BrainWare SAFARI is an award-winning software program that incorporates decades of proven clinical approaches to cognitive skills development into an engaging video-game format. The program contains 20 exercises comprising 168 progressively challenging levels that develop and strengthen 43 cognitive (mental processing) skills.
Scientific research has demonstrated that the brain is plastic (it can change) and that the right kind of training develops new and stronger neural connections. Research is also showing the importance of skills like working memory, visualization and visual-auditory integration to academic and life success.
BrainWare SAFARI does not teach reading or math or any subject matter. Rather it trains the underlying skills that enable students to learn and demonstrate learning. The skills developed in BrainWare SAFARI were selected because they are critical in the learning process. While the purpose of the program is serious and challenging, BrainWare SAFARI is designed to provide the inherent engagement and motivation of a video game.
The 43 skills fall into seven categories:
Frequency and intensity are critical for cognitive growth.
BrainWare SAFARI 3.0 is browser based. Chrome is the recommended browser. Internet Connectivity with download speed of 10 MB or higher is required.
BrainWare SAFARI 3.0 supports Windows, MAC, Chromebooks, and Linux systems, as follows:
BrainWare SAFARI is used in schools and in clinicians’ offices and learning centers, as well as at home. To get the information you need, please click on the appropriate link below:
“Almost nothing I have seen has the ability to develop the cognitive skills that kids need to be able to think and plan. When I saw BrainWare SAFARI, I was really impressed. I am endorsing it wholeheartedly because it works and because I think it is what we really need for our kids.”
— Pat Wolfe, EdD, Author of Brain Matters
Research on BrainWare SAFARI can be accessed at Research Studies.
In one study published in a peer-reviewed scientific journal, BrainWare SAFARI was used for 11 weeks by students in 1st through 7th grades. Another group of students served as a control and simply followed their normal routines. Outcomes, as measured by pre- and post-testing with the Woodcock-Johnson III Cognitive Battery and Academic Achievement Tests, showed:
A study of the effectiveness of cognitive skills therapy in a video-game format, Volume 38, Issue 1, Optometry & Vision Development, 2007
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