Harnessing the Power of
“Play & Practice”

Accelerating Therapy and Classroom Outcomes with Timocco

Bridging the gaps between success during therapy and success in real life requires constant ingenuity. Timocco’s award-winning platform uses games, motion and sounds to fill the gaps with students struggling with early learning, social and emotional impairments, neurological disorders, and congenital abnormalities.

You will learn how to simplify this process to produce noticeable changes in performance through consistent motivational practice. You will foster functional carryover through teacher collaboration and demonstrate measurable outcomes that can be visualized by all stakeholders.

You will target motor planning, tracking, regulation, postural control, spatial directions, and cognition, isolating each competency and deficit to effect precision outcomes. Our online gaming environment lends to flexible gradation of activities, creating the best fit for the child in the environment and on subsequent functional activities. By attending this course, you will learn to utilize what's at the forefront of educational and therapeutic gaming to attain your cross-setting goals more efficiently.

Have fun and explore 300+ highly engaging activities that you can employ immediately to maximize your students’ potential!


Live & Interactive
5 Contact Hours
5 CEUs*
FREE Timocco Unlimited 12-month License ($599 Value)
Additional 30-minute on-site training
Ongoing Support & Exclusive Resources


  • Recognize the research-based principles for long-term outcomes
  • List existing research on motion-based gaming in therapy
  • Design treatment protocols for therapy & classroom carryover
  • Customize to each student population on your caseload
  • Identify positioning & facilitation to promote quality movement
  • Utilize technology easily for perceptual and motor skills
  • Measure outcomes to demonstrate noticeable change
  • Sign in & set up your workstation
  • Introduction & review of course setup
Exploration & Experimentation
  • Review of Literature & Evidence-Base
    (related to motion-based gaming & long-term motor learning)
  • Lab: Use facilitation techniques & motion in technology to explore the impact on your body & play
  • Setup & Student Training Techniques
  • Setup & Student Training Techniques
    (learn to use & teach the technology related to success & accuracy when using motion-based technology)
Clinical Analysis Of Technology & Treatment Goals
  • Treatment Planning & Outcomes Measure
    (learn to isolate target skills more precisely and to adapt positioning and tool use to facilitate direct noticeable outcomes)
  • Lab: Complete series of exercises to practice grading the activity demands, assessing adaptations that decrease or increase the challenge to ensure compensation for disability or ensure skill acquisition
  • Functional Activities & Measure of Carryover
    (use pre-designed or design your own functional activity and learn optimal techniques for integrating them into the session along with how to track success and generalization)
  • Lab: Select functional activities, try it out, apply to your targeted goals, & evaluate success
  • Lunch & Learn
    (Play Games)
Implementation & Collaboration
  • Interdisciplinary Collaboration
    (setup team wide initiative, treatment plan, opportunities for practice and repetition throughout the day wherever the child is, enforce carryover success to generalize across settings)
  • Create a Plan of Action
    (address your individual caseload, learning style, competency level to determine next steps for implementing your newly acquired treatment skills immediately)
  • Lab: Test your plans with your partner taking turns as therapist and student
  • Take Final Exam
  • Submit final exam, submit course eval, sign out, receive certification; Questions

    If there are special needs requests, please inform us by calling Timocco @ (330) 968-2879

  • CE Provider Name and Contact Information:
      Timocco Inc.
      (330) 968-2879
  • Speakers/Authors: Chaya Greenspan, MS, OTR/L
  • Target Audience: School-based Occupational Therapists & COTAs
  • Educational Level: Introductory
  • Prerequisites: Prior experience in a school-based setting
  • Instructional Methods: Lecture, lab, group discussion and case studies
  • AOTA Classification Codes:
    Category 2 — Occupational Therapy Process: Intervention;
    Category 3 — Domain of OT: Activity Demands and Performance Skills
  • Course Completion Requirements: Full attendance, final exam, demonstrating competency during labs, and post-course evaluation

  • CANCELLATION POLICY: In the event that we, the provider, cancel this activity, all scheduled participants will receive an email and phone call. The registration page will also be updated with this information. You, the learner, will receive a full refund if you call and cancel 1.5 months prior to the scheduled date