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Cognitive & attention

Brain Train

Projected games that work on attention, memory and sequencing — the thinking skills underneath following an instruction, finishing a task and switching between them.

A child pointing at the matching picture in a projected

Find the match, hold the rule in mind, do it again when the rule changes.

What it is

A projected game the child plays by pointing, reaching or selecting, with a camera reading what they choose. The tasks are cognitive rather than physical: find the matching shape, remember which one was hidden, repeat a sequence back, sort by a rule that changes partway through.

Where the other activities put the demand in the body, this one puts it in attention and working memory. The movement is incidental — the work is noticing, holding something in mind, and acting on it.

Why it holds attention

Cognitive tasks are the easiest for a child to disengage from, because failure is invisible and progress is abstract. A game makes both concrete: the match either lands or it does not, the sequence either completes or resets. Children who find table-top cognitive work discouraging will often keep going when the feedback is immediate and nobody is watching them write anything down.

What the therapist controls

The number of items on screen, how long a prompt stays visible, how quickly the rule changes and how much the game helps are all adjustable. Start with two choices and generous time; narrow both as the child succeeds.

Therapeutic targets

What it works on

Sustained attention

Staying with a task long enough to finish it, not just to start it.

Working memory

Holding a rule or a sequence in mind while acting on something else.

Matching & sorting

Recognising sameness and difference by colour, shape or category.

Following instructions

Acting on a visual prompt — useful where verbal instruction is hard to process.

How a session runs

In the room

  1. 01

    Pick the skill

    Choose whether the session is working on attention, memory, matching or rule-switching.

  2. 02

    Set the load

    Begin with few items and long prompts so the first attempts succeed, then reduce both.

  3. 03

    Change the rule

    Switching the sorting rule partway through is where flexibility gets practised rather than assumed.

  4. 04

    Review accuracy

    Attempts, accuracy and time on task are recorded, so trends are visible across weeks rather than guessed at.

Book a demo

See a child finish the session smiling.

We will walk your team through the games, the hardware and the reporting — and show you exactly how NoPainHeals fits the room and the clinical goals you already work to.

Schedule a free demo Chat on WhatsApp

Typically a 30-minute call. No obligation.