Attention and Memory II
Attention and Memory II
LOCUTOUR
MULTIMEDIA
COGNITIVE REHABILITATION
You begin your treatment program by practicing both Visual Change and Au-
ditory Change. We expect that it will take four minutes a day for each, i.e.
eight minutes a day to play Change. By day 35 you will probably be finished
with Change and will be spending the eight minutes on And one more thing...,
Functional Memory, or Dominoes.
Zydeco Zydeco is played three ways each session for about four minutes each: Audi-
tory/Visual (sequential tones and colors); Auditory (High/Low) for pitch dis-
crimination; and Functional (word sequences). The important features of Au-
ditory/Visual Zydeco are the span (length) of information to remember and the
speed that the stimuli are presented.
Auditory/Visual Zydeco
In the first level one sound is presented and you make your responses in a field
of two bars. Success at this level moves you from one sound to three sounds
with two bars to show the pattern. You then move to 3-5 sounds in the span
and show the sequence using four bars. The sounds are .5 second long and
there is one second between the sounds. The harder level increases the span
(5-7) to up to seven and you show the sequence using six bars. The length of
the sound and the interval between sounds stay the same.
After you succeed at the longer interval, the game repeats with a shorter inter-
val between sounds. You hear different types of sounds in place of the simple
pure tones presented in earlier levels. When you can remember a sequence of
seven rapidly presented sounds with 100% accuracy on 4/6 trials, then you are
finished with Auditory/Visual Zydeco.
Auditory (High/Low) Zydeco
The goal of Auditory (High/Low) Zydeco is to perceive the number and se-
quence of rapidly presented pure tones. Treble and bass clef symbols represent
higher pitched and lower pitched sounds, respectively. After listening care-
fully to the auditory pattern, indicate whether you hear a high or a low sound
by clicking on the appropriate clef symbol or by using the up or down arrow.
The sounds are initially presented for .5 second with an interval between sounds
of one second. The span increases from 1-7 tones. When you are consistently
accurate at .5 presentation, the presentation length shortens to .3 and the inter-
val between stimuli shortens to .5. You work from a span of 1-7 again. Consis-
tent accuracy is 100% for 4/6 trials with a span of seven. At the most difficult
level the stimulus presentation length is .15 and the interval between stimuli is
.3 second.
Functional Zydeco
Functional Zydeco prepares you to play And one more thing... and 7 ± 2. You
are required to hear and remember real items found in a category (i.e. animals,
colors, etc.). As the computer presents the sequence you rehearse it one item at
a time, and you have the interval time to process the next item in the sequence.
LocuTour Multimedia 800.777.3166
A fast interval of .3 second is commensurate with running speech.
The stimuli are presented in normal speech with a one second interval be-
tween words. The response option is to click on the words (a word bank is on
the screen) in the order of presentation. The words pop onto the bars in the
order that you click on them. To erase a word, click on the word in the bar and
it returns to the word bank. The span increases one word at a time until it
reaches six words. The speed of stimulus presentation increases until there is
only a .5 second interval between words.
When you are accurate and consistent at the .5 interval, you are asked to hold
on to the information for a few seconds before you are allowed to respond.
(This is similar to having to remember a telephone number while you hunt for
a pen.) The recall delay feature kicks in, and you are required to wait five
seconds before making your response. The easier to harder feature is active,
meaning that when the computer first presents the delay, you only have to
remember one target for five seconds. Eventually, you will remember six tar-
gets for 20 seconds before responding. Because we know that life is not pre-
dictable, you also have to practice delaying your response for an indetermi-
nate amount of time. You are asked to wait for zero to 20 seconds. You won’t
know ahead of time, so you have to be flexible. If you don’t think this is chal-
lenging enough, go to the Clinician’s Page and select another variable for
recall delay. Challenging choices include 30 and 40 seconds, variable from
zero to 20.
When you begin your treatment you play all three types of Zydeco: Auditory/
Visual; Auditory (High/Low); Functional. Each one takes about four minutes.
As you complete each level the time you would have spent playing Zydeco is
transferred to And one more thing..., Functional Memory, or Dominoes.
7±2 7 ± 2 is a complicated program. We expect that you will play 7 ± 2 on the first
day of therapy and on the last day. Research indicates that the average adult
can recall seven-plus-or-minus-two digits forward for a range of 5-9 digits.
This phenomenon is termed the “magical number seven, plus or minus two”
(Miller, 1956). The range of “normal” for recall of digits reversed is 3-7. Eighty-
three percent of 20-year-olds can recall 6 forward, and eighty-eight percent
recall 4 reversed. Sixty-eight percent of 60-year-olds recall 6 forward, and
seventy-seven percent recall 4 backward. While we seem to have a finite ca-
pacity, there are strategies to bypass the capacity limits. The most common of
these is chunking. We suggest that you develop digit recall to the highest single
digit string that you can, then learn to chunk groups of digits together. Long
phone numbers and social security numbers are chunked this way. There is
then essentially no limit to the number of items you can learn to remember in
a span. Head injured individuals usually struggle to remember 4-5 units for-
ward and 2-3 units reversed. In order to function more effectively in today’s
information loaded world, it is reasonable to force yourself to recall seven
digits forward and five in reverse. If you are good at this task, push yourself to
nine forward and seven in reverse.
In addition to digits, we chose letters, colors, shapes, Greek letters, and simple
designs that are duplicated or rotated in order to make them visually distinct.
The visual presentation of 7 ± 2 includes all stimuli types, a span range of 1-7
and four different presentation types (presented one at a time and the stimuli
stay up on the screen until the whole span is visible; presented one at a time
but only one number is visible at a time; presented one at a time in the center
of the screen and you must mentally sequence them left to right; presented one
at a time in the center of the screen - you sequence them, reverse them, then
demonstrate that you have manipulated the information).
You move gradually through the stimulus types and presentation types. The
length of the span is determined by your accuracy. The greater the accuracy,
the longer the span. When you make two consecutive errors your span will be
shortened. If you are having a really bad day, you may be excused from the
session early and moved to another task. Otherwise, expect to spend 10 min-
utes playing 7± 2.
The Auditory presentation of 7± 2 has fewer levels than the Visual presenta-
tion. You complete only numbers, letters, colors and shapes for Auditory 7± 2.
This is because simple designs cannot be reliably labeled, and Greek letters
are unfamiliar to most people for auditory presentation.
We want you to move through the levels as quickly as possible if they are not
at your “challenge” level. We think a challenge ought to work your brain but
not let you practice incorrectly. Therefore, you may initially get a span of one
correct and move to two then three, but when you hit a span of four we want to
be sure it is not just a fluke that you were able to get it correct. We ask you to
do the span correctly for four trials before you move to the next level of diffi-
culty. We ask for 100% accuracy for four consecutive trials. For a greater chal-
lenge and to improve your digit span memory to better than average levels, go
into the Clinician’s Page to practice both an increased span (up to 15) and
chunking.
You advance from colors to letters/numbers when you successfully find lots of
targets in a moving field and/or when the target changes. We want to know
that you can find lots of targets when the field is complex and moving (scroll-
ing) and/or when the target changes from one stimulus to another, and that you
have endurance (10 minutes). So, 5 minutes of the 10 have to be consecutive
in one treatment session. The 10 minutes advance rule (moving to the next
level) can be a combination of playing the change option of Scanning, the
scrolling option, and/or the scrolling option + the change option in a session.
The results are reported in this way: “You found x% of targets in y minutes, n
seconds of play with the stimuli z (colors) in a field of f (2->50) with the
presentation type p.” When you are successful at “whack a mole” we change
the goal slowly. When you move to Find letters/numbers you still zip through
the easy fields if you can, and the number of things to whack at will vary from
greater to smaller the longer you are on the level. In other words, when you
start Letters/numbers, regular (the level with no changing or scrolling) 35
(the number of objects in the field) you whack at 10 targets. The targets gradu-
ally get harder to find, and we don’t tell you how many you have to find. The
screen resets when you find the correct number. Eventually you are only look-
ing for three targets, the field is Many, and the change and scrolling functions
are on.
You advance to Find and remember letters or numbers when you have played
10 minutes etc. like the rule on colors but with only three targets.
Find and remember letters or numbers starts out on an easy level with one
item to find in a field of two. You get a prompt in the text box to “Hit the I’m
Ready button to continue.” (Now we will tell you how many to find!) At harder
levels (35 Objects, Many Objects) you practice remembering 3 letters or num-
bers. The keyboard is active at this point. You won’t be able to use the mouse
or touchscreen like on “whack a mole” because the screen disappears when
you click I’m Ready.
The program has now switched over from a cancellation task in a gradually
more complex field to a visual memory task in a complex field. Now we care
about how fast you find and enter the answers into the computer. The length of
time on task is no longer important, but accuracy and speed are what we mea-
sure. The results page will state: “You found 94.1% of targets with the stimuli
Find and remember letters or numbers in a field of 35 with the presentation
type Scrolling (Targets move across field) and an average response time of
0.68 second.
You will be allowed to advance levels when the time needed to find the targets
improves. We expect that on level 35 time to find targets should be < 15 sec-
onds and on Many it should be <20 seconds. You need 86% accuracy at <15
seconds on 13/15 consecutive attempts.
Functional Memory Independent practice with improving working memory stores may improve
functional working memory, however some children and adults may have a
more difficult time generalizing the strategies without direct practice. There-
fore, we have included activities that encourage the dual processing tasks of
memory and comprehension at the sentence and paragraph levels. There are
multiple choice tasks as well as open-ended tasks. This allows the clinician
flexibility in planning treatment sessions and provides an opportunity for re-
ceptive and expressive language treatment. The multiple choice format ac-
cesses recognition memory. Paragraph comprehension requires you to access
both long term crystallized knowledge and the new information presented in
the paragraph in order to answer the factual questions. Demonstration of com-
prehension requires information to be held in working memory, stored in long
term memory, and then retrieved from long term memory storage. In addition
to accessing knowledge, the questions for each paragraph require complex
thinking skills. There is always a main idea question and there is at least one of
the following: drawing conclusions, inferring, or predicting.
To retrieve and recall information many cognitive processes are activated. One
must be able to initiate the desire to remember the information, sustain atten-
tion on the information to be retrieved and then switch to new pieces of infor-
mation if the information retrieved is not relevant. One must be able to recog-
nize relevant from irrelevant information and not get stuck and perseverate on
irrelevant facts. Then a mental rehearsal of the retrieved information is re-
quired and verbal skills are employed to sequence the message, organize the
important elements in a hierarchy of importance then apply it to the question
that was originally asked. The reading comprehension paragraphs from Func-
tional Paragraphs and the ability to locate relevant facts in the Functional
Scanning tasks require the client to generalize the specific attention and memory
Dominoes The Dominoes game provides a fun way to work on all five types of visual
attention--focused, sustained, selective, alternating, and divided--and on func-
tional memory. All of the games on the CD require focused and sustained
attention. In Dominoes you must use selective attention when deciding what
tiles you’ll need to use to match existing tiles. Alternating attention comes into
play as more and more tiles are placed on the game board. You move your eyes
back and forth from the board to your own tiles to compare and evaluate which
tiles will match and which won’t. Finally, when the interfering Über Tasks
occur, your attention is divided between completing the Über Task and the
Dominoes game. The option of putting math facts on the tiles allows the clini-
cian to work on functional memory.
Über Tasks Über (oober) is a German word meaning “over”. We have an image of the
Über Tasks as umbrella-like tasks. They cover all of the games instead of be-
ing part of one particular game. We define Über as a series of tasks that will
interrupt the therapy session in order to “distract” you from the task you were
working on. You have to hold the task in working memory, shift attention to
another task, shift attention back to the original task, and retrieve the informa-
tion you are holding in working memory. In the initial stages of treatment the
Übers occur between activities. For example, after signing in you are asked to
remember three things and are told that you will be asked to repeat those three
things approximately five and 20 minutes later. After you finish with five min-
utes of “Change” the computer will pause what you are doing and ask you to
enter in the three things to remember. This is an Inter-Task Über.
The Inter-Task Übers come anytime during your treatment session and you
will probably be asked to remember something for longer than a few seconds.
The difference between Inter- and Intra-Tasks is the length of time you will be
required to hold on to the information.
Intra-Task Übers will interrupt you, but after answering the question you may
go back to the task and you won’t have to put anything into long term or
proscriptive memory. Examples of Intra-Tasks are: Who is in the room (per-
sonal open ended); Was the first president Lincoln or Washington? (closed
multiple choice); You noticed a spot on your collar, what should you do? (open-
ended complex). See appendix for the list of suggestions for Übers. You may
create your own personalized Übers. See User’s Lists to individualize the
Inter- and Intra-Tasks. Examples of Inter-Task Übers are:
Example 1: Three things to remember (In five minutes I will ask you to say
these three words: rose, hamburger, sweater.)
Example 2: Telephone (Write down a telephone message.)
Example 3: Taco Shop (Pay attention to when your order is ready.)
Example 4: Proscriptive memory (In a few minutes, you’ll need to remember
to _____.)
The Über-Tasks will increase in frequency the longer you have been in treat-
ment. You may practice the Über-Tasks by themselves the way you might com-
plete workbook tasks. Access Über-Tasks for workbook type practice through
the Über Workbook..
A&M II is suggested for children and adults with: attention deficit disorder;
frontal lobe syndrome; executive function disorders; Specific Language Im-
pairment; Autism; Traumatic Brain Injury; Aphasia; Phonological Processing
Disorder; Auditory Processing Disorder; problems with concentration, orga-
nization, and self-regulation; language comprehension disorder; deficits in
memory storage and retrieval of information; verbal working memory disor-
der; grammatical/syntax disorder; sequential memory disorder; problems with
sustained auditory and visual attention; bilingual individuals with aphasia and/
or individuals with neurocognitive impairments such as schizophrenia and bi-
polar disorder.
Advanced Concentration
and Problem Solving It is possible that some individuals may rapidly move through the “average”
protocol and will need a specialized “advanced concentration” protocol. Go to
the Clinician’s Page from the Finished button on any game screen to access
these options.
Change The more difficult levels are 9 and 10 in which the client must determine
whether multiple stimuli are the same or different. Make the task even more
challenging by choosing Target Visible from the Clinician’s Page and select-
ing Variable. The Recall Delay feature requires that the client hold the correct
answer in memory and wait to respond. This helps decrease impulsivity and
improve memory.
Zydeco The difficulty level can be changed by increasing the initial number of stimuli,
setting the Recall Delay, allowing for an inconsistent interval between stimuli
presentations, and adding distracting noises.
7±2 An increased span is the most obvious change that can be made for increasing
the difficulty of this task (Go to the Clinician’s Page and click on Span). The
spans range from 1-15. Some individuals have more difficulty with one type
of stimuli over another. It is likely that the “nonverbal” figures and designs are
more difficult to remember than the more linguistically recalled numbers, col-
ors, shapes, and letters. Another way to increase the complexity of this task is
to require a delay between seeing the stimuli and making the response. This is
controlled in the Recall Delay option. The Interval between stimuli can be
shortened to .5 second and this requires a more rapid encoding of the informa-
tion.
Scanning In order to make scanning more difficult the options Recall Delay, Stimuli
scroll across screen (on the Clinician’s Page) and Distractors (on the game
page under Options) can be turned on. The Find and remember level is also
difficult because the numbers or letters must be located, held in memory then
typed in after a delay. Increase the length of the delay in order to increase the
ability to hold on to the information even with time and other interfering fac-
tors, such as noise.
And one more thing... The difficulty levels for this game are twofold: the amount of information that
you are required to hold on to and the amount of extraneous information that
you are exposed to and need to ignore.
Functional Memory The most difficult level of this program is the paragraph level, which includes
problem-solving and life issues paragraphs. The problem-solving paragraphs
are text only and each is followed by four comprehension questions. There is
Dominoes To work their clients’ retrieval memory, clinicians will want to choose levels
6, 7, 8, and 9--the math facts of addition, subtraction, multiplication, and divi-
sion. The client must know the answers to the problems to match the tiles. For
teenagers and adults who learned the math facts as a young child, this activity
accesses long term crystallized knowledge and is a great task for functional
memory work.
Über Tasks Different combinations of programs plus Über Tasks will be challenging for
different clients, depending upon the nature of their deficits. Someone with an
Attention Deficit Disorder will find it very difficult to play And one more
thing... when items are being both added and deleted, and Über Tasks that
require the client to remember a number of items are interrupting the task. A
client with memory storage and/or retrieval problems will find it very chal-
lenging to play 7 ± 2 while even the simplest Über Task, such as stopping to
name all of the people in the room, is interfering. Clinicians will be able to
tailor a challenging task for their high level patients using combinations of
programs plus Über Tasks.
Angle, D. and Buxton, J. Community Living Skills Workbook for the Head
Injured Adult. Aspen Publishers, Inc. Gaithersburg, MD, 1991.
Fockert, J. W., Rees, G., Rith, C. D., & Lavie, N. The Role of Working Memory
in Visual Selective Attention. Science, Vol. 291, 1803-1806, 2001.
Miller, G. A. The Magical Number Seven, Plus or Minus Two: Some Limits on
Our Capacity for Processing Information. The Psychological Review, Vol. 63,
81-97, 1956.
Singer, B.D. and Bashir, A. S. What Are Executive Functions and Self-Regula-
tion and What Do They Have to Do With Language-Learning Disorders? Lan-
guage, Speech, and Hearing Services in Schools, Vol. 30, 265-273, July 1999.
Wechsler, D. WAIS III Administration and Scoring Manual (pp. 212-213). Psy-
chological Corporation, 1997.
Falls: www.ifess.org/Services/Consumer_Ed/stroke_TBI.htm
Nutrition: www.nutrition.gov
Savings: aolpf5.marketwatch.com/news/story.asp
www.AmericanSavingsEducationCouncil.com
Investments: www.set.or.th/en/isc/education/rewards/rewards
Budgeting: money.cnn.com/pf/101/lessons/21
Receipts: www.nolo.com/lawcenter/ency/article.cfm/objectID
www.blueravenbusiness.com/bookkeepingtips.htm
Communication: www.heatherhill.org/braininjury.html
Exercise: www.mssm.edu/tbinet/alt/pubs/report2.html
Music: www.musictherapy.org
Art: home.ican.net/~phansen/pages/WHATat.html
Objective The client will sustain and alternate attention to discriminate between two
alternating targets. The client will also inhibit impulsive responses to non-
targets. Stimuli can be presented auditorily or visually.
How to Play A target stimulus is identified in the bottom right corner. This is the initial
target. The client hits the spacebar or clicks the mouse each time the stimulus
is presented in the center of the screen. When the word “change” appears the
client must shift to a new target and ignore the previous target. Accuracy and
reaction time are measured. The speed of target presentation increases until
the client responds accurately at .5 second. At the training level, the word
“hit” appears at the bottom of the screen whenever the client is supposed to
respond to the stimulus.
Response Options Keyboard: Press the spacebar when the stimulus is displayed.
Mouse: Click on the screen when the stimulus is displayed.
Game Results Level, Stimulus Presentation, Display Rate (seconds), Recall Delay (seconds),
Letter Options, Presentation Fade, Distractors, Average Response Time, %
Correct, % Incorrect, % Missed, Extra Hits, Prompts Needed, Total time in
game
Alternative The Clinician’s Page allows customization of the game to focus on problem
areas. Easier targets such as black/red may not be a problem for some indi-
viduals but auditory confusions introduced in b/3 and 2/moon may be more
challenging. You need to exit from the computer-assisted program to practice
different levels. To access the Clinician’s Page click on Finished on any of the
game screens.
How to Play The client clicks on the I’m Ready button and hears one note. The word “Wait”
appears on the screen while the note is played. The words “Respond Now”
appear on the screen when it is time for the client to respond. The client then
clicks on the same colored bar that lit up when the note was played. That
stimulus and response complete a cycle at the one note level. The visual prompt,
I’m Ready, appears again. More notes are added until the client makes two
errors. The treatment level is then adjusted to the level just before the one in
which the client made errors. If the time has run out for this game, though, the
client will be sent to the Results page.
Functional Zydeco presents common words for memory and sequencing. These
words are presented one at a time until the client accurately recalls a sequence
of six words. The words in Functional Zydeco are within-category words. To
place a word in a bar, click on the word in the word bank. A good self-monitor-
ing strategy for this level is to use the Say Again button to proof your work
before using the Check Answer button. That way you get to see and hear your
answer so that you can see if you need to change something. To change a word
you already have in a box, click on the word.
Game Results Trial, Stimulus Presentation, # of Bars, Interval (seconds), Recall Delay
(seconds), Distractors, Sequences Mastered, Highest Sequence, Final
Sequence, Elapsed Time (seconds), # of Sequences Played
Tempo Interval range: 1-.3 seconds, with the option to choose up to 5 seconds
Rationale The Zydeco task requires auditory discrimination of tones, auditory and visual
memory, and auditory and visual sequencing to imitate the pattern. Auditory
vigilance, the ability to sustain auditory attention over time, is practiced as the
sequences continue and increase in difficulty.
Alternative The Clinician’s Page allows the clinician to customize the game to focus on
problem areas. Exit from the computer-assisted program to practice necessary
levels. To do this, access the Clinician’s Page by clicking on Finished on any
of the game screens.
Alternative The Clinician’s Page allows repeated practice at all skill levels and complexi-
ties. Exit the computer-assisted program to practice a desired level more ex-
tensively. Some individuals may only be successful with the digit span or let-
ter span levels. Because each stimulus type has a visual, auditory, linguistic,
and familiarity component, choosing the targets that are most troublesome for
a client is an individualized process. The core program progresses through
numbers 0-9, letters A-Z, colors (10), simple shapes (10), Greek letters (28),
simple designs (29), and a mix of all. Presentation is first visual then auditory,
and the method of presentation changes from an entire visual chunk to single
units that must be visualized and conceptualized as a chunk. The final level
reverses the targets. Each target can be played at any level of complexity from
the Clinician’s Page. This allows focus on visual-perceptual skill develop-
ment, memory span, or stimuli presentation practice (i.e. sequentially, cen-
tered, etc.).
Objective The client will maintain attention and vigilance in order to visually scan the
screen and select salient information (targets) in a gradually increasing field
of complexity (2->50). When the target changes, the client will remember the
new target and select it while inhibiting the response to select the previous
target.
How to Play The target stimulus is identified near the bottom of the screen at the start of
each trial. The client remembers what the target is and selects as many of the
targets as possible in the time allotted. (Time to Play default is 2 minutes or 50
responses). The stimuli include: filled/empty shapes; nine colors; letters and
numbers. The field complexity (2- >50 objects on the screen) and the scrolling
field are the significant variables in the difficulty of the program. When the
client correctly clicks on a stimulus, the stimulus is highlighted in green. If the
client clicks again on an already highlighted stimulus, the response is counted
as an error. NOTE: when the screen is scrolling, the client must click slowly
and deliberately on each object in order for the computer to register the click
and provide feedback.
Response Options Keyboard: Type the letter or number on the keyboard (colors and shapes do
not have a keyboard response option).
Mouse: Click on the target.
Rationale The client will improve strategies for visual scanning and memory for mul-
tiple stimuli in fields of 2 to >50. Unsystematic strategies for scanning are an
indication of poor organizational skills. Observe the initial scanning pattern,
then teach a systematic process. Typically, a left to right, top to bottom scan-
ning pattern is preferable. Some individuals prefer a columnar approach. Hap-
hazard spotting is not considered to be efficient. Visual field cuts, neglect and
inattention present as errors of omission (failure to cancel targets). The client
may need to learn to turn their head to compensate for hemianopsia or visual
neglect. Errors of commission (cancellation of foils) record as extra hits. Effi-
ciency is measured by improved accuracy and speed of task completion.
Alternative The Clinician’s Page allows the clinician to customize the game to focus on
problem areas. Exit from the computer-assisted program to practice necessary
levels. To access the Clinician’s Page click on Finished on any of the game
screens.
Objective The client will attend to auditory-linguistic information, hold the necessary
information in working memory and demonstrate the functional strategies of
typing or dictating information. The span of linguistic information will in-
crease from one item to several items within and between categories with ad-
dition and deletion of salient items.
How to Play The client listens to each stimulus, remembers the word(s), utilizes the record-
ing option to dictate the stimuli then types the stimuli onto the notepad. The
client and/or clinician individually or jointly evaluate(s) the correctness of the
entry by choosing the Check Answer button. The client’s responses on the
Response Pad are compared to the Answer Pad and the clinician or the client
scores the responses as: Correct, Incorrect, Omitted, or Repeated (item en-
tered more than once). Here, the clinician can determine the level of correct-
ness to be achieved. For example, if the student types in “bulgar wheat” in-
stead of “bulgur wheat” the clinician can score it as correct or incorrect de-
pending on whether correct spelling is required. After the appropriate button
(C, I, O, and/or R) has been clicked for each item on the Response Pad, the
correct button has been clicked to indicate whether the client or clinician en-
tered the responses, and the number of extra items the client entered on the
pad as been typed into its box, the client clicks on Score Answer to move to the
next task.
Game Results Level Played, # Stimuli, Client/Clinician Typed Responses, Response Accu-
racy,
# Intrusive Answers, Playing Time, Total Time in Game
Rationale Improving digit and word span can increase immediate memory. Applying
those strategies that helped to increase the memory span to language-based
activities will assist with developing functional memory strategies. These strat-
egies can then be used to recall grocery lists and to-do lists, to improve note-
taking in the classroom/boardroom, and to participate more effectively in ev-
eryday conversations.
Establishing the habits of taking notes and reviewing the accuracy of the notes
can be achieved through focused practice.
Alternative Utilizing the Clinician’s Page, the tasks can be individualized for type of stimuli,
number of items in the task, and recall delay.
Objective The client will attend and utilize auditory and/or visual memory to process,
remember, and use information presented at the single word, phrase, sentence,
and paragraph levels.
How to Play This program presents the client with a variety of tasks that require the pro-
cessing of increasingly long and complex pieces of information. Some tasks
require the client to read or listen to information presented on the left side of
the screen and answer questions that appear on the right side. The clinician
can choose to hide or show the text of auditorily presented information by
clicking on the Hide/Show button (sunflower icon) near the bottom left of the
screen. The client can hear the information again by clicking on the Listen
Again button (sound waves icon). The Record button can be used when your
client needs additional auditory information, such as his own oral reading of
an advertisement. Other tasks require the client to read and/or listen to a word
list, then complete a sentence with one of the words from the list, in a multiple
choice format. Intervening tasks called Über tasks interrupt the client’s work,
simulating real life. When these interrupting tasks appear, the client simply
follows the instructions to complete the Über task, then returns to the primary
task. Answers to interrupting questions can be verbal or written; this will vary.
The answers will not be entered into the computer. The purpose of the inter-
vening tasks is to teach the client to return to a task after being interrupted.
Response Options Keyboard: Not activated for this program (except the spacebar).
Mouse: Click on radio buttons or text boxes to complete tasks
Options [Game page]
Help - Read an overview of the Attention and Memory: Volume II CD, in-
structions for each game, or an explanation of the Über Tasks.
Volume - Set the volume for the game you are in.
Distractors - Choose to have distractors play during the game (On) or not
(Off).
Locked - Keep your client from exiting the game before he is finished. If you
have chosen to have the Locked option on, you can turn it off any time by
typing Apple U (Option U on Windows).
Game Results Trials Completed, Level Played, Time of Play, Number Correct, Number In-
correct, Total Time in Game
Rationale Functional Memory has an auditory and visual focus for each of the three
difficulty levels, Scanning; Sentences; Paragraphs. The activities in Functional
Memory require multiple processing skills in attention, memory and compre-
hension at the word, sentence and paragraph levels. It requires auditory dis-
crimination of speech, auditory vigilance, auditory memory, auditory compre-
hension, visual discrimination, and reading comprehension.
Alternative Utilizing the Clinician’s Page, the tasks can be individualized for type and
complexity of stimuli.
Objective The client will choose the target from a field of 1-5 tiles, select the tile, select
the rotation if indicated, rotate the tile, then align matching tiles on the Domino
grid.
How to Play Game Setup
Choose the Options from the Options menu: Help, Volume, Show Grid, On
Correct, Auditory Stimulus, Timer, # of Starting Tiles, Distractors
Choose the content from the Content Bar:
1. Dots (1-10, tiles matched by number of dots on tiles)
2. Numbers (1-10, tiles matched by numeral)
3. Colors (10 colors, tiles matched by color)
4. Simple Shapes (10 common shapes, tiles matched by shape on tiles)
5. Greek Letters -( 28 letters, tiles matched by letter on tiles)
6. Addition (Sums to 12 ; Addends match to the sum, i.e. 1+1 matches
to the tile with the number 2.)
7. Subtraction (Differences to 12; Minuend-subtrahend match the
difference, i.e. 2-1 matches to the tile with number 1.)
8. Multiplication (Products to 144 ; Multiplicand · multiplicand
matches the product; 4·4 matches to the tile with number
16.)
9. Division (Quotients range 1-12; Dividend ÷ divisor match the
quotient, i.e., 8÷2 matches to the tile with number 4.)
Choose the number of players from the box in the upper left corner of the
screen. The “C” stands for 1 player vs. computer. Enter clients’ names by high-
lighting Player 1, Player 2, etc. and typing the name in the highlighted space.
Game Play
The goal is to be the first player to place all of your tiles onto the game board.
Begin the game by clicking on one of your tiles. Place one tile per turn
within the time limit specified in the Options menu.
At least one edge must touch another tile that has already been placed. Each
tile contains two sections. When a tile is placed on the board, each section
must match or must follow the matching rules as described above.
If none of the tiles can be placed on the game board the player may draw more
tiles by clicking on the Draw Tile button or pass to the next player by clicking
on the Pass to Next Player button.
Game Controls Draw Tile Draw more tiles by clicking the Draw Tile button (shows cardbacks
on two tiles).
Pass to Next Player End a turn without placing a tile by clicking the Pass to
Next Player button (the three right facing arrows).
Rotate Pieces may need to be rotated before being placed on the board. Rotate
pieces by clicking the Rotate button (the arrows in a circle) to switch into
Rotate Mode. Each time a tile is clicked it will rotate one quarter turn in a
clockwise direction. The shortcut is to hold down the shift key and click on the
mouse. Be sure to click the Move button before trying to place the rotated tile.
Options HELP - Find instructions for the Dominoes game. Also gain access to an over-
view of the Attention and Memory II CD and the help screens for all of the
programs included on the CD.
Show Grid - Choose whether the game board grid is Visible or Hidden
Auditory Stimulus - Set whether the “click” heard when laying a tile down is
audible (Voice ) or not (No Voice).
Timer - Set the amount of time to recognize and place a tile. Choose 30, 60, 90
or Unlimited seconds. The Unlimited option reduces time pressure anxiety and
the time settings can be used to encourage more rapid decision making.
# Starting Tiles - Set the number of tiles to begin play. Options are 1, 3, or 5
tiles. The default is 5.
Distractors - Decide whether or not you want distracting noise in the back-
ground while you are playing the game.
Game Results Content on the dominoes, Distractors on/off, #Players, Score for each player,
#Correct, #Incorrect, %Correct, Total # of moves for each player
Objective The client will follow the directions for completing each Über (oober) Task
and will then return to and complete the primary task.
How to Use If you are using the computer-assisted treatment protocol, the Über Tasks are
pre-programmed, so you don’t have to worry about choosing the types of Übers
or times of presentation. If you would like to have more control over the types
of Übers presented and how often they appear, click on Yes, I’d like to pick my
own Übers today when you are asked if you would like to include Übers in
your session. The next screen to appear allows you to choose Intra-Task Übers,
Inter-Task Übers, or User’s Lists (personalized Übers), stimulus categories,
the order of presentation (sequential or random), whether or not the items will
repeat, the number of items, and the timing of the tasks (every .5 minute through
every 25 minutes, or choose Random timing). As mentioned previously (page
10), the difference between Intra- and Inter-Tasks is the length of time you
will be required to hold on to the information.
All three Über Task pages have word list boxes near the top and bottom of the
screen. Once you click on the category or categories of Übers that you want to
use, the stimuli for that category appear in the box on the top (the word bank).
Double-click on each desired stimulus or click on the stimulus and then the
Add Stimulus button. The chosen stimuli then appear in the lower box (the
current set). Stimuli can be selected one at a time, a group can be highlighted
and moved down, or the entire list can be added to the current set by clicking
on the Add All button. It is also possible to remove individual stimuli or entire
lists using the Remove Stimulus and Remove All buttons. On the User’s Lists
page, type in the personalized Über you want to use, click on the Add Stimulus
button, then record the phrase using the VCR-like buttons under the text box
you typed in.
Now that the Übers for this session have been selected, save the set for a
specific client using the Save As button. When the Save As button is clicked, a
text box appears asking for a name for the set. If you make changes to this set,
the changes can be saved by clicking on the Save Set button. Now select a set
for another client by removing the stimuli from the lower box, choosing an-
other list of stimuli, adding them to the current set, and saving them as the
name of the second client. The new set will automatically become the current
set, and the games will play with the words in the current set. To change the
current set, click on the Load Set button to see a list of all saved sets. Click on
the name of the desired set, then click Load. Loading a set allows you to leave
that set, use another set, and come back. It also saves any individualized stimuli,
written or verbal, that you have entered for that particular client. Delete sets
by clicking on the Delete Set button.
Results Achieving accuracy on the Übers is not the primary goal of using them. They
are meant to interrupt a task so that the client has to shift attention from one
task to the other and back. Clinicians may choose to keep data on % correct
and incorrect because it may provide useful information about other areas the
client needs to work on. You may practice the Über-Tasks by themselves in the
same way you might complete workbook tasks. Access Über-Tasks for work-
book type practice by choosing Über Workbook from the main menu.
Rationale The Über-Tasks were designed to simulate real-life situations in which you
have to hold a task in working memory, shift attention to another task, shift
attention back to the original task, and retrieve the information you are hold-
ing in working memory. The various tasks tap into recent memory, factual
current memory, remote memory, and proscriptive memory, as well as general
fund of knowledge.
Objective The client will sustain and alternate attention to discriminate between two
alternating targets. The client will also inhibit impulsive responses to non-
targets. Stimuli can be presented auditorily or visually.
Objective The client will maintain attention and vigilance in order to remember tones or
related words presented in sequence.
Short Term Objective Recall five to seven sounds or words with 86% accuracy.
Objective The client will attend and utilize auditory and/or visual memory to recall a
span of symbols in sequence, to improve sequential visual and auditory pro-
cessing.
Objective The client will maintain attention and vigilance in order to visually scan the
screen and select salient information (targets) in a gradually increasing field
of complexity (2->50). When the target changes, the client will hold in memory
the new target and select it while inhibiting the response to select the previous
target.
Long Term Goal/Functional Goal
Improve attention for 8 minutes during a repetitive, low interest activity that
requires alternating between targets and ignoring non-targets. Functional ap-
plications include recognizing important from unimportant visual and audi-
tory information, controlling impulsive responses, and learning to respond to
important information in a reasonable amount of time. When a person has
quick, accurate, consistent responses to target stimuli the skill can be general-
ized to classroom activities such as raising a hand before speaking, waiting to
get out of a seat, holding back a verbal retort, or standing patiently in line.
Short Term Objective Sustain attention with a high accuracy rate (>86%) for 8 minutes while
alternating attention between targets when a visual or auditory prompt
(“change”) is inconsistently presented and alternate between prompts
remembering the current target (holding mental set).
Objective The client will attend to auditory-linguistic information, hold the necessary
information in working memory and demonstrate the functional strategies of
typing or dictating information. The span of linguistic information will in-
crease from one item to several items within and between categories with ad-
dition and deletion of salient items.
Objective The client will attend to the information presented and utilize auditory and/or
visual memory to process, remember, and use information presented at the
single word, phrase, sentence, and paragraph levels.
Short Term Objective Sustain attention and comprehend sentence/paragraph level oral/written
material in order to respond through verbal/written means to the
following: main idea, conclusion, inference, and/or prediction.
Comprehension
1.1 Ask thoughtful questions and respond to relevant questions with appropri-
ate elaboration in oral settings.
1.2 Summarize major ideas and supporting evidence presented in spoken mes-
sages and formal presentations.
1.3 Identify how language usages (e.g., sayings, expressions) reflect regions
and cultures.
1.4 Give precise directions and instructions.
Organization and Delivery of Oral Communication
1.5 Present effective introductions and conclusions that guide and inform the
listener’s understanding of important ideas and evidence.
1.6 Use traditional structures for conveying information (e.g., cause and ef-
fect, similarity and difference, and posing and answering a question).
1.7 Emphasize points in ways that help the listener or viewer to follow impor-
tant ideas and concepts.
1.8 Use details, examples, anecdotes, or experiences to explain or clarify in-
formation.
1.9 Use volume, pitch, phrasing, pace, modulation, and gestures appropriately
to enhance meaning.
Levels Dots 1-10, Numbers 1-10, Colors, Simple Shapes, Greek letters, Addition,
Subtraction, Multiplication, Division
Objective The client will choose the target from a field of 1-5 tiles, select the tile, select
the rotation if indicated, rotate the tile, then align matching tiles on the Domino
grid.
Short Term Objective Sustain attention and utilize working memory to encode object or numeric
information and demonstrate accurate retrieval of information by using a vi-
sual matching task.
Auditory, visual and planning strategies will be employed for efficient accu-
rate retrieval.
Objective The client will attend and utilize auditory and/or visual memory to process,
remember, and use information presented at the single word, phrase, sentence,
and paragraph levels.
Short Term Objective Sustain attention and utilize working memory to encode and retrieve auditory/
visual information and demonstrate retrieval of information through writing
and speaking.
When the installation program is finished you will have installed a pointer to the CD onto your hard
disk. To run the programs on the CD you will need to click on the “Start” button. Then click on
“Programs”, then the “LocuTour” Shortcut folder, then “A&M II”. You may also start the game by
clicking on the “A&M II” shortcut on the desktop.
The program will run on some versions of Windows NT, but sound recording is not available.
Macintosh® Installation
Put the CD in the computer. Open the CD and double-click the game icon to begin.
You can also put the game on your hard drive. Drag the game folder to your desktop or a folder on
your hard disk.
A detailed manual is included on the CD in Adobe Acrobat® format. Charts for tracking are located
in the “Progress Charts” folder on the CD. If you have Acrobat installed, double clicking on the
manual or chart will open it. If you do not have Acrobat installed, a copy of the installer is included
on the CD.
Macintosh® System Requirements
The Macintosh version requires an Apple Macintosh with a Power
PC chip (G3 recommended), 32-64 megabytes of available RAM,
System 7 or OS8/9, a CD-ROM drive, and color monitor. You can
play the games from the CD or drag the icons to a folder on the Hard
Disk.
Complete Manual
A manual that provides a rationale for each game and alternatives
for therapy is included on this CD. It is located in the Manuals folder
and is formatted in Adobe Acrobat® format. If you do not already
have Acrobat installed, a copy is included on the CD.
For information on other products and a free demo CD, check out our
web site at www.LocuTour.com or e-mail us at [email protected].