JCSGames Logo
← All articles

May 29, 2026

How to Improve Concentration with Educational Games

Concentration is not willpower — it is a trainable neurological system. Understand how each type of educational game activates different attentional networks and how to use them to improve focus.

Parents and teachers often describe children with concentration difficulties as "distracted", "restless" or "unfocused" — as if concentration were a fixed personality trait. But the neuroscience of attention shows something different: attention is a system of neural networks that develops throughout childhood and adolescence and responds to training like any other cognitive skill.

Educational games are not just "less boring" than school exercises — they actively engage attentional circuits in specific ways. Understanding which game trains which attentional network allows much more precise choices than simply "letting the child play something educational".

The three attentional networks

Neuroscientist Michael Posner described three distinct attention systems, each with different neural bases and functions:

  • Alerting network: maintains overall wakefulness and readiness. Activated by novelty, urgency and time pressure.
  • Orienting network: directs focus to specific stimuli and filters irrelevant information. This is "selective attention".
  • Executive network: resolves conflicts between competing stimuli, monitors goals and controls impulses. This is "controlled attention" — the most important for school performance.

Super Zoo: sustained attention and working memory

Super Zoo requires the player to keep the positions of dozens of cards simultaneously active in working memory, across several minutes of play. This trains sustained attention — the ability to maintain focus on a task for a prolonged period without drift. Hard mode with 23 pairs requires this focus to be maintained for 5 to 10 minutes — progressively longer than many children can sustain initially, but achievable with practice.

Word Search: selective attention and distractor inhibition

In Word Search, the goal is to find specific words in a grid full of irrelevant letters. This is direct training of the orienting network: the child learns to direct focus to relevant patterns and to actively inhibit the interference of non-relevant letters. This distractor inhibition skill is what allows a student to maintain focus in a noisy environment, ignore notifications while studying or resist switching tasks before completing the current one.

Enchanted Maze: executive attention and goal monitoring

Enchanted Maze activates the executive attention network: the player must keep a goal in mind (reach the exit), continuously monitor progress towards that goal, detect when they are going off course (dead end) and adjust behaviour accordingly. This objective-progress-adjustment monitoring cycle is exactly the self-regulation process that researchers associate with long-term academic success.

Jigsaw Puzzle: long-term concentration and goal persistence

Jigsaw Puzzle trains a concentration dimension that other games do not cover: persistence towards a goal over a much longer period. Assembling a 96-piece puzzle can take 20 to 40 minutes — during which the player must keep the final goal in mind, resist frustration when not finding the right piece and continue even when progress seems slow.

Building a concentration training routine

  • Start with short sessions (10 min) and gradually increase as focus capacity grows. Forcing long sessions too early creates resistance.
  • Alternate game types throughout the week: memory (Super Zoo) + selective (Word Search) + executive (Maze) on alternating days.
  • Progressively increase difficulty: Maze from basic to advanced; Super Zoo from easy to hard; Puzzle from 24 to 96 pieces.
  • Eliminate distractions during play: attentional training only works if the executive network is genuinely being exercised — notifications and interruptions cancel the benefit.

References

  1. 1.Posner, M. I., & Petersen, S. E. (1990). The attention system of the human brain. Annual Review of Neuroscience, 13, 25–42. https://doi.org/10.1146/annurev.ne.13.030190.000325
  2. 2.Diamond, A. (2013). Executive functions. Annual Review of Psychology, 64, 135–168. https://doi.org/10.1146/annurev-psych-113011-143750
  3. 3.Vygotsky, L. S. (1978). A Formação Social da Mente. Martins Fontes.
  4. 4.Brasil. Ministério da Educação (2018). Base Nacional Comum Curricular (BNCC). MEC. http://basenacionalcomum.mec.gov.br/

Related Games