US20250124810
2025-04-17
Physics
G09B19/00
The system and program for cognitive skill training focus on enhancing cognitive skills development through a game-based virtual learning curriculum. This approach is designed to assist users, including clinicians, teachers, and parents, in targeting, measuring, and managing the development of executive function skills. The curriculum addresses various cognitive skills such as attention control and impulse inhibition, utilizing video game mechanics to facilitate effective training and retention.
Executive functions are essential for tasks involving organization, planning, and problem-solving. These skills develop naturally in early childhood but can be impaired due to genetic or experiential factors. Challenges in executive function development are linked to learning disabilities like ADHD, impacting academic performance. Traditional treatments often involve medication with significant side effects, prompting interest in non-pharmaceutical interventions.
While stimulant medications offer temporary behavioral improvements for ADHD, they do not enhance cognitive processes and present risks like side effects and potential abuse. Non-stimulant medications have fewer risks but are less effective. Behavioral interventions provide limited benefits, and cognitive training methods have shown inconsistent results due to a lack of understanding of ADHD's relationship with cognitive skills.
The invention integrates a gaming software application with an EEG-based brain-to-computer interface (BCI) to measure users' attention states in real-time. This allows users to engage with a virtual learning environment that includes skill training and transfer modules. The system dynamically adjusts difficulty levels based on performance scores, promoting rapid learning and retention of targeted cognitive skills through engaging storylines.
The method involves several steps: providing a virtual learning curriculum with multiple game modules; measuring EEG brain activity to assess attention states; conducting skill training exercises that adjust difficulty based on user performance; and performing retention exercises in separate modules. The storyline includes peer characters offering guidance to enhance user motivation and self-esteem, fostering the development of an inner voice.