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Details
Inventors: Budra, Elizabeth H.; Cottle, Elizabeth C.; De Ley, Logan E.; Dewey, Jefferson A.; Jenkins, William M.; Mann, Virginia A.; Miller, Steven L.;
Assignee: Scientific Learning Corporation (Oakland, CA)
Primary Examiner: Cheng; Joe H.
Assistant Examiner:
Attorney, Agent or Firm: Huffman; James W.

A computer program for execution on a computing device is provided to cross-train students in language development skills such as letter-word correspondence, word recognition, vocabulary, and sentence and paragraph comprehension. A set of programs provide an adaptive methodology for training a student in decoding (semantic, syntactic, phonological, and morphological relationships), knowledge of rhymes, synonyms, antonyms, and homophones, spelling, letter-word correspondences, sentence comprehension, grammatical comprehension, working memory, vocabulary, paragraph comprehension, and improved reading comprehension. In each program, students are presented with an animated scene that poses a question, and a set of answers. The set of answers contain a correct response, and a number of incorrect responses or foils. The student advances to more complex levels by satisfying predetermined correct thresholds. Through repetition and intensity, the student's language skills are developed.

DETAILED DESCRIPTION The present invention is embodied in a computer program entitled Fast ForWord Reading developed by Scientific Learning Corporation.
A comprehensive discussion of this program may be found in a text developed by Scientific Learning Corporation entitled "Fast ForWord Reading: Why It Works", and on its web site at www.
scientificlearning.
com related to Fast ForWord Reading, both of which are incorporated herein by reference for all purposes.
Fast ForWord Reading includes six exercises that train skills crucial to proficient reading.
The exercises are: 1) Scrap Cat; 2) Canine Crew; 3) Chicken Dog; 4) Twisted Pictures; 5) Book Monkeys; and 6) Hog Hat Zone.
Although each of these games incorporates aspects of the other games with respect to certain language skills, and thereby affects cross-training of language skills, they are also designed to aid in developing specific skills.
A detailed description of each of these games now follows.
Referring to FIG.
1, a computer system 100 is shown for executing a computer program according to the present invention.
The computer system 100 contains a computer 102, having a CPU, memory, hard disk and CD ROM drive (not shown), attached to a monitor 104.
The monitor 104 provides visual prompting and feedback to the subject during execution of the computer program.
Attached to the computer 102 are a keyboard 105, speakers 106, a mouse 108, and headphones 110.
The speakers 106 and the headphones 110 provide auditory prompting and feedback to the subject during execution of the computer program.
The mouse 108 allows the subject to navigate through the computer program according to the present invention, and to select particular responses after visual or auditory prompting by the computer program.
The keyboard 105 allows an instructor to enter alpha numeric information about the subject into the computer 102.
Although a number of different computer platforms are applicable to the present invention, embodiments of the present invention execute on either IBM compatible computers or Macintosh computers



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