Hi there!
Three quick games, then you're done for today.
Three quick games, then you're done for today.
See you tomorrow!
A family shares this browser. Every player has their own records, floors, deck and settings; the child picks who is playing on the front page. The age sets each game's first starting level, a little under what that age usually manages; from the first run the player's own results take over.
The areas a cognitive-skills report names, each as a number out of 100: the report's percentile rank (1 to 99; 50 is the middle of children the same age). A grown-up sets them from the report, or the provider does; leave an area blank if the report did not score it. Nothing here is worked out from the games, and nothing here is ever shown to the child: the games are the practice, puzzle day is the measure, this is what you know. The plan below ranks the areas from the lowest and names the games that work on each and the puzzle-day task that measures it.
The staggered protocol (research 04): puzzle day builds a baseline first while the visit holds only the calm games; then the games of the areas the Profile page marks Focus join the daily visit (block 1; attention waits for block 2, and without a profile block 1 is working memory); three weeks later attention's games join (block 2); Sort Switch is the control and never joins; three weeks after that the review is due. A skill that moves only when its own games start is the evidence; a skill that moves before is practice. The child's screen shows nothing of it: the cards simply follow. Every game stays one tap away under More games; a run outside the phase is noted below, never blocked.
The numbers and the built-in spelling words are recordings of a real voice, so they sound the same on every device. The voice below reads only the words you add yourself, and it is the browser's own; pick the one that sounds clearest on this device and press Test.
Pick what he is learning at school. Fewer tables, learned to fluency, beat many tables half-known.
This week's spelling words, one per line, each with a short sentence after a colon so the spoken word cannot be mistaken for one that sounds the same (there: Look over there!). The built-in thirty are there to start. The word is said, then its sentence, then the word. Each word comes back on its own rhythm: tomorrow, three days, a week, two, a month, two months; a miss starts it over; the bulb's hint keeps it where it is.
The sound games (Word Builder, Sound Chef) and puzzle day's sound task say each sound on its own, the way phonics teaches it: "mmm", "sss", a short "d" with as little "uh" after it as a voice can manage. Each sound is recorded in several takes: a stop or a short vowel is cut from a word the voice says whole, a long vowel is the letter's name, a held sound is said on its own. Play hears the take the games use; the numbered buttons play the other takes, and the one you tap last is the one the games use from then on. A vowel letter shows both its sounds, short and long. If no take is how his school says it, press Record and say the sound once, short: your voice wins over every take, and Reset brings the built-in back.
A tap on a take is kept in this browser, for every player here, and does not travel with the export; the built-in takes are the ones every device plays. Record my own keeps your voice here the same way.
The check-up: the same fixed tasks every sitting (two forms, A and B, alternate so the items cannot be learned), no levels, no points, no feedback, nothing shown to the child as a score. It is the only part of the app that measures anything: a game's level says the game got easier for the player; a check-up says whether the skill moved. Start it any time; the app suggests about two a week for the first six sittings (the baseline) and one a week after, one a day.
How much the gym is used. These numbers say nothing about learning; a game that is played more has earned more practice, that is all.
Two kinds of number, kept apart. A game's level rises when the game gets easier for the player; only the check-ups say whether the skill itself moved, and only against a baseline taken before practice on that task began. On each chart the band is that baseline (the mean and one spread of the sittings before the first practice run), the dashed pink line marks the first check-up after practice began. Points after the line that leave the band are the evidence; everything else is practice.
Everything below lives only in this browser. Export it to a file to keep it: this player, or the whole family in one file (the file goes to your Downloads folder; move it into the project's work/data/).
The Start column is the level a game's next run starts at. Type a level and press Set to place a player yourself: it wins over the runs before it, and later runs adjust from there. A level fixed on the Games page wins over it while it is set. How the start moves by itself, and how points and records are counted, is on the Games page. The bars are the last fifteen scores, the line the record.
What each game works on, as a picture: a solid badge for the area it works on most, a dashed one for an area it also uses where a published source supports it. Under More: the words, the sources, where puzzle day would show it, and its levels and points. For each game you choose the daily set (App decides: the game takes its turn; Every day; Not daily: it stays one tap away under More games) and the level (Adapts: the game follows the child's play; Fixed: it stays on the level you pick, and a miss brings help instead of an easier level). The child sees none of this.
The three dots on each card say what practice is known to do: filled, clear gains in studies; half filled, smaller ones; empty, not shown. The practice lines come from the research files. Studies of brain-training games find clear gains on the game practised, smaller ones on tasks built like it, and little beyond; lasting gains are weak. "Not shown" means controlled studies did not find carry-over to schoolwork or daily life. The exceptions have numbers: spatial practice and maths g = 0.28 (29 studies); sound practice and reading d = 0.53 (the National Reading Panel's analysis); fact practice g = 0.76 (35 studies).