The exclusive use of virtual tokens in Nemeta faithfully reflects on screen the mental flexibility that everyone needs, and learning taken as a process. We go from one game to another in an extremely fluid way, until we reach a state of flow. The method creates constant associative links like lexical analogies, connections of cognitive and learning supports and connections of mentally figured tokens between them. These functions promote memory retention and often cause astonishment. On the screen, a sharing zone spreads out, reminiscent of Lev Vygotsky's concept of the "proximal zone of development". Therefore, the screen is a way of mapping our thoughts, a territory that we tame so that the user can accomplish his tasks.
The tokens on the screen organize and move, they interpose themselves between the user and the AI and push to perceive differently and to direct the functions of thought towards a better control of oneself and one's relationship to their own environment and to others. This direction always goes from the outside (activity shared with the AI) to the inside (cognitive functions), where the gaze takes the measure of space and representations, while new configurations emerge at every moment very naturally as the patterns used are the same during the session. Nemeta favors metacognition as a learning strategy and reinforces mental representations. Nemeta is conducive to the development of active reasoning and unique learning strategies, created and adapted by the user for himself.
What is metacognition? It designates the set of cognitive processes,skills and knowledge, which enable an individual to assess and to control its own cognitive activities, that is, to regulate them. There metacognition engages the reflexive capacities of the user: it invites him to take to step back on oneself and to question oneself. This is a user self-assessment by himself.
The gestalt approach, through its notion of "contact", is also an integral part of Nemeta. “Contact is a whole that encompasses awareness, motor response and feeling—a cooperation of the sensory, muscular and vegetative systems, and it occurs at the contact boundary in the organism-environment field.”
Human thought is characterized by the possibility of returning to what we have perceived, and it cannot be constructed without pauses and relaxations. But screens interfere precisely with this self-regulation of thought. We are caught up in a heterogeneous set of sensory stimuli and we can no longer go back to the object we have perceived, we no longer get used to it, and especially the child and the adolescent in the grip of a lack of inhibition.
Through its metacognitive approach, Nemeta encourages the user to always go back.