine, Energy Inside will deliver micro-interventions (pep) that are intended to shift mind­set when a per­son needs it most. The goal is to lever­age exist­ing net­works to spread, liv­ing where peo­ple expe­ri­ence their con­nected life as opposed to being a des­ti­na­tion web prop­erty. Energy Inside uses a social inter­ac­tion model to inter­face with the user and oper­ates within mul­ti­ple com­mu­ni­ca­tion medi­ums (web and mobile, SMS, email, instant messaging).

1.30 (30) An Analy­sis of Game Design Issues in Brain Games
Speaker(s): Brian Winn, Michi­gan State University

Games to exer­cise the brain have emerged as a spe­cial­ized seri­ous games mar­ket seg­ment, in the form of indi­vid­ual games and com­pa­nies spe­cial­iz­ing a coor­di­nated suite of good-for-you cog­ni­tive work­outs. Neu­ro­science research addresses the ques­tion of whether play­ing games can improve cog­ni­tive func­tion­ing. Michi­gan State University’s brain game design research looks at whether today’s brain games are good games. MSU fac­ulty and stu­dents have ana­lyzed a ran­dom sam­ple of indi­vid­ual and brain fit­ness com­pany brain games. The research char­ac­ter­iz­ing brain game design along the lines of graph­ics and sound, premise, rules, con­flict, chal­lenge, char­ac­ter, feed­back, nav­i­ga­tion, and story as well as which forms of fun and spe­cific cog­ni­tive func­tions are targeted.

2.10 (30) Inno­v­a­tive Approaches to Sci­en­tific Val­i­da­tion
Speaker(s): Michael Scan­lon, Lumos Labs

Val­i­da­tion is a crit­i­cal com­po­nent of bring­ing a cog­ni­tive train­ing prod­uct to mar­ket. How­ever, it can also be a chal­lenge to exe­cute given the com­plex­i­ties of run­ning clin­i­cal tri­als. Lumos Labs devel­oped its online cog­ni­tive train­ing appli­ca­tion, Lumosity.com, to be a research-friendly plat­form for sci­en­tific explo­ration. The goal was to facil­i­tate col­lab­o­ra­tive work by aca­d­e­mic and med­ical researchers, and enable rapid inno­va­tion of cog­ni­tive train­ing tools by mak­ing test­ing and sci­en­tific inves­ti­ga­tion more effi­cient. Third-party research is inher­ently more con­vinc­ing than inter­nally con­ducted stud­ies because it removes any per­ceived con­flict of inter­est. It is also imprac­ti­cal to con­duct a large num­ber of stud­ies with lim­ited finan­cial and human resources. In less than two years from the com­mer­cial launch of Lumos­ity, more than 10 aca­d­e­mic researchers are now con­duct­ing exper­i­ments to eval­u­ate out­comes of train­ing with the online pro­gram. What aspects of the plat­form make it appeal­ing to researchers? How can one posi­tion a healthy game prod­uct to be uti­lized by inde­pen­dent inves­ti­ga­tors? How can this plat­form be lever­aged for your own research? This ses­sion will dis­cuss both the com­mer­cial and research per­spec­tives with lessons learned in the imple­men­ta­tion of the Lumos­ity plat­form for research. Chal­lenges and lim­i­ta­tions of this approach will also be discussed.

2.50 (30) Wrap­ping Up: What We Have Learned, What is Next
Speaker(s): Alvaro Fer­nan­dez, SharpBrains

As evi­denced dur­ing the whole track, there is already a very active cog­ni­tive health videogames indus­try and field of research. Games for Health and Sharp­Brains part­nered to cre­ate a 2-day con­ver­sa­tion with researchers, thought-leaders and indus­try pio­neers and help ensure the sus­tain­abil­ity of using “seri­ous games” to mea­sure and improve cog­ni­tive health.

What have we learned dur­ing this 2-day con­ver­sa­tion? What are some of the pri­or­i­ties and chal­lenges for the next 12 months for the field at large, and for every­one involved? How can we have a bet­ter track next year? What can we do to stay in touch and col­lab­o­rate? This inter­ac­tive ses­sion will help us sum­ma­rize the key high­lights from the whole track, iden­tify emerg­ing assump­tions, themes, and pri­or­i­ties, and dis­cuss col­lab­o­ra­tive next steps.

To get a 15% off reg­is­tra­tion fees ($379), you can use dis­count code: sharp09, when you reg­is­ter Here


About Games For Health

Games for Health, the lead­ing pro­fes­sional com­mu­nity in the field of health games, unites the best minds in health care and game devel­op­ment to advance game tech­nolo­gies that improve people’s health and the deliv­ery of health care. Through their national and regional events, as well as exten­sive online resources, Games for Health brings together researchers, med­ical pro­fes­sion­als and game devel­op­ers to share best prac­tices and forge new, game-based solu­tions to press­ing health and health care chal­lenges. Games for Health is funded pri­mar­ily by the Robert Wood John­son Foundation’s Pio­neer Port­fo­lio, which sup­ports inno­v­a­tive ideas that may lead to sig­nif­i­cant break­throughs in the future of health and health care. It was founded in 2004 by the Seri­ous Games Ini­tia­tive, a project of the Woodrow Wil­son Inter­na­tional Cen­ter for Schol­ars ded­i­cated to apply­ing inno­v­a­tive games and game tech­nolo­gies to a range of pub­lic and pri­vate pol­icy, lead­er­ship and man­age­ment issues. For more infor­ma­tion, visit www.gamesforhealth.org.

About Sharp­Brains

Sharp­Brains is a mar­ket research & advi­sory firm devoted to help­ing com­pa­nies, health providers, investors, pol­icy mak­ers and indi­vid­u­als nav­i­gate the brain fit­ness and cog­ni­tive health field. The com­pany was co-founded by exec­u­tive Alvaro Fer­nan­dez, mem­ber of the Global Agenda Coun­cils ini­tia­tive run by the World Eco­nomic Forum, and neu­ro­sci­en­tist Dr. Elkhonon Gold­berg, inter­na­tion­ally renowned for his clin­i­cal work, research, and writ­ing. Sharp­Brains recently released the report The State of the Brain Fit­ness Soft­ware Mar­ket 2009, and will pub­licly unveil the con­sumer guide The Sharp­Brains Guide to Brain Fit­ness dur­ing the con­fer­ence. For more infor­ma­tion, visit www.sharpbrains.com.

About Games for Health Con­fer­ence Sponsors

The Games for Health Con­fer­ence is held in part­ner­ship with the Robert Wood John­son Foundation’s Pio­neer Port­fo­lio, which has served as the lead­ing spon­sor of the Games for Health Project since 2004. The Pio­neer Port­fo­lio sup­ports inno­v­a­tive ideas that may lead to sig­nif­i­cant break­throughs in the future of health and health care; hav­ing rec­og­nized the trans­for­ma­tive poten­tial of games, its sup­port has helped Games for Health to become the lead­ing pro­fes­sional com­mu­nity in the grow­ing health games arena.

Humana Inc., one of the nation’s largest health ben­e­fits com­pa­nies, will also return as a pre­miere health care spon­sor this year, pro­vid­ing sup­port for sev­eral con­fer­ence activ­i­ties. Humana will present new ini­tia­tives from the Humana Games for Health (HG4H) pro­gram, which offi­cially launched at the Games for Health con­fer­ence in 2008.

Addi­tional Spon­sors include: Inter­na­tional Game Devel­op­ers Asso­ci­a­tion, Vir­tual Heroes, Mass Tech­nol­ogy Lead­er­ship Coun­cil, Muzzy Lane, H.I.L. Forum, Busi­ness Resource Team, Enter­tain­ment Con­sumers Asso­ci­a­tion, Mass­a­chu­setts Office of Travel & Tourism, Mary-Margaret Net­work, Break­away Ltd and MODSIM World Con­fer­ence & Expo.

Reminder: To get a 15% off reg­is­tra­tion fees, you can use dis­count code: sharp09, when you reg­is­ter Here

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Welcome to SharpBrains!

As seen in The New York Times, The Wall Street Jour­nal, CNN and more, Sharp­Brains is an inde­pen­dent mar­ket research and inno­va­tion think tank track­ing brain fit­ness and applied neu­ro­plas­tic­ity research and mar­ket­place. AARP recently named The Sharp­Brains Guide to Brain Fit­ness a Best Book on the subject.

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Top 30 Articles

  1. Top 50 Brain Teasers, by Sharp­Brains Team
  2. The Ten Habits of Highly Effec­tive Brains, by Alvaro Fernandez
  3. Why do You Turn Down the Radio When You’re Lost?, by Car­o­line Latham
  4. Brain Plas­tic­ity: How learn­ing changes your brain, by Pas­cale Michelon
  5. Top 10 Brain Fit­ness Future Trends, by Alvaro Fernandez
  6. 7 FAQs on Men­tal Exer­cise, by Alvaro Fernandez
  7. It is Not Only Cars That Deserve Good Main­te­nance: Brain Care 101, by Alvaro Fernandez
  8. Eval­u­a­tion Check­list for Brain Fit­ness prod­ucts and games, by Alvaro Fernandez
  9. MIT Event on Brain Games: Con­text, Trends, Ques­tions, by Alvaro Fernandez
  10. Stress Man­age­ment Work­shop for Inter­na­tional Women’s Day, by Alvaro Fernandez
  11. Mind­ful­ness and Med­i­ta­tion in Schools for Stress Man­age­ment, by Jill Sutie
  12. Stress and Neural Wreck­age: Part of the Brain Plas­tic­ity Puz­zle, by Gre­gory Kellet
  13. How can I improve my short term mem­ory?, by Car­o­line Latham
  14. Cog­ni­tive and Emo­tional Devel­op­ment Through Play, by David Elkind
  15. Judith Beck: Train Your Brain to Think Like a Thin Per­son, by Alvaro Fernandez
  16. Easy Steps to Improve Brain Health, by Car­o­line Latham
  17. Info­graphic: State of the Mar­ket 2009, by Paul Van Slembrouck
  18. Improve Mem­ory with Sleep, Prac­tice, and Test­ing, by Bill Klemm
  19. 10 Brain Tips To Teach and Learn, by Lau­rie Bartels
  20. Dr. Elkhonon Gold­berg on Cog­ni­tive Train­ing and Brain Fit­ness, by Alvaro Fernandez
  21. Max­i­mize the Cog­ni­tive Value of Your Men­tal Work­out, by Schlomo Breznitz
  22. Brain Fit­ness Pro­gram and Neu­ro­plas­tic­ity @ PBS, by Alvaro Fernandez
  23. Mind­ful­ness Med­i­ta­tion for Adults & Teens with ADHD, by David Rabiner
  24. Can Intel­li­gence Be Trained? Mar­tin Buschkuehl shows how, by Alvaro Fernandez
  25. How Strong is the Research Sup­port for Neu­ro­feed­back in Atten­tion Deficits?, by David Rabiner
  26. Exer­cis­ing the body is exer­cis­ing the mind, by Adrian Preda
  27. Brain Evo­lu­tion and Why it is Mean­ing­ful Today to Improve Our Brain Health, by Larry McCleary
  28. Phys­i­cal Exer­cise and Brain Health, by Pas­cale Michelon
  29. Posit Sci­ence, Nin­tendo Brain Age, and Brain Train­ing Top­ics, by Alvaro Fernandez
  30. Sleep, Tetris, Mem­ory and the Brain, by Shan­non Moffet
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