BrainX uses a non-invasive easy-to-wear device to measures brain activity as an indicator of attention. You can activate our cognitive games by applying full attention to move game characters by mind alone (attentive state).
Software alone is not sufficient to achieve cognitive enhancement, we deliver a complete solution guided by a certified coach to ensure motivation and compliance. Allowing each individual to succeed and deliver strong real life effects.
• Understand the unique character
• Identify the key issue
Why do you get distracted? What are the attributes of your distraction?
Our assessment is a computerized measurement that determines several aspects (called constructs) that influence attentional control. These constructs are Consistency, Performance, Impulsivity, and Distractions i.e., auditory and visual distractions. It shows your attention and performance level compare to people of your age group.
The test will generally takes 30 minutes and 20 minutes for interpretation of the results.
Learn more• Planning
• Goal setting
Our Neurocognitive Training plan is individualized by an algorithm that presents different exercise for the user, depending on their unique character. By constantly challenging the brain, a lasting neuroplastic changes can occur; studies show a significant result after 20 – 40 sessions.
Studies has shown that our students maintained their significant gains even after the researchers came back 6 months later to test them once again.
Learn more• Guidance
• Experience
Readiness, Persistence and Perseverance is essential to successfully complete the program, a BrainX coach will help users overcome challenges every step of the way. They provide a trustworthy environment and motivate the user by providing support, guidance, planning, knowledge and feedback. The coach also encourages users to notice and practice their new skills, and celebrate each success along the way. Thanks to the coaches, 90% of our users complete their training.
Learn more• Neuro-cognitive training
• Training of Executive Function, Attention, Self-regulation & Behavioral shaping
• Transfer of skills into real-world situation
• Monitoring user’s attention while they are working on real-life tasks (i.e. homework, practicing musical instruments, working related task).