Beat Learning

The Beat Learning Story

By Stephen Simon
October 2010

Personal Experience

My girlfriend’s 10 year old son is dyslexic. Some studies suggest up to 20% of all people have a form of dyslexia and up to 10% have a true learning difference. She would spend countless frustrating hours helping him with homework, which I’m sure millions of parents can relate. She used different techniques which helped, but his interest was soon lost.

I suggested writing his spelling words on his Tai Kwon Do practice bag and let him “punch” his spelling words. Homework sessions changed from being a chore to being fun. Time spent on homework was way less, and he started scoring 90% on his spelling tests. He told his mother that when he took his test he would “tap his finger on his pencil and the words magically appeared in his brain”.

Studies have shown that activities utilizing large motor function access and affect a different part of the brain than fine motor function. For some reason, the part of the brain that large motor function affects, imprinting is more successful for a sizable portion of our population.

The Concept

The success found in my own experiences led me to devise a product, a tool, a game, something that can help those having the same challenges that we face. This is where the Beat Learning concept began.

Beat Learning is best classified as a game. I have multiple patents pending on the Beat Learning game.

One version will be a programmable device with an imbedded soft screen that a child can physically touch. The screen will illuminate letters or numbers, the child will then touch/punch the letters or numbers, a speaker will pronunciate the sound, and a projector will show the letter upon the wall.

Another version will be a program that is compatible with a Wii or an Xbox. All three versions would be available for commercial use in the classroom or the home.

Case Study

We implemented an analog version of my game at an elementary school in 2010 where several number of kindergartners and 1st graders participated. In every instance where my Beat Learning game was used, remarkable advancements were achieved. The teachers quickly came to realize my game allowed the students to unlock the code and actually learn to read (read this testimonial). The children were enthusiastic about the game and having fun while learning. A few educators had concerns that having kids punch a bag might promote aggressive behavior. This simply has not been the case and not one negative incident has arisen from the game’s use. In fact, the children who are typically more active have some form of dyslexia and the game becomes a positive outlet for the natural extra energy!

My Beat Learning game is not limited to learning the basics. It can virtually be programmed to teach a variety of concepts and lessons at any age. Older children, teenagers and adults would probably benefit the most using a Wii or Xbox form of the game. Additionally, the use of the game is not limited to those with learning differences only. Even those without learning differences can accelerate their capability to absorb concepts, lessons, etc., making the possibilities unlimited.

Consider our overcrowded schools and how many children with various learning difficulties get left behind. The Beat Learning game can be incorporated by teachers and programmed specifically for a child’s particular need. The child would “play” for seven minutes a day, three days a week.


We can and we must reduce illiteracy. Illiteracy is an epidemic and the cost to taxpayers runs into the billions of dollars. Some studies suggest that 80% of the prison population is either illiterate or low level readers. Having literate people in society has far reaching implications. Those without the frustrations brought on by illiteracy may have a greater chance of succeeding in life.

I believe that Beat Learning will have an immediate positive impact and enhance the education system around the world.