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In March, Dr. Martha Burns visited Australia to present the latest findings on how the brain learns. Dr. Burns is an extremely knowledgeable and highly sought after speaker, so I'm pleased to let you know that an interview she gave on brain plasticity while there is now available online at nouspod.com.
The recording is presented in two parts, totaling about 20 minutes listening time. If you don't have time to listen to both parts of the interview at once, either part works well alone. But remember to come back later and listen to the other part of the interview--because the whole thing is too good to be missed!
These are the points addressed in each part:
Dr. Martha Burns Explains Neuroplasticity 1:
Dr. Martha Burns Explains Neuroplasticity 2:
These recordings are also a great source of brain information to share with your students in the classroom!
Categories: Brain Fitness, Brain Research, Reading & Learning
When was the last time you got stuck—I mean really STUCK—on a problem? Instead of being able to bring your mental muscles to bear on the challenge, did your mind feel tired or fatigued or just plain empty?
As it turns out, our brains function more like muscles than we realize. Consider a well-trained athlete: she might be able to trot six or eight miles in a stint and feel absolutely fabulous. But take that same athlete and have her run those same six miles backwards. The next day, everything will be sore from that buildup of lactic acid in those muscle groups that rarely get such activity.
The brain works in much the same way. While it is most certainly not a muscle, it behaves like one in that the more we work it and the more varied the challenges we can bring it, the more it will function at optimal levels when we most need it.
We regularly get our brains to perform repeat tasks through establishing patterns. Everything from speech to doing mathematics to driving a car to enjoying music is based on learning and using patterns. Problems that don’t fit our established patterns of thinking represent the greatest challenges. They also demand our greatest creative thinking.
So, how can we train our brains to more effectively and creatively address the unexpected? Try looking at some of your established patterns and changing them to work your brain:
For a more long-term commitment to brain fitness, try an activity that represents learning a whole new set of patterns for your brain, such as taking up a martial art or yoga. If you’re not that physical, you might give photography or cooking a try. Aside from the benefits of adding new experience and dimension to life, activities and hobbies like these, in time, result in better brain function.
Here are a few references for further reading:
Posit Science offers a complete Brain Fitness Program including software and games developed by Dr. Michael Merzenich.
Categories: Brain Fitness
A recent study on brain video games is causing discussions worldwide on the benefits of brain training and programs developed to improve brain functioning. The study, published in Nature and summarized on Nature News, titled “No Gain From Brain Training,” was conducted with adults, average age 39, who practiced a series of online tasks for a minimum of ten minutes a day, three times a week, for six weeks.
These tasks, focused on reasoning, planning and problem-solving abilities, were tests and not exercises intended to improve cognitive skills. While the outcome of the study brings the concept of brain training to the forefront of online discussion sites, it’s important to note that the clarification of brain video games, brain training programs and brain fitness programs and the origins of the research behind the development of these products are critical to the discussions.
What differentiates the Scientific Learning products from those advertised as “brain video games” or “brain training programs” is the science: decades of research into how students learn preceded the development of our products. For more than 30 years, neuroscientists at Scientific Learning have studied the way the brain learns.
The expertise and collaboration of Drs. Michael Merzenich, William Jenkins, Paula Tallal, and Steven Miller, the founders of Scientific Learning, along with several other cognitive neuroscientists, resulted in the development of a research-based series of products. The Fast ForWord® software is based on the science of how the brain learns and retains information. It utilizes the principles of neuroscience and learning to exercise and develop the brain's processing efficiency, essential for academic learning and reading success.
Brain plasticity research demonstrates that completing learning tasks in a frequent, intense timeframe accelerates learning. Just as exercise promotes physical fitness, exercising our brain improves brain fitness in four critical areas: memory, attention, processing and sequencing.
In addition, the research is recognized and supported by other scientists in peer reviews from Stanford University, Cornell University, UCSF Medical Center & Rutgers University, and many other top Universities, including a recent study by Dr. Nadine Gaab of Children’s Hospital Boston ((Gaab, N., Gabrieli, J.D.E., Deutsch, G.K., Tallal, P., & Temple, E. (2007). Neural correlates of rapid auditory processing are disrupted in children with developmental dyslexia and ameliorated with training: An fMRI study. Restorative Neurology and Neuroscience, 25, 295-310.)).
Finding the right product to improve cognitive skills can be overwhelming for the consumer. Numerous articles and research studies can be found online that address the interest and concern in this popular field of learning and brain development. In fact, a Google search on “brain video games” resulted in more than 32million hits! Members of the education community, parents and teachers alike, who are looking for programs for their students, should be cognizant of the importance of scientific research.
If a product is touted as “research-based,” what are the origins, extent and validity of that research? Are the products intended to test or improve cognitive skills? According to Dr. William Jenkins, Scientific Learning's Chief Scientific Officer, “a program that is designed to improve cognitive, reading or language skills and build brain fitness is adaptive to the student’s abilities; critical tasks are practiced at an appropriate frequency and intensity; multiple skills are cross-trained at the same time for lasting improvement; and rewards are built into the program for maximum motivation as the student progresses.”
In the study referenced above, “No Gain From Brain Training,” researchers believe that none of the groups who participated in the study boosted their performance on tests measuring general cognitive abilities such as memory, reasoning and learning. Participants in the study were volunteers who were viewers of a popular BBC game show, “Bang Goes the Theory.” The study required the participants to complete tasks for only 10 minutes a day, 3 times a week.
While the study concluded that there is no evidence of “any generalized improvements in cognitive function following brain training in a large sample of healthy adults,” it is a study that leads to more questions than answers. Were the tasks measures of current cognitive skills or were they designed to build upon these skills? The study leads the reader to conclude that these were tests of cognitive ability, not exercises to improve skills. So the conclusion that the programs did not improve cognitive function is baffling. Were the tasks adaptive, motivating, and practiced with intensity and frequency? Was there cross-training on multiple tasks to build cognitive skills? How comprehensive is a study conducted on participants who complete tasks for only a few minutes a week?
Based on the intensive studies done on proven brain training or brain fitness products already on the market that follow the basic principles of clinical trial studies (i.e Posit Science, a brain fitness program for adults), this study is not a strong indicator of the results that can be realized with a true research-based program. Whether programs are defined as brain training or brain video games or tasks designed to test cognitive skills, they don’t necessarily have the intensive scientific research that is the foundation of a proven brain fitness program.
Categories: Brain Fitness, Brain Research, Fast ForWord®, Scientific Learning® Research
Remember the old saying, "You can’t teach an old dog new tricks?" Well, we are actually finding out that you CAN teach an old dog new tricks. Decades of research tell us that the brain has the capacity to continually grow and re-wire itself.
The ability of the brain to change itself is termed brain plasticity or neuroplasticity. A good question is "how do we translate this knowledge of neuroplasticity into success for all learners?"
First, we need to understand what "learner" means. According to TheFreeDictionary.com, "learn" is defined as "to gain knowledge, information, comprehension, or skill." Lifelong learning is described as learning in which a person of any age keeps the mind and body engaged by actively pursuing knowledge and experience.
Dr. Michael Merzenich, a leader in the field of neuroplasticity research, claims that we can constantly change the structure of the brain and increase its capacity to learn. His research shows that if the brain is not challenged with new learning, the brain's function can gradually erode over time, leading to decreased memory and cognitive function. Collaborative experiments by Merzenich and William Jenkins, Ph.D showed the adult brain demonstrated change and adaptation in response to stimuli.1
Lifelong learning is not confined to childhood and has extended beyond the traditional classroom environment. Learning takes place in Tai Chi classes for senior citizens or in sandboxes where children can create the future. Many community education programs include lifelong learning courses on a variety of topics, including photography and naturopathic medicine. These activities offer new opportunities for the learner to experience new things, learn new concepts and stimulate the brain in a new way, thus keeping the brain "plastic."
Educators are learning that brain fitness for students is just as important as physical fitness. Adults, especially Baby Boomers, are embracing lifelong learning as way to keep the mind and body healthy. Some are even looking at voluntourism (combining volunteer work with vacationing) or educational travel (combining lectures, explorations and leisure time) as a way of pursuing lifelong learning.
So, try learning a new language or playing a new musical instrument, teach reading in Romania, or maybe even learn how to do magic. You really can teach an old dog new tricks and you should!
For more information on lifelong learning and neuroplasticity, refer to Norman Doidge's book, "The Brain That Changes Itself" or the video, The New Science of Learning: Brain Fitness for Kids. For more information on educational travel, visit http://www.learninglater.com/travel.php.
1 Jenkins, W. M., Merzenich, M. M., & Recanzone, G. (1990). Neocortical representational dynamics in adult primates: Implications for neuropsychology. Neuropsychologia, 28(6), 573-84.
Categories: Brain Fitness, Brain Research, Reading & Learning

Video games in the classroom? Yes, indeed according to Jim Brazell who recently gave the keynote speech at the Florida Education Technology Conference. Video games can be effective learning and teaching tools, not just entertainment.
We all know that mammals learn best through play. Video games have learning embedded in playing. They are very motivating with their interesting graphics, sounds and strategies. They have built in reward systems where players move up a level after achieving certain results.
Students in a new class called "Videogames & Learning," offered at the University of Michigan, are exploring how video games can be used in the classroom and are looking at the connection between video game technology and social science research in education. Traditional educational video games have been used to teach hand-eye coordination and drill skills such as spelling or math. One student, a junior in the class, points out that video games that are typically used solely for entertainment can be used to teach many different skills and concepts from time management to forward thinking and planning.
The military is at the forefront of using technology for teaching, using simulators and virtual experiences to present situations that cannot be recreated live. In the classroom, video games can incorporate tremendous amounts of data giving the students an opportunity to make decisions and apply knowledge in very complex environments that integrate virtual, physical and imaginary realities. This level of complexity cannot be achieved with other classroom teaching tools. Brazell has used video games and gaming technology for career simulation with K-12 students.
He has noted a tremendous amount of interest by teachers in using gaming in the classroom. His recommendation? Start by determining what it is you want the students to learn. "Never start with the idea that you're going to use a video game (as a teaching tool). Decide what you want to teach and then find the right application."
Categories: Education Trends, Reading & Learning
Hello and welcome to The Science of Learning blog, providing information to educators, parents, scientists, and academics on the science of brain plasticity and ways to accelerate learning for children and adults.
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Categories: Brain Fitness, Brain Research, Education Funding, Grants, and Stimulus, Education Trends, English Language Learners, Fast ForWord®, Progress Tracker, Reading & Learning, Reading Assistant™, Scientific Learning® Research, Special Education