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Database: ES04

Created On Thursday, 06 June 2013 21:43 By José Jesús Delgado


ID Code (e. g. HU1):
ES04
1 – MIND/MENTAL FITNESS/MENTAL WELLBEING/MEMORY/COGNITIVE TRAINING PROGRAM / SERVICE /
ACTIVITIY NAME (IN NATIONAL LANGUAGE):
Juegos Mentales
ENGLISH TRANSLATION: Mental Games
URL
http://www.bizitzen.org
LANGUAGE Spanish and Basque
AUTHOR
N/A

2 - CONTACT DATA AND TYPE OF ORGANIZATION
ORGANIZATION (NAME):
Fundación Bizitzen
ORGANIZATION (URL):
http://www.bizitzen.org
COUNTRY:
Spain
TYPE (SME, Company, Community Centre, Health Centre, Educational Centre, Foundation,
Municipality, governmental institution, etc):
Foundation
ADDRESS:
Murueta Torre 8, bajo E. 48200 DURANGO (BIZKAIA)
TELEPHONE: 94 623 27
E-MAIL: This e-mail address is being protected from spambots. You need JavaScript enabled to view it
  Public  
  In this case, please indicate the territorial
scope of the organization:
Regional

3 - TARGET POPULATION
Age range:
From: N/A to N/A years Not defined
Older than: N/A years  
Gender: Unisex
SPECIFIC REQUIREMENTS:
N/A

4 - CHARACTERISTICS OF THE MIND FITNESS PROGRAM / SERVICE / ACTIVITY (NB: Should the program, service or activity be included into more than one category, please select the most representative category for that PSA. But, REMEMBER: THE PSA MUST BE SELECTED ONLY IN CASE THAT MENTAL FITNESS / MENTAL WELLBEING IS INCLUDED IN ITS GENERAL AIMS OR GOALS. IF NOT, YOU SHOULD NOT SELECT IT. The characteristics below are the means, not the goal)
Providing cognitive/memory training
Other: N/A
COST FOR PARTICIPATION, FEES (in Euros):N/A Free Not defined
(EXPECTED) DURATION OF THE Programme/Service/Activity: N/A
Begin (Month/Year, e. g. 02/2012):N/A
End (Month/Year, e. g. 02/2012):N/A or Number of weeks:N/A
Number of units:N/A
Hours per unit:N/A

5 - PROGRAM / SERVICE / ACTIVITY PURPOSES
To age successfully requires you to keep active both your mind and your body. Mental exercises make cognitive functions to be more agile. A mind on the move helps you to preserve functions such as memory, language, calculation, attention, reasoning, etc.
We can turn to games to set our mind in motion. Nobody can deny the importance of play in child development. However, play is not only for boys or girls, but for adults too. The need for playing is permanent over a lifetime.
Although there are different definitions of play, all of them agree on the universality of this manifestation, its functional value and therefore, its importance for the person’s development. Play is a kind of expression, a motivated behaviour and an existential activity
Thinking games help to stimulate your brain and to keep it active as time goes along, so promoting a successful ageing.
According to the findings of different studies, games improve memory and multitasking abilities.

6 - RESOURCES
a.- Which materials were used?
Set of games available in Internet
b.- Who conducted the program / service activity? (What role, what qualifications, etc.)
They are games played individually and on-line. There is no personal contact with an instructor or with other users

7 - METHODOLOGY USED (presentations, pair work, group work, peers, mentors, blended
learning, e-learning, etc.)
E-Learning: Set of exercises available in Internet that the user does on their own and at the pace they wish. The system indicates the score they are getting for the test. There is no contact with other users or with a teacher.

8 - PROGRAM / SERVICE / ACTIVITY SUMMARY DESCRIPTION
5 levels of difficulty. The user chooses the one that they consider the most suitable for them. They can be recording their results to compare them in the successive sessions. The games are:
-REMEMBER AND ANSWER (memory test): An image is shown for 30 seconds (or less if the user so prefers). The user must watch it with attention to answer then a series of questions about it.
-WHICH ONE DID YOU SEE? (memory test): A series of images is shown for a few seconds, and next the user must answer, from three possibilities, which one they have seen in the previous set. Difficulty is increasing whether all the images are shown at the same time or one by one, whether they are in colour or black and white, and because of their higher level of similarity (e.g. only images of flowers)
-GARGANTUA (calculation test): It is an animation where a group of children are going into and out of the mouth of a giant. At the end you have to say how many children are left into the mouth of the giant. At each level the number of children and the speed of the game are increasing.
-FISH (calculation test): It is an animation where a group of fish move on the screen. One of them carries a mathematical operation that must be solved, choosing from 3 possible answers. At each level the operations get more complicated, the speed of the fish increases and the time for answering is shortened.
-A PART OF THE WHOLE (attention test): It is shown a detail of an object image that must be identified from a list of three possible answers. Identification of the object through a detail is getting more complicated as the level is increasing.
-ERRORS (attention test): Two images alike in appearance are shown, and on the right one you must point out the four or more differences, depending on the level. The images also are more difficult at each level (with less internal contrast).
-AMONG CELEBRITIES (general knowledge test): you must answer a multiple choice questionnaire with 3 possible answers about subjects on general knowledge (Geography, Literature, Art, TV...). At each level, questions are more complicated, fewer mistakes are allowed and there is less time to answer the questionnaire.
-MARACAS (general knowledge test): The objective is to match correctly the two parts of each proverb; to do this you must drag the first part to the left maraca and the second part to the right; if the match is correct, the maracas move and play. At each level the number of proverbs to match increases and so does their difficulty.
-WHICH ONE FOLLOWS (reasoning test): at the top of the board a sequence of numbers, shapes, clocks or dominoes. You must choose, from the 4 options given, the one that goes next in the sequence. The higher the level, the less time available and the more complexity
-JIGSAW PUZZLES (reasoning test): In this test you must identify the piece cut out from an image or drawing and drag it to its correct place. The complexity of the puzzle and the number of pieces to interlock increase according to the level.
-SPELLING (language test): In this test you must form a word which matches the definition shown, dragging the letters from the bottom to the squares on the central board. The difficulty of the definitions increase according to the level.
-SYNONYMS (language test): Some words are shown in succession and for each of them you

9 - ADDITIONAL COMMENTS / CONCLUSIONS / RECOMMENDATIONS FOR OUR
MATERIAL/COURSE
N/A

10 - RELATED REFERENCES (BIBLIOGRAPHY AND/OR INTERNET LINKS)

http://www.bizitzen.org (Juegos Mentales)

Location : UPLOAD FILES (.pdf)


Last Updated On Thursday, 06 June 2013 21:50 By José Jesús Delgado