LearningRx Supports Forbes Article, "Brain Games Don't Work"
LearningRx (www.LearningRx.com), the world’s largest personal brain training company, is responding to the Forbes article, “Brain Games Don’t Work,” in an effort to further separate itself from a mistaken association with the “brain games” industry.
The July 2017 article specifically mentioned Lumosity, calling it a “brain-training game company.” It’s a term that LearningRx Chief Research Officer Tanya Mitchell finds misleading. “When people hear the term ‘brain training’ they tend to lump everything under one category,” laments Mitchell. “Unfortunately, our science-based one-on-one cognitive skills training is sharing an industry—and often, a label—with digital brain games designed for entertainment.”
The difference, Mitchell explains, isn’t just in the application. “Besides the fact that we have a one-to-one trainer-to-student ratio and are using techniques like loading, intensity, feedback and sequencing, among others, we’ve also got the research to back up our programs. We’ve worked with school districts, NFL players, military warrior transition units and tens of thousands of children and adults with learning struggles. We just trained our 100,000th brain, which gives us plenty of data for independent researchers.”
With peer-reviewed presentations and articles in such respected publications as Frontiers in Education, Vision Development and Rehabilitation, Applied Cognitive Psychology, Frontiers in Psychology, and Journal of Experimental Education: Learning, Instruction and Cognition, LearningRx is demonstrating that it’s in an industry of its own: personal brain training.
LearningRx even has an entire research laboratory dedicated to conducting empirical research on cognitive training programs and assessments: the Gibson Institute of Cognitive Research (www.gibsonresearchinstitute.org). The institute’s director, Dr. Amy Moore, also assembles LearningRx’s biennial “Client Outcomes and Research Results” report.