Wednesday, September 9, 2009

Sensory Integration

Sensory processing or "sensory integration" is a term that refers to the way the nervous system receives messages from the senses and turns them into appropriate motor and behavioral responses. Whether you are biting into a hamburger, riding a bicycle, or reading a book, your successful completion of the activity requires processing sensation or "sensory integration."

Sensory Processing Disorder (SPD, formerly known as "sensory integration dysfunction") is a condition that exists when sensory signals don't get organized into appropriate responses. Pioneering occupational therapist and neuroscientist Dr Jean Ayres, likened SPD to a neurological "traffic jam" that prevents certain parts of the brain from receiving the information needed to interpret sensory information correctly. A person with SPD finds it difficult to process and act upon information received through the senses, which creates challenges in performing countless everyday tasks. Motor clumsiness, behavioral problems, anxiety, depression, school failure, and other impacts may result if the disorder is not treated effectively.

Sensory processing disorder can affect people in only one sense–for example, just touch or just sight or just movement–or in multiple senses. One person with SPD may over-respond to sensation and find clothing, physical contact, light, sound, food, or other sensory input to be unbearable. Another might under-respond and show little or no reaction to stimulation, even pain or extreme hot and cold. In children whose sensory processing of messages from the muscles and joints is impaired, posture and motor skills can be affected. These are the "floppy babies" who worry new parents and the kids who get called "klutz" and "spaz" on the playground. Still other children exhibit an appetite for sensation that is in perpetual overdrive. These kids often are misdiagnosed - and inappropriately medicated - for ADHD. Research by the SPD Foundation indicates that 1 in every 20 children experiences symptoms of Sensory Processing Disorder that are significant enough to affect their ability to participate fully in everyday life. Symptoms of SPD, like those of most disorders, occur within a broad spectrum of severity. While most of us have occasional difficulties processing sensory information, for children and adults with SPD, these difficulties are chronic, and they disrupt everyday life.

Children with poor sensory integration often have poor school achievement, particularly in arithmetic. Parham (1998) investigated the relationship between sensory integration and school achievement in children aged between 6 and 10 years, 32 were learning-disabled and 35 were non-disabled. Sensory integration was significantly related to school achievement and this relationship was retained over a 4-year period, even when children of equal IQ were compared. In fact, research indicates that sensory integrative problems are found in up to 70% of children who are considered learning disabled by schools. It is also very common among children with Autism, ADHD.

Typically, Sensory Integration therapy, provided by occupational therapists (OT), does not focus on training specific cognitive skills. However, significant research now reveals that the majority of sensory integration disorders are caused by cognitive weakness resulting from a poorly connected prefrontal cortex. The most evolved part of the brain known as the Prefrontal Cortex (PFC) is where all of our sensory information is pulled together to allow us to make decisions about how to respond to any change in our environment. The PFC has two way connections to the parts of the brain involved in the processing of visual, auditory and somatic sensory information. Therefore, although traditional therapy exercises may be helpful for general motor skills re-training, any long-term treatment for sensory integration dysfunctions must include targeted, integrative cognitive skills assessment and training. Neuropath Learning programs can facilitate sensory processing ability by developing the wiring/connectivity/functioning of the pre-frontal cortex. The interactive activities in our programs provide visual processing and auditory processing assessment and training necessary to improve these skills. Improvement of one sensory processing mode eg., vision or hearing is known to help improve sensory processing of another modality like touch or smell. This is because our brains are wired for our senses to work together. Within our brain there are some areas that are relatively selective for visual, auditory, or tactile motion processing, but other areas that seem to process various combinations of inputs (mulitsensory areas). We therefore recommend our programs be used in conjunction with traditional OT programs for young children. Visit our website at http://www.neuropathleaning.com/ to learn more.

References


  1. Sensory Processing Disorder Foundation http://www.spdfoundation.net/index.html
  2. Parham, L. D., 1998. The Relationship of Sensory Integrative Development to Achievement in Elementary Students: Four-Year Longitudinal Patterns. Occupational Therapy Journal of Research; 18 (3), page 105
  3. Henk J. Groenewegen and Harry B. M. Uylings (2000) The prefrontal cortex and the integration of sensory, limbic and autonomic information. Progress in Brain ResearchVolume 126, Page 3





Wednesday, August 19, 2009

How Fast Can The Brain Re-wire?

The brain is in various states of readiness to re-wire in response to a particular learning experience. Changes at the chemical level, such as an alteration of neurotransmitter release, uptake, production, are very rapid. Changes at the level of connectivity between neurons such as increase in numbers of synapses (connections), strengthening of synapses and remodeling of synapses is also quite rapid. Re-wiring processes that incorporate newly born neurons into a pathway are somewhat slower to occur – these are the changes that lead to enlargement of brain areas that a heavily used for specific tasks.

Using a new brain scanning technique called Diffusion Tensor MRI, scientists can now trace connections between different brain regions and recent observations demonstrate that the microstructure of the brain can change in mere hours. After subjects were asked to train on a visual/spatial task, structural and functional changes were detected as soon as two hours of training. The spatial learning task involved playing a highly engaging race-track video game, going over the same virtual race track 16 times. Each time the subjects circled the track, the time they took to complete it decreased. At the end of the two hours, microstructure of the hippocampus, motor and visual areas of the brain had changed! These microstructural changes involved changes in connectivity between neurons such as increased synaptic density, formation of new synapses and formation of new dendrites.

But neurons are not the only brain cells that adapt to learning. The other type of cell present in the brain is the “glial cell”. Glial cells are essentially support cells – meaning they support the function and needs of neurons. Scientists recently found that new glial cells, which are produced in the brain throughout life, release a type of chemical that acts as a brain fertilizer - facilitating the growth and connectivity of neurons in the brain. This response of new glial cells was demonstrated to produce improved cognitive function in aging brains.

This all makes sense when you think of the speed at which cognition and attention have been shown to improve with training. We have witnessed some pretty remarkable changes in academic performance, social attitudes and behaviors of children using Neuropath Learning programs in just a matter of months which amounted to a total time of 8-10hours of interaction with our learning system. We have always found this pretty mindboggling to explain but in light of Michael Posner's work, I reported in an earlier post and this recent data we now know that the brain can and does adapt functionally and structurally at a rapid pace producing such dramatic outcomes.


References:

1. American Friends of Tel Aviv University (2009, August 17). Window Into The Brain: Diffusion Imaging MRI Tracks Memories And May Detect Alzheimer's At Early Stage. ScienceDaily. Retrieved August 19, 2009, from http://www.sciencedaily.com/releases/2009/08/090812145022.htm

2. University of California - Irvine (2009, July 22). Neural Stem Cells May Rescue Memory In Advanced Alzheimer's, Mouse Study Suggests.ScienceDaily. Retrieved August 19, 2009, from http://www.sciencedaily.com/releases/2009/07/090720190726.htm

Wednesday, August 12, 2009

Response to Intervention: Get in the Zone!

The Response to Intervention (RTI) model gained credibility in recent years as an eligibility model for special education services. But RTI is also a useful approach to providing data-based decision-making for any students who may be in need of extra interventions for improving their performance. Since data driven decision making is one of the key reforms emphasised by the Federal government's stimulus funding guidelines, RTI is currently a hot topic.

The RTI model comprises of 3 tiers, universal interventions (green zone), group interventions (yellow zone) and individual interventions (red zone). At each tier, assessments and interventions are offered within general education classrooms to identify and correct potential learning issues. The goal is twofold: to prevent children from being channeled into special education programs and to help mainstream students already in special programs.

At each zone the following questions are asked:
1. What is the problem?
2. Why does the problem exist?
3. What should be done to address the problem?
4. Did the intervention work and what’s next?

Neuropath Learning programs are designed to help teachers and school administrators implement practical RTI programs in elementary schools. For example, our programs Early Mind Matters and Knowledge First, can help with both assessment and intervention at each level. Since the program does all the work, it is a very practical universal intervention to offer school wide as a preventive measure. The multimodal differentiated instruction and comprehensive assessment covers a broad range of possible learning issues. The programs are able to clearly and precisely define the cognitive gaps that are leading to various learning issues. The cognitive challenges in the learning activities then train the brain to develop the cognitive skills found to be weak. This type of cognitive training facilitates academic achievement and the benefits of this training have been shown to be long lasting. Data is collected in real time as the student interacts with the program and the teacher and principal can view this data distribution in the context of individual performance, class performance and school performance. The students progress through the programs at their own pace, once one program is completed they can move on to more advanced programs. The programs can track individual student progress and measure learning. Whats more, our programs are fully customizable for addressing special needs of certain groups of students with the same learning issue or individuals with who need tailor made interventions. Thus offering solutions for students in the green zone and red zones. This is the power of our technology. We like to think we offer learning solutions and not just sell software to schools. Our goal is to partner with schools to help students reach their full potential and we strive to make sure our programs are used correctly to obtain maximum benefits.

If you are wondering, "well that's great news for learning issues, but what do I do about behavioral issues?" you should read the previous post where I explain how Neuropath Learning programs address both learning and behavior issues at the same time using executive function training activities. Here is the link: http://neuropathlearning.blogspot.com/2009/08/killing-two-birds-with-one-stone.html

Be sure to check out our website, http://www.neuropathlearning.com/, for more information, interactive demos, sample charts and success stories.

Wednesday, August 5, 2009

KILLING TWO BIRDS WITH ONE STONE

I just returned from the WASA/OSPI Special Ed workshop and it was interesting to see how educators separate learning issues from behavior issues. And its not just educators, domains of cognition and emotion are often treated as non-overlapping entities across the board. This is quite surprising to me because if you think about it in neurological terms, no such distinction remains since both are controlled by the same brain networks. Both Cognition and Executive funtions (EF) are housed in the prefrontal cortex of the brain. Engaging in tasks that activate the prefrontal cortex can develop both cognition (including social cognition), emotional regulation and behavioral responses. Neuropath Learning Programs offer creative problem solving activities that train cognitive skills plus develop executive function and thus have been shown to improve both learning and behavioral outcomes. Essentially killing two birds with one stone - or blurring the line between them.

Executive functioning refers to our ability to be able to make and carry out plans, direct our attention, focus and also to control our internal states: our impulses and emotions and to be able to switch from one task to another. In other words it is a key part of our ability to self-regulate our behavior, mind and emotions.

However, EF comprises not only effortful control and cognitive focus but also working memory and mental flexibility—the ability to adjust to change, to think outside the box. These are the uniquely human skills that, taken together, allow us keep our more impulsive and distractable brain in check. New research shows that EF, more than IQ, leads to success in basic academics like arithmetic and grammar. It also suggests that we can pump up these EF skills with regular mental exercise, just as we do with muscles.

Studies conducted with preschool aged children showed that those kids educated using techniques that help to develop executive function performed far better than their conventionally educated peers. What’s more the EF groups significantly outperformed their matched peers in all areas including their subsequent ability to learn to read, write and correctly perform mathematical functions when they reached kindergarten.

Here are some examples of the learning activities in the EF curriculum. Instead of keeping the classroom quiet, kids are actually taught and encouraged to talk to themselves, privately but aloud, as a way of helping them exert mental control. In one exercise, for example, the kids have to match their movements to symbols. When the teacher holds up a circle they clap, with a triangle they hop, and so forth. The kids are taught to talk themselves through the mental exercise: "OK, now clap." "Twirl now." This has been shown to flex and enhance the brain's ability to switch gears, to suppress one piece of information and sub in a new one. It takes discipline; it's the elementary school equivalent of saying "I really need to stop thinking about next week's vacation and focus on this report."

Here's another example from the classroom. Children tell stories to one another, but kids being kids, they all want to be the storyteller; none wants to just sit and listen. But the reality is that only one can tell a story at a time, so the designated listeners hold a picture of an ear, a prop to remind them that they are waiting their turn to talk. This helps them learn to control their natural instinct to talk out of turn. Eventually the props and private chatter are not needed, but in the beginning they help cognitively immature children stretch their executive muscles.

Dramatic role playing is a cornerstone of the EF philosophy. The preschoolers, all four and five years old, actually design the play's action by themselves. For example: "Let's pretend you're the mommy and I'm the baby. I'll get sick, and you'll need to take me to the doctor." Then they act it out, solving problems along the way. The idea is that play of this kind promotes the internalization of rules and expectations and demands mental discipline to stay in character—all cognitive challenges. Importantly, these exercises were not tacked on as a separate teaching, but rather were integrated into every activity of the child's day, from reading to math.

This however, is a vast oversimplification of a curriculum that has taken years to develop and is grounded in rigorous scientific studies of children's brain development. Even though the activities may seem frivolous studies showed that preschoolers with sharper executive capability as a result of such a curriculum outperform their more traditional learning peers in basic skills, especially mathematics, when they hit kindergarten. In other words, early exposure to dramatic play and cognitive games better prepares kids for mastery of traditional academics.

This new thinking has the potential to be transformational if the powers that be are willing to embrace the realities of this data. If you think in terms of Executive function there is no difference in interventions for WON'T DO kids and CAN'T DO kids.

Neuropath Learning has long recognized the importance of executive function and has applied this knowledge to designing all its learning and assessment programs. Our learning activities are real world simulations of these same types of EF activity examples. This is why, not only are they successful they are also fun and children love using them. These programs are easy to use at home to complement school curriculum. So get your child on our learning path today!

Ref:
Is EF the New IQ?

Friday, July 17, 2009

Reality vs Virtual Reality?

Neuropath Learning has always made it an point to use real-world photographic images and videos, natural sounds and human voices in a real life context. No cartoons, virtual environments or computer generated audio. This unique feature of our product is one of the important things that set us apart from other educational software and learning systems. However, virtual environments have been frequently used for training and skill improvement. Do real and virtual worlds engage the same brain states in human perceivers? That is what a team of research scientists led by Shihui Han set to find out.

They measured brain activity using functional magnetic resonance imaging (fMRI) while subjects watched movie and cartoon clips, simulating real and virtual visual worlds, respectively. Relative to baselines using random static images, the medial prefrontal cortex (MPFC) and the cerebellum were activated only by movie clips of other humans. In contrast, cartoon clips of human and non-human agents activated the superior parietal lobes, while movie clips of animals also activated the superior parietal lobes. Their fMRI findings suggest that the perception of real-world humans is characterised by the involvement of pre-frontal cortex and the cerebellum.
It is important to note that the prefrontal cortex is where most of our cognitive functions such as "working memory" and "executive function"are located in the brain. Our learning programs are packed with hundreds and thousands of images of human faces, especially those of children. Therefore, the Neuropath Learning process must stimulate the developing brain differently from a learning system that uses cartoon and virtual reality. Given that greater stimulation of specific brain regions generally leads to enhanced development of those parts and the functions housed within, our real-world learning system is definite at an advantage when it come to facilitating cognitive development. Use of real-world stimuli is one of the criteria that makes it a true brain based learning program. Which means it is designed around the way the brain is attracted to and retains new and useful information.

Another study, conducted by scientists in Italy, found that watching a video of a real hand moving vs. an animation of a moving cartoon hand stimulated the brain differently.

This team of researchers, led by Daniel Perani, investigated whether observation of actions reproduced in three-dimensional virtual reality would engage perceptual and visuomotor brain processes different from those induced by the observation of real hand actions. Participants were asked to passively observe grasping actions of geometrical objects made by a real hand or by hand reconstructions of different quality in 3D virtual reality as well as on a 2D TV screen. They found that only real actions in a natural environment activated the visuospatial network including the right posterior parietal cortex. Observation of virtual-reality hand actions engaged prevalent visual perceptual processes within lateral and mesial occipital regions. Thus, only perception of actions in reality, maps onto existing action representations, whereas virtual-reality conditions do not access the full motor knowledge available to the central nervous system. They also noted that the degree of realism in the reproduction of the virtual reality hand seemed to have limited effect, in particular in the engagement of right hemispheric structures. This means that virtual reality cannot substitute for reality because they are not processed by the same neural networks.

In other words, if you want to teach someone to tie their shoe laces, you will be far more successful using a real life movie rather than a computer generated graphic animation. Definitely something to keep in mind!

Friday, July 10, 2009

Game Changer

Can digital games, especially well-designed educational games, help reshape our nation’s approach to learning and growing? This question was addressed in a new report by the Joan Ganz Cooney's Center at the Sesame Workshop. The report titled: "Game Changer:Investing in Digital Play to Advance Children’s Learning and Health" specifies how increased national investment in research-based digital games might play a cost-effective and transformative role. It provides recommendations for the media industry, government, philanthropy, and academia to harness the appeal of digital games to improve children’s health and learning.

Digital media have dramatically transformed children’s play. From the preschool years on, millions of American children are actively immersed in play within a new, virtual playground.
Research now offers solid evidence that children learn important content, perspectives, and vital “21st-century skills” from playing digital games.

In their recent review of learning and games, Moving Learning Games Forward, Klopfer, Osterweil, and Salen (2009) categorize different types of learning that are possible with games. For example:

  • Content (from rich vocabulary to science to history)
  • Skills (from literacy to math to complex problem-solving)
  • Creation of artifacts (from videos to software code)

  • Systems thinking (how changing one element affects relationships as a whole)

Research has begun to document a number of powerful potential benefits from digital-media play, including positive social growth (more peer interaction around common interests), cognition (greater motivation to read and solve problems), and health (better understanding of the importance of healthy behaviors, improved self-care skills, more self-confidence and drive
to carry out those skills).

Nine areas of learning and behavior change supported by well-designed interactive games:
  1. Motivation to learn

  2. Perception and coordination

  3. Thinking and problem-solving

  4. Knowledge

  5. Skills and behaviors

  6. Self-regulation and therapy

  7. Self concepts

  8. Social relationships

  9. Attitudes and values
The experts they interviewed said that "our conception of the nature of learning itself needs to fundamentally change". What is literacy and learning today? Is it memorizing a lot of facts, or is it having the capability to maneuver your way through data to find answers to questions that come up in your life? There are so many 9-year-olds who have two or three screens in their personal control at home, and yet at school, we expect children to power down their devices and learn.

When parents and teachers were asked to rate digital media’s potential as an educational tool, they said that they viewed the internet, computer programs, and CD-Roms as having more educational potential than other forms of digital media, likely because they require kids to use their reading and writing skills.

The study concludes by saying " digital games are here to stay and offer the country a rare opportunity to leverage children’s already established enthusiasm in order to reform education and promote healthy development. We know enough about digital games and how they work to recognize their promise. Now we need to invest time and resources to turn this promise into a real “game changer” for America’s children."

At Neuropath Learning we go one step further in providing online computer games for children that foster their critical thinking skills and reinforce important concepts they encounter in the classroom and in the real world. Our interactive learning tools help develop cognitive abilities and executive funtion that is required for success. For more information on our programs, visit our website at http://www.neuropathlearning.com/

Wednesday, July 1, 2009

Project Tomorrow

In the mid-90s, Sun Microsystems executive John Gage founded NetDay, which began as a grassroots campaign in California to wire schools but soon blossomed into a national nonprofit organization. Julie Evans has been running the organization since 2000, when it expanded its mission beyond one-day "electronic barn-raising" efforts connecting neighborhood schools to the internet and started helping schools integrate technology effectively into the curriculum. In 2008 Julie Evans was recognized as one of "Ten Who've Made a Difference in Educational Technology". Last year, NetDay merged with a California-based science education group to become Project Tomorrow.

Under Evans' leadership, the group has made its biggest impact through a series of annual surveys, called "Speak Up." These surveys aim to collect students', teachers', and parents' views on science, math, and technology, and how to improve education for the 21st century. Since 2003, more than 850,000 K-12 students and their teachers and parents have participated in the annual online Speak Up surveys, and the surveys' findings have helped shape ed-tech policy at the federal, state, and local levels.

Here are two videos from Project Tomorrow which address LEARNING IN A GLOBAL AGE. The needs of students cannot be confined to the walls of a school building anymore; online learning and even hands on learning outside the school are now necessary to make students sucessful in life. At Neuropath Learning we noticed these gaps a while ago and have been working hard to provide students with opportunities for online learning and testing at an early age.
A new study, Learning in the 21st Century: 2009 Trends Update reports this demand for more online learning by students, as well as the online learning practices of schools today and identifies future needs. Parents believe the goal of science education is to provide critical thinking skills and creative problem solving and this is the goal of our educational products and services also.

This first video identifies a disconnect between students and educators in the use of technology in education and how schools are failing to provide students with life skills. Watch Julie Evans, Project Tomorrow CEO Speak Up in Learning to Change, Changing to Learn.



In this second video students speak up to President Obama about how to improve their schools. They have many great ideas and envision some of the same changes that we believe in need to occur. It is very inspiring to hear what they have to say.



Finally here is a slideshow of the 2007 survey showing what is lacking in science education today and what is needed to prepare and motivate student for careers in science and technology.