All 48 trainers
Every PsyGames exercise is a validated paradigm from cognitive science. Tap any to see what it trains — all free, no ads, no account.
Schulte: Attention Find numbers from 1 to N
Visual scanning, peripheral vision and focus speed.
Find the numbers 1→N in order on the grid as fast as you can.
Grid grows from 3×3 to 7×7.
Proofread: Focus Find specific letters
Selective and sustained attention.
Scan the text and mark every target letter — no misses, no false taps.
Longer text, more distractor letters.
Find Differences Spot what differs between two scenes
Visual comparison and attention to detail.
Compare two scenes and spot every difference.
More and subtler differences, time limit.
Word Pairs: Memory Memorize word pairs
Associative verbal memory (paired-associate learning).
Memorize pairs of words, then recall the partner when one is shown.
More pairs, shorter study time.
Mnemonics: Sequence Words and numbers in order
Sequential memory and mnemonic encoding.
Hold an ordered list of words and numbers, then reproduce the order.
Longer sequences, mixed words and digits.
N-back: Working memory Does flash position match one from N steps back?
Working memory and fluid updating.
Decide whether the current flash matches the one N steps back.
N grows 1→2→3+; dual modality is hardest.
Digit Span Repeat sequence forward or backward
Short-term verbal memory span.
Repeat the digit string — forward or backward.
Longer strings; backward is harder than forward.
Memory Matrix Memorise and repeat lit cells
Visuospatial short-term memory.
Memorize the lit cells on the grid, then reproduce them.
Bigger grid, more cells, shorter flash.
Picture Pairs Reveal every matching pair
Visual memory and recognition.
Flip cards to find every matching pair from memory.
More pairs, shorter preview.
Reading Span: Memory Judge sense, recall last words
Working memory under language processing.
Judge whether each sentence makes sense, then recall the last word of each.
More sentences per set.
Corsi Blocks Repeat the block sequence
Visuospatial short-term memory.
Repeat the sequence in which the blocks light up.
Longer block sequences.
OSpan: Math+Memory Solve equations, remember letters
Complex working memory: storage plus processing.
Solve a quick equation, memorize a letter, then recall all letters in order.
More items per set.
Spatial Span (Backward) Reproduce sequence in reverse
Visuospatial working memory and reversal.
Reproduce the spatial sequence in reverse order.
Longer sequences.
Span: Sequence Memory Digits or space, forward or backward
Sequence memory — verbal or spatial.
Reproduce digit or spatial sequences, forward or backward.
Length, direction and modality scale up.
Tower of Hanoi Move all discs to the right peg
Planning and means-end reasoning.
Move all discs to the target peg — never a larger disc on a smaller one.
More discs (minimum moves grow as 2ⁿ−1).
Sudoku 6×6 Digits 1–6 in each row, column and block
Deductive logic and constraint satisfaction.
Fill the grid so digits 1–6 appear once in each row, column and block.
Fewer given digits (easy → hard).
Anagrams Reassemble word from shuffled letters
Verbal flexibility and lexical access.
Rearrange the shuffled letters into a valid word.
Longer words, fewer hints.
Patterns: Reasoning Continue the number sequence
Inductive reasoning.
Infer the rule and continue the number sequence.
More complex rules.
SET: Triples Find a triple by 4 attributes
Abstract reasoning and feature analysis.
Find a triple where each of 4 attributes is all-same or all-different.
More cards on the table, time pressure.
Mental Rotation Find the rotated copy of a shape
Spatial visualization.
Pick the shape that is a rotation — not a mirror — of the target.
Larger rotation angles, 3D shapes.
Tower of London Rearrange balls in minimum moves
Planning and forethought.
Reach the goal arrangement of balls in the fewest moves.
More moves required to solve.
Attention Conflict Suppress automatic conflicting response
Cognitive control and interference suppression.
Respond to the relevant feature while suppressing the conflicting automatic one.
More conflict trials, faster pace.
Inhibition Go/No-Go and Stop-Signal in one game
Response inhibition (Go/No-Go and Stop-Signal combined).
Act on Go, withhold on No-Go, and abort when the stop signal appears.
Shorter windows, more stop trials.
Stroop: Inhibition Ink colour, not the word meaning
Inhibition of the automatic reading response.
Name the ink colour — not the word.
More incongruent trials, faster.
Go / No-Go: Inhibition Tap on green, hold on red
Impulse control.
Tap on green, hold back on red.
Rarer No-Go, faster stimuli.
Stop-Signal: Inhibition Press Go, but stop on signal
Action cancellation.
Respond fast, but cancel the action when the stop signal appears.
Later and rarer stop signals.
Trail Making 1→A→2→B→3 — attention switching
Attention switching and processing speed.
Connect targets alternating two rules — 1→A→2→B→3…
More items; mixed sequence is hardest.
Task Switching Alternate number/letter rules
Cognitive flexibility.
Alternate between a number rule and a letter rule on cue.
Faster switches, less cueing.
WCST: Rules Find the hidden sorting rule
Rule inference and set-shifting.
Discover the hidden sorting rule from feedback — it changes without warning.
More frequent rule shifts.
Flanker: Arrows React to the central arrow
Selective attention and interference control.
Respond to the central arrow, ignoring the flanking arrows.
More incongruent trials, faster.
Emotional Stroop Font color vs word meaning
Emotional interference control.
Name the font colour, ignoring the emotional meaning of the word.
Stronger emotional words.
BART: Risk Balloon Pump balloon or cash out
Risk assessment and impulse control.
Pump the balloon for more reward — or bank it before it bursts.
Variable, unknown burst points.
Iowa: 4 Decks Learn to avoid disadvantageous decks
Value-based decision learning.
Learn by feedback to favour the advantageous decks.
Shifting payoff schedules.
PRL: Reversal Learning One of 2 colors pays +10. When rule reverses — switch
Adaptive learning and flexibility.
Pick the rewarding colour; when the rule reverses, switch.
More frequent reversals.
Counter: Math Make sums X+Y=Z
Mental arithmetic and speed.
Combine numbers to make the target sum, X+Y=Z.
Bigger numbers, time limit.
Mental Math Sprint Solve as many problems as possible in time
Calculation speed.
Solve as many problems as you can against the clock.
Harder operations, less time.
Number Bonds: Math Find numbers that sum to target
Number sense and decomposition.
Pick the numbers that add up to the target.
Bigger targets, more options.
Targets: Reaction React to colored objects
Reaction speed and selective response.
Hit the valid coloured targets, avoid the rest.
Faster, more distractors.
Choice RT: Speed Tap in the arrow direction
Choice reaction time.
Tap in the arrow's direction as fast as possible.
More choices, faster onset.
Visual Search Find T among many Ls
Selective attention and feature binding.
Find the target T among many distractor Ls.
More distractors; conjunction search is hardest.
SDMT: Symbol→Digit Encode symbols by lookup table
Processing speed and coding.
Convert symbols to digits using the key — as fast as possible.
Under time pressure.
Posner Cuing: Attention React to target; cue may mislead
Spatial orienting of attention.
Respond to the target; the cue may point to it truly or falsely.
More invalid cues, shorter cue-target gap.
ANT: Attention Networks 3 attention networks in one test
Alerting, orienting and executive attention together.
Respond to a central arrow combined with cues and flankers.
Combined cue and flanker conditions.
CPT: Sustained Attention Respond to all letters except X
Vigilance and response inhibition over time.
Respond to every letter except the rare target X.
Longer blocks, rarer targets.
Phonemic Fluency (COWAT) Name max words on a letter in 60s
Verbal fluency and retrieval.
Name as many words as you can starting with a given letter in 60s.
Rarer starting letters.
Story Recall: detail memory Read a story → recall now and after 90s
Episodic memory for detail (immediate and delayed).
Read a short story, then recall it now and again after 90 seconds.
Longer stories, more detail to hold.
Reading the Mind in the Eyes Guess emotion from the eyes
Social cognition and emotion recognition.
Infer the person's mental state from a photo of the eyes alone.
Subtler, more similar expressions.
Simon: Color vs Position Color tells which button; position distracts
Spatial interference control.
The colour tells which side to press; the position tries to distract you.
More incongruent trials, faster.