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Mind Gym: one classic experiment a day

Last reviewed: October 2026
The short answer

Mind Gym gives you one short exercise a day, about a minute long, rotating through six classic psychology experiments: digit span, the Stroop colour-word task, simple reaction time, visual search, 2-back and change detection. Your scores and streak stay on your device. These are games and demonstrations, not tests: they do not measure intelligence or health, and the numbers move with your device, how tired you are and how much you have practised.

Today’s session

The six exercises in their daily order SPAN STROOP REACT SEARCH 2-BACK CHANGE 6 EXERCISES
Today’s exercise
Chosen by your device’s date
–Day streak
–Best streak

Do today’s exercise to keep a streak. Practice runs of the other five are saved too, but only today’s counts for the streak.

Six experiments, one a day

The exercises need JavaScript. Everything below this panel, including how each exercise works and the research behind it, reads fine without it.

Ready when you are.

Your record

Personal bests and history

Each exercise keeps its own history on this device. A chart is a picture of your practice, not of your mind: the line usually rises at first simply because the task becomes familiar.

Your history appears here once you have finished an exercise. It needs JavaScript and is stored only in this browser.

The six exercises

What each exercise is, and what the original research found

Every exercise here is a small, home-made version of a task that psychologists have used for decades. They are written from scratch for this page and simplified to fit into about a minute, so they are demonstrations of each effect, not copies of the laboratory procedure. Each note below says what you do, what the classic study showed, and where to read it.

01 Digit span (forward)

What you do: digits appear one at a time, about one a second. When they stop, type them back in the same order. You start with three; each correct answer adds one more. Two misses end the round. Your score is the longest list you got right.

The research: repeating back a string of digits is one of the oldest tasks in psychology. Joseph Jacobs, writing in 1887, is usually credited with the first digit-span experiments, which he called “prehension”. In 1956 George Miller pulled together many studies of immediate memory in a famous paper titled “The magical number seven, plus or minus two”, and showed that people stretch the limit by grouping items into chunks. Later, Nelson Cowan (2001) argued that when chunking and rehearsal are prevented the real limit is closer to about four chunks.

Jacobs (1887), Mind 12, 75–79. Miller (1956), Psychological Review 63, 81–97. Cowan (2001), Behavioral and Brain Sciences 24, 87–114.

02 Stroop colour-word

What you do: a colour word appears, such as RED or BLUE, printed in coloured ink. Press the button for the ink, not the word. Half the words match their ink and half do not. Your score is your typical (median) time on correct answers; the page also shows how much slower you were when word and ink disagreed.

The research: J. R. Stroop reported in 1935 that naming the ink colours of 100 conflicting colour words took 74% longer than naming the colours of 100 plain squares (110.3 against 63.3 seconds on average), while conflicting ink barely slowed the reading of the words. Reading is so practised that the word arrives whether you want it or not. It is one of the most reproduced effects in psychology; Colin MacLeod’s 1991 review covered more than half a century of it.

A note on colour vision: this exercise uses red, green, blue and yellow. If you have a colour-vision difference, red and green may be hard to tell apart, and the score will not mean much. Skip it with no loss.

Stroop (1935), Journal of Experimental Psychology 18, 643–662. MacLeod (1991), Psychological Bulletin 109, 163–203.

03 Simple reaction time

What you do: watch the circle. After a random wait of between one and a half and four seconds it lights up; press the space bar or tap it as fast as you can. Pressing before the light, or faster than 100 milliseconds, counts as a guess and that trial is repeated. Ten trials; your score is the median.

The research: in 1868 the Dutch physiologist F. C. Donders compared simple reactions (one signal, one response) with choice reactions (several signals, each with its own response). Choice reactions were slower, and Donders reasoned that subtracting one time from the other measured how long the extra mental step took. This “subtraction method” is usually treated as the starting point of measuring the mind by timing it.

About the number: screens, keyboards, touchscreens and browsers each add their own delay, often tens of milliseconds and different on every device. Compare your reaction times only with your own earlier results on the same device.

Donders (1868), translated by W. G. Koster as “On the speed of mental processes”, Acta Psychologica 30 (1969), 412–431.

05 2-back

What you do: letters appear one at a time, one every two and a half seconds. Press the space bar or the Match button whenever the letter is the same as the one two letters before. Twenty-two letters; your score is the percentage of the twenty scorable letters you handled correctly (pressing on a match, holding back otherwise) — the first two cannot match, so they are not scored.

The research: Wayne Kirchner introduced this kind of task in 1958, using a display of lights that changed rapidly, and found that older participants’ performance fell off sooner than younger participants’ as the task got harder. The “n-back” has since become one of the standard working-memory tasks in psychology and brain-imaging research.

On “brain training”: n-back practice became popular as a way to raise intelligence. A 2016 meta-analysis by Monica Melby-Lervåg, Thomas Redick and Charles Hulme, covering 87 publications, found reliable short-term gains on other working-memory tasks but no convincing evidence of gains in abilities beyond them, such as reasoning, reading or arithmetic. The authors concluded that the effects are short-term and specific and do not generalise to “real-world” cognitive skills. Practice makes you better at the 2-back. That is all it promises here.

Kirchner (1958), Journal of Experimental Psychology 55, 352–358. Melby-Lervåg, Redick & Hulme (2016), Perspectives on Psychological Science 11, 512–534.

06 Change detection

What you do: a set of coloured squares appears for half a second, disappears for one second, then comes back. Either nothing has changed or one square has a new colour. Answer “same” or “changed”. Half the displays have 3 squares and half have 6. Your score is the percentage you got right.

The research: Steven Luck and Edward Vogel (1997) used this design to measure visual working memory. They reported that people could hold only about four colours or orientations at once, yet could hold both the colour and orientation of four objects just as well, which suggested the memory stores whole objects rather than loose features. Most people find six squares noticeably harder than three.

Luck & Vogel (1997), Nature 390, 279–281.

What your numbers mean, and what they don’t

These are games and demonstrations, not tests. Mind Gym does not measure intelligence, is not a medical, diagnostic or screening tool, and none of its numbers say anything about your health. We do not compare your results with anyone else’s.

Results vary for ordinary reasons: the device and screen you use, a keyboard versus a touchscreen, the browser and whatever else the computer is doing, the time of day, sleep, caffeine, distraction and, above all, practice. Most people improve over the first few sessions simply because the task becomes familiar.

“Your usual” on this page is the middle value (median) of your own earlier results for that exercise on this device. Day-to-day swings are normal and do not mean anything has changed.

If you are worried about your memory, attention or reactions, talk to a doctor. An online game cannot tell you anything about that.

Where your results live

Everything Mind Gym remembers stays in this browser’s local storage on this device: your results for each exercise and your streak. Nothing is sent anywhere and there is no account. The Delete my Mind Gym data button removes all of it, and clearing your browser’s site data does the same. In a private window, or where storage is blocked, the exercises still work but nothing is kept.

Questions

Is Mind Gym an IQ test or a brain test?
No. Mind Gym is a set of games built on six classic psychology experiments. It does not measure intelligence, it is not a diagnostic or screening tool, and your scores say nothing about your health. They mostly reflect your device, how tired you are and how much you have practised.
Will doing Mind Gym every day make me smarter?
You will probably get better at the exercises themselves, because practice improves almost any task. That improvement is not evidence of a wider change: a 2016 meta-analysis by Melby-Lervåg, Redick and Hulme of 87 publications found no convincing evidence that working memory training improves abilities beyond working memory, such as reasoning, reading or arithmetic, and concluded that its effects are short-term and specific. Play it because the experiments are interesting.
Why do my scores change from day to day?
Because many things move them that have nothing to do with you: the screen, the keyboard or touchscreen, the browser, background apps, the time of day, sleep, caffeine, distraction and practice. Reaction times in particular include delays added by the device, so they can only be compared on the same device.
Where are my Mind Gym results stored?
Only in your own browser, using local storage on this device. Nothing is sent anywhere, there is no account, and the page has a button that deletes everything Mind Gym has saved.
How is today’s exercise chosen?
From the date on your device. The six exercises rotate in a fixed order, one per day, so everyone on the same date gets the same exercise and the cycle repeats every six days. You can practise any of the others whenever you like.
What is the Stroop effect?
The delay you feel when you have to name the ink colour of a word that spells a different colour, such as the word RED printed in blue. J. R. Stroop reported it in 1935: naming the colours of 100 conflicting colour words took 74% longer than naming 100 coloured squares.

Sources & further reading

  1. Jacobs, J. (1887). Experiments on “prehension”. Mind, 12(45), 75–79. doi.org/10.1093/mind/os-12.45.75 ↗
  2. Miller, G. A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63(2), 81–97. doi.org/10.1037/h0043158 ↗
  3. Cowan, N. (2001). The magical number 4 in short-term memory: A reconsideration of mental storage capacity. Behavioral and Brain Sciences, 24(1), 87–114. doi.org/10.1017/S0140525X01003922 ↗
  4. Stroop, J. R. (1935). Studies of interference in serial verbal reactions. Journal of Experimental Psychology, 18(6), 643–662. doi.org/10.1037/h0054651 ↗
  5. MacLeod, C. M. (1991). Half a century of research on the Stroop effect: An integrative review. Psychological Bulletin, 109(2), 163–203. doi.org/10.1037/0033-2909.109.2.163 ↗
  6. Donders, F. C. (1969). On the speed of mental processes (W. G. Koster, Trans.). Acta Psychologica, 30, 412–431. Original work published 1868. doi.org/10.1016/0001-6918(69)90065-1 ↗
  7. Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12(1), 97–136. doi.org/10.1016/0010-0285(80)90005-5 ↗
  8. Kirchner, W. K. (1958). Age differences in short-term retention of rapidly changing information. Journal of Experimental Psychology, 55(4), 352–358. doi.org/10.1037/h0043688 ↗
  9. Melby-Lervåg, M., Redick, T. S., & Hulme, C. (2016). Working memory training does not improve performance on measures of intelligence or other measures of “far transfer”: Evidence from a meta-analytic review. Perspectives on Psychological Science, 11(4), 512–534. doi.org/10.1177/1745691616635612 ↗
  10. Luck, S. J., & Vogel, E. K. (1997). The capacity of visual working memory for features and conjunctions. Nature, 390, 279–281. doi.org/10.1038/36846 ↗