Cited by 112Educational Games and GamificationDevelopmental and Educational NeuropsychologyAttention Deficit Hyperactivity Disorder

Serious Games and Their Effect Improving Attention in Students with Learning Disabilities

Open access
García-Redondo, Patricia, García, Trinidad, Areces, Débora, Núñez, José Carlos, Rodríguez, Celestino·2019·International Journal of Environmental Research and Public Health

Abstract

Previous studies have shown the positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities. This study analyzes the effects on attention of a serious game based on multiple intelligences in a sample of 44 students (age range = 6–16 years; experimental group = 24; control group = 20) with attention deficit hyperactivity disorder (ADHD) and specific learning disorder (SLD). Performance and observation measures of attention were used. The intervention consisted of 28 sessions (10 min each), in which the participants trained with 10 games based on multiple intelligences. A significant improvement in attention performance measures (visual attention) was found after the intervention, with the experimental and the control groups significantly differing in the posttest. These results invite consideration of the applicability of boosting different intelligences, talents or unique abilities through educational videogames as an important bridge to improving areas of deficit-in this case attention-in students with learning disabilities.

AI snapshot

Written from the paper’s full text.

TL;DR

This quasi-experimental study tested a serious-game intervention based on multiple intelligences in 44 students aged 6–16 with ADHD and/or specific learning disorder. It found significant posttest gains in performance-based visual attention favoring the experimental group, but no significant changes on parent-reported attention/hyperactivity measures.

Key findings

  • The experimental group (n = 24) and control group (n = 20) differed significantly at posttest on all D2 performance attention variables—quality of attention (TOT), concentration (CON), and correct responses (CR)—favoring the experimental group; effect sizes were large, with the highest effect size for CR. Age as a covariate was not statistically significant.
  • Both groups improved on D2 performance measures from pretest to posttest, but the gain was greater in the experimental group after controlling for pretest differences.
  • On the EDAH parent-report observation measures, there were no statistically significant differences between groups at pretest or posttest, and means indicated no significant symptom reduction over time.
  • The sample comprised 44 students (male = 27; 61.4%), age range 6–16 years (M = 11.56; SD = 2.67), mean IQ = 109.12 (SD = 14.105); groups did not differ significantly in age (p = 0.470) or IQ (p = 0.665).

Methods

  • Quasi-experimental two-group design with random assignment: 44 students with ADHD and/or SLD recruited from an educational psychology service in Northern Spain; experimental group n = 24, control group n = 20. The control group received no parallel training but was given the same intervention after posttest for ethical reasons.
  • Intervention: 28 sessions (2 ten-minute sessions per week); participants played two games per session (5 min each) from “Boogies Academy” (ages 6–10) or “Cuibrain” (ages 11–16), with 10 sub-games covering at least one key ability from each of Gardner’s eight intelligences.
  • Measures and analysis: WISC-IV for IQ/exclusion; D2 Attention Test performance measures (D2-TOT, D2-CON, D2-CR) and EDAH parent observation measures (EDAH-AD, EDAH-H/I, EDAH-ADHD) at pretest and posttest. Separate ANCOVAs controlled for pretest and age, with eta squared effect sizes; SPSS 24, p < 0.05.

Limitations

  • Stated by the paper: small and heterogeneous sample limits generalization; absence of a control group without learning disabilities; possible effects of game aesthetics and difficulty were not analyzed; the number of attentional measures could be increased, especially observation measures; teacher reports were not included; and no follow-up measures were taken, so long-term effects could not be analyzed.
  • Evident from the text: exact effect-size values and posttest means are not reported in the narrative (only described as large), and the control group received no parallel or alternative training before posttest, so nonspecific contact/attention effects cannot be fully separated from the game intervention.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.3390/ijerph16142480

Cites

37 of 37 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 44 cited sources checked · 0 supported · 0 flagged

  • Findingown data

    The covariate age did not have a statistically significant effect in any of the D2 comparisons.

    “The covariate age did not have a statistically significant effect in any of the comparisons made.”
    Quote in the paperNot a substantial claim
  • Findingown data

    There were statistically significant differences between the experimental and control groups on all D2 performance variables at posttest, favoring the experimental group.

    “A statistical analysis of between-group differences showed that, although the groups did not differ significantly in the pretest, there were statistically significant differences in the posttest in all variables, favoring the experimental group.”
    • Also stated in: § 4. Discussion · plain
      “Looking at between-group differences, the groups were statistically significantly different in their levels of attention at the end of the intervention, with participants in the experimental group exhibiting significantly higher levels of attention in comparison to the controls.”
    Quote in the paperSubstantial claim
  • Findingown data

    There was no significant reduction in symptoms over time in either group on observation measures (EDAH).

    “Looking at each group separately, the means indicate that there was no significant reduction in the symptoms over time.”
    Quote in the paperNot a substantial claim
  • Findingown data

    After the intervention, a significant improvement in attention performance measures (visual attention) was found.

    “A significant improvement in attention performance measures (visual attention) was found after the intervention”
    Quote in the paperSubstantial claim
  • Findingown data

    The experimental and control groups did not differ significantly on D2 performance measures at pretest.

    “A statistical analysis of between-group differences showed that, although the groups did not differ significantly in the pretest, there were statistically significant differences in the posttest in all variables, favoring the experimental group.”
    Quote in the paperSubstantial claim
  • May combine two claims. 23
  • Classified as probably not a substantial claim. 24
  • The quote only partly states this claim. 1
  • May combine two claims.

    Findingown data

    In both the experimental and control groups, performance measures of attention (D2) improved from pretest to posttest, with increases in total effectiveness (TOT), concentration (CON), and correct responses (CR).

    “The means of the performance measures of attention (D2) indicated a general improvement in each group in the posttest, with an increase in the total effectiveness of the test (TOT), concentration (CON), and accuracy, established in terms of correct responses (CR).”
    • Also stated in: § 4. Discussion · hedged
      “With respect to attentional variables assessed by means of performance measures (D2), the results indicated a general improvement in both the experimental and control groups after the intervention, with a general increase in concentration and accuracy.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Effect sizes for the D2 posttest differences were large, with the highest effect size in correct responses (CR).

    “Effect sizes were large, with the highest effect size in CR.”
    • Also stated in: § 4. Discussion · plain
      “The largest effect was found in the variable correct responses, which represents performance accuracy.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    The games were randomly assigned to the participants each day, ensuring that each participant had played the same number of sessions per game at the end of the intervention program.

    “The games were randomly assigned to the participants each day, ensuring that each participant had played the same number of sessions per game at the end of the intervention program.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Gardner defines intelligence as a potential present in the individual that can be changed through experience.

    “MIT was initially posed by Gardner [29,30], who defines intelligence as a potential which is present in the individual and can be changed through experience.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [29] Gardner, H. (1983). Frames of Mind, Basic Books.

      Not checked in the free run.

    • cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    Serious game activities are motivationally challenging while simultaneously offering students a fun learning experience.

    “An important aspect to explain the positive effects reported in these studies is the fact that SG activities are motivationally challenging while simultaneously offering the students a fun learning experience.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [27] Evans, 2013, Youth and video games: Exploring effects on learning and engagement, Zeitschrift für Psychologie source

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    In children and adolescents with learning difficulties, an intervention with Boogies Academy and Cuibrain reduced anxiety levels and increased self-concept.

    “In addition, Garmen et al. [26] analyzed the effect of both “Boogies Academy” and “Cuibrain” on levels of anxiety and self-concept in a sample of children and adolescents with learning difficulties. The results showed that participants had reduced anxiety levels while increasing self-concept after an intervention with the videogames.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [26] Garmen, P., Rodríguez, R., García, T., García-Redondo, P., and Suárez, N. (2019, January 11). El Potencial de los Videojuegos Para Intervenir con Dificultades de Aprendizaje. Novática 240: Sept-Dec 2018. Available online: https://www.novatica.es/el-potencial-de-los-videojuegos-para-intervenir-con-dificultades-de-aprendizaje/.

      Not checked in the free run.

  • Classified as probably not a substantial claim.

    Study design and conductnone given

    The control group did not receive any parallel or alternative training.

    “The control group did not receive any parallel or alternative training.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    The different intelligences work in a coordinated manner and can be triggered by information presented both internally and externally.

    “This methodology, applied to attention deficit (Figure 2), is based on Gardner’s conception of the human mind, which is that the different intelligences work in a coordinated manner [30,42] and can be triggered by information presented both internally and externally.”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.

      Not checked in the free run.

    • cites [42] Armstrong, T. (1999). Multiple Intelligences in the Classroom, Ediciones Manantial.

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Participant attendance to each session was registered.

    “Participant attendance to each session was registered.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    Separate Analyses of the Covariance (ANCOVAs) were performed, controlling for the effect of the pretest and age, in each variable, as covariates.

    “Separate Analyses of the Covariance (ANCOVAs) were performed, controlling for the effect of the pretest and age, in each variable, as covariates.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductown data

    The ADHD diagnosis group was confirmed by a trained researcher using the DISC-P and the EDAH scale.

    “The ADHD diagnosis group was confirmed by a trained researcher using the Diagnostic Interview Schedule for Children–Parent Version (DISC-P) and confirmed by the Evaluation of the Deficit of Attention and Hyperactivity scale (EDAH).”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    The Tree of Intelligences (ToI) method was created based on Gardner's Theory of Multiple Intelligences and is conceived to identify and intervene in Multiple Intelligences and associated components.

    “Recently, researchers, educationalists and engineers from Cuicui Studios, created the Tree of Intelligences (ToI) method [26,28] based on Gardner’s Theory of Multiple Intelligences (MIT) [29,30], conceived to identify and intervene in Multiple Intelligences (MI) and associated components.”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites [26] Garmen, P., Rodríguez, R., García, T., García-Redondo, P., and Suárez, N. (2019, January 11). El Potencial de los Videojuegos Para Intervenir con Dificultades de Aprendizaje. Novática 240: Sept-Dec 2018. Available online: https://www.novatica.es/el-potencial-de-los-videojuegos-para-intervenir-con-dificultades-de-aprendizaje/.

      Not checked in the free run.

    • cites [28] Garmen, 2019, Inteligencias múltiples y videojuegos: Evaluación e intervención con software TOI, Comunicar source

      Not checked in the free run.

    • cites [29] Gardner, H. (1983). Frames of Mind, Basic Books.

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    In the Kuo et al. study, doubly exceptional children, especially those with autism, showed significant gains in social skills and improved group adaptability.

    “Students in the group of doubly exceptional children, especially those with autism, showed significant gains in social skills, and their group adaptability had improved.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [10] Kuo, 2010, Identifying young gifted children and cultivating problem solving abilities and multiple intelligences, Learn. Individ. Differ. source

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    The ToI tools have been used in previous studies and have demonstrated good psychometric properties.

    “These tools have been used in previous studies, demonstrating good psychometric properties.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [28] Garmen, 2019, Inteligencias múltiples y videojuegos: Evaluación e intervención con software TOI, Comunicar source

      Not checked in the free run.

    • cites [26] Garmen, P., Rodríguez, R., García, T., García-Redondo, P., and Suárez, N. (2019, January 11). El Potencial de los Videojuegos Para Intervenir con Dificultades de Aprendizaje. Novática 240: Sept-Dec 2018. Available online: https://www.novatica.es/el-potencial-de-los-videojuegos-para-intervenir-con-dificultades-de-aprendizaje/.

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    The ToI method includes an algorithm that allows individual performance to be measured in real time, offering information about the intelligence profile and clues to strengthen strong areas while improving weak areas.

    “The result of this synergy is an algorithm that allows the individual´s performance to be measured in real time, offering information about their intelligence profile and clues to strengthen their strong areas while improving their weak areas at the same time [28].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [28] Garmen, 2019, Inteligencias múltiples y videojuegos: Evaluación e intervención con software TOI, Comunicar source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    In a sample of primary school students, a videogame intervention based on the eight intelligences produced improvement in all intelligences, statistically significant in logical-mathematical, visual-spatial, and bodily-kinesthetic intelligences.

    “Specifically, Moral-Pérez et al. [33] reported some positive results in their recent study conducted in a sample of primary school students. The authors used a videogame involving playful activities based on the eight intelligences proposed by Gardner. After the intervention, an improvement in all the intelligences was found, which was statistically significant in logical–mathematical, visual–spat”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [33] 2015, Videogames: Multisensory Incentives Boosting Multiple Intelligences in Primary Education, Electron. J. Res. Educ. Psychol. source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Gardner originally identified seven intelligences: musical, bodily-kinesthetic, logical-mathematical, linguistic, spatial, interpersonal, and intrapersonal; he later added naturalistic intelligence.

    “The author originally identified seven intelligences: Musical, bodily–kinesthetic, logical–mathematical, linguistic, spatial, interpersonal, and intrapersonal; although he later added naturalistic intelligence to his theory.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [29] Gardner, H. (1983). Frames of Mind, Basic Books.

      Not checked in the free run.

    • cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    Serious game interventions have been found to improve time management and planning/organization and reduce hyperactivity symptoms in students with ADHD.

    “Those authors found improvements in time management and planning/organization, and a reduction in hyperactivity symptoms in a group of students with ADHD who received an SG intervention.”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites [14] Bul, 2016, Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children with Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial, J. Med. Internet Res. source

      Not checked in the free run.

    • cites [15] Bul, K.C.M., Doove, L.L., Franken, I.H.A., Van der Oord, S.V., Kato, P.M., and Maras, A. (2018). A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?. PLoS ONE, 13. source

      Not checked in the free run.

    • cites [16] Lumsden, 2016, Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy, JMIR Serious Games source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    A three-year school intervention based on multiple intelligences with pre-school students with different profiles led participating students to demonstrate great levels of imagination, improved problem solving skills, and the ability to seek many approaches to solving problems.

    “Kuo et al. [10] analyzed the effect of a three-year school intervention based on MI with a sample of pre-school students with different profiles (gifted students, “doubly exceptional children”—gifted students with a disability such as autism or sensory disorders—and other personal conditions). At the end of the intervention, participating students demonstrated great levels of imagination, an”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [10] Kuo, 2010, Identifying young gifted children and cultivating problem solving abilities and multiple intelligences, Learn. Individ. Differ. source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    The intervention was carried out by the same member of the research team each time.

    “The intervention was carried out by the same member of the research team each time.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    The use of attractive narratives and technical resources present in videogames can increase students' motivation to learn and their levels of engagement.

    “The use of attractive narratives and technical resources that are present in videogames can increase the motivation of the student to learn, increasing levels of engagement, which ensures involvement in a game.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [27] Evans, 2013, Youth and video games: Exploring effects on learning and engagement, Zeitschrift für Psychologie source

      Not checked in the free run.

  • Classified as probably not a substantial claim.

    Study design and conductown data

    As the variables showed a normal distribution, parametric analyses were performed.

    “As the variables showed a normal distribution, parametric analyses were performed.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Expert video gamers show advantages in visual attention compared to non-experts, especially in perception threshold and visual processing speed.

    “Schubert et al. [17] found advantages in visual attention in expert video gamers compared to non-experts, especially in the domains of perception threshold and visual processing speed.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [17] Schubert, 2015, Video game experience and its influence on visual attention parameters: An investigation using the framework of the Theory of Visual Attention (TVA), Acta Psychol. source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The advantages in visual attention found in expert video gamers were not moderated by personal characteristics such as personality, intelligence, or health status.

    “These effects were not moderated by personal characteristics such as personality, intelligence, or health status.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [17] Schubert, 2015, Video game experience and its influence on visual attention parameters: An investigation using the framework of the Theory of Visual Attention (TVA), Acta Psychol. source

      Not checked in the free run.

  • May combine two claims.

    Study design and conductown data

    There were no statistically significant differences between the experimental and control groups in age or IQ at baseline.

    “There were no statistically significant differences between groups in terms of age (p = 0.470) or IQ (p = 0.665).”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    The students were assigned to the experimental and control groups randomly.

    “The students were assigned to the experimental and control groups randomly.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    The ToI software may be an appropriate tool for the evaluation of and intervention in multiple intelligences, as well as for enhancing personal variables such as affective-motivational components.

    “The authors concluded that because of its design and function, the ToI software may be an appropriate tool for the evaluation of and intervention in multiple intelligences, as well as for enhancing personal variables such as affective-motivational components.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [26] Garmen, P., Rodríguez, R., García, T., García-Redondo, P., and Suárez, N. (2019, January 11). El Potencial de los Videojuegos Para Intervenir con Dificultades de Aprendizaje. Novática 240: Sept-Dec 2018. Available online: https://www.novatica.es/el-potencial-de-los-videojuegos-para-intervenir-con-dificultades-de-aprendizaje/.

      Not checked in the free run.

  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    Exclusion criteria were set to select a homogeneous group of children with SLD and ADHD without significant comorbidities or potentially confounding factors.

    “In order to select a homogeneous group of children with SLD and ADHD without significant comorbidities or potentially confounding factors (frequently co-occurring), exclusion criteria were set as the presence of other significant medical and psychological problems and comorbid disorders (e.g., developmental coordination disorder or specific language impairment) or disruptive behavior.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Bul et al. [15] reported improvements in time management and planning/organizing, as well as a reduction in hyperactivity symptoms in a group of students with ADHD who played an SG intervention.

    “Bul et al. [15], for instance, reported improvements in time management and planning/organizing, as well as a reduction in hyperactivity symptoms in a group of students with ADHD who played an SG intervention.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [15] Bul, K.C.M., Doove, L.L., Franken, I.H.A., Van der Oord, S.V., Kato, P.M., and Maras, A. (2018). A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?. PLoS ONE, 13. source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisereasoning

    These intelligences, predispositions, or talents can help improve students' weak areas.

    “These intelligences, predispositions, or talents can help improve students’ weak areas.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    The increase in attentional variables found in both groups was expected because the sample involved in the study had a prior diagnosis and, as a result, were receiving support in educational and/or clinical contexts.

    “An increase in attentional variables was found in both groups, which was expected considering that the sample involved in the study had a prior diagnosis, and as a result, were receiving support in educational and/or clinical contexts.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims. The quote only partly states this claim.

    Interpretationreasoning

    Changes in attentional performance on the D2 test were expected because the D2 test requires visual speed, concentration, and discrimination skills that are commonly trained by playing video games.

    “Within this context, changes in attentional performance were expected, given the mechanisms involved in traditional performance measures.”
    • Also stated in: § 4. Discussion · plain
      “This task requires visual speed, concentration, and discrimination skills, which are commonly trained, explicitly or implicitly, by playing video games.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The D2 test requires visual speed, concentration, and discrimination skills, which are commonly trained, explicitly or implicitly, by playing video games.
  • May combine two claims.

    Study design and conductnone given

    The study had a small sample size and a heterogeneous sample, which limits the generalization and scope of the findings.

    “Frist, the small sample size and the heterogeneous nature of the sample must be taken into consideration in relation to the generalization and scope of the findings.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Bul et al. found significantly greater differences in the experimental group in time management skills and the social skill of responsibility (as reported by parents) compared to the control group.

    “They also found significantly greater differences in the experimental group in time management skills and the social skill of responsibility (as reported by parents) compared to the control group.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation

    The current results are in line with the MI approach from Gardner and the design and foundation behind the ToI method, according to which an individual's profile of intelligences can provide important clues to help strengthen their strong areas and compensate for their weak points-in this study, that weak point was attention.

    “This is in line with the MI approach from Gardner [29,30], as well as the design and foundation behind the ToI method, according to which an individual’s profile of intelligences can provide important clues to help strengthen their strong areas and compensate for their weak points—in this study, that weak point was attention.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [29] Gardner, H. (1983). Frames of Mind, Basic Books.

      Not checked in the free run.

    • cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.

      Not checked in the free run.

  • May combine two claims.

    Study design and conductown data

    Follow-up measures were not taken in either the experimental or the control group, so the long-term effects of the intervention could not be analyzed.

    “Lastly, as follow-up measures were not taken either in the experimental or the control group, the long-term effects of the intervention could not be analyzed.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    This finding is in line with the study by Schubert et al. [17], who found differences in visual attention and visual processing speed between expert video gamers and non-experts.

    “This finding is in line with the study by Schubert et al. [17], who found differences in visual attention and visual processing speed between expert video gamers and non-experts.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [17] Schubert, 2015, Video game experience and its influence on visual attention parameters: An investigation using the framework of the Theory of Visual Attention (TVA), Acta Psychol. source

      Not checked in the free run.

37 of 37
  • The paper relies on this without support.

    Attention is a basic process.

    “Because attention is a basic process and the games used in the study address the attentional component in their mechanics, one would expect students to improve their attention using their strong abilities (different intelligences) as an access route.”
  • The paper relies on this without support.

    The games used in the study address the attentional component in their mechanics.

    “Because attention is a basic process and the games used in the study address the attentional component in their mechanics, one would expect students to improve their attention using their strong abilities (different intelligences) as an access route.”
  • The paper relies on this without support.

    There is little research focusing on the relationship between videogames, multiple intelligences, and learning processes to date.

    “However, there is little research focusing on the relationship between videogames, multiple intelligences, and learning processes to date.”
  • The paper relies on this without support.

    The D2 test requires visual speed, concentration, and discrimination skills, which are commonly trained, explicitly or implicitly, by playing video games.

    “This task requires visual speed, concentration, and discrimination skills, which are commonly trained, explicitly or implicitly, by playing video games.”
4 of 4

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Educational video games may be particularly beneficial for students who struggle with traditional instruction, such as neurodivergent adolescents and young adults.

    “Educational video games may be particularly beneficial for students who may struggle with traditional instruction, such as neurodivergent adolescents and young adults [57].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [57]

    The Introduction describes educational video games as potentially useful for students with special needs, and the Results report improved attention-test performance among students who played them. But the study’s participants were aged 6–16 (Materials and Methods, §2.1); it did not study young adults or compare games with traditional instruction. The cited paper therefore supports the general possibility of benefit, but not the full population and instructional comparison in the claim. (LLM, conf=0.86)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Overall mean age disagrees with both group means

    Minor

    Both groups are reported to have a mean age of 11.83 years, so the combined mean cannot be 11.56 years, regardless of group size.

    Reported 11.56 · recomputed 11.83

  • Equal sessions per game are impossible under the stated schedule

    Minor

    Twenty-eight sessions with two games per session provide 56 game plays per participant. These cannot be divided equally among 10 games.

  • Overall mean IQ disagrees with the group figures

    Minor

    Weighting the reported group means by their sample sizes gives an overall mean IQ of about 109.23, not 109.12. The difference exceeds what rounding the group means could explain.

3 of 3

Cites

Flagged first, then by citations

6 of the 43 references couldn’t be matched to a known paper.

Research works printed but not linked: 5

  1. 2015, Gamification. Theory of Education, Educ. Knowl. Soc., 16, 13
  2. 2010, Videojuegos como dispositivos culturales: Las competencias espaciales en educación, Comunicar, 17, 183
  3. Wechsler, D. (2005). The Wechsler Intelligence Scale for Children, Pearson Assessment. [4th ed.].
  4. Bishop, 2011, Relationship between performance based measures of executive function and the Behavior Rating Inventory of Executive Function (BRIEF), a parent rating measure, Diss. Abstr. Int. Sect. B Sci. Eng., 72, 522
  5. Lezak, M.D., Howieson, D.B., Bigler, E.D., and Tranel, D. (2012). Neuropsychological Assessment, Oxford University Press Chapters. [5th ed.].

Cited by

Sorted by citations

Authors
García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C.
Affiliations
  • Department of Psychology, Faculty of Psychology, University of Oviedo, 33003 Oviedo, Spain
  • Universidad de Oviedo (ES)
Corresponding author
García, Trinidad
Venue
International Journal of Environmental Research and Public Health
Publisher
MDPI AG
Published
2019-07-11
Volume
16
Issue
14
Pages
2480
ISSN
1660-4601 (ISSN-L)
OpenAlex
W2962098244
Cited by
112
References
43
Citations by year
2026: 14 · 2025: 23 · 2024: 16 · 2023: 17 · 2022: 15 · 2021: 18 · 2020: 8 · 2019: 1
FWCI
19.07
Type
journal article
Language
en
Open access
Locations
  • International Journal of Environmental Research and Public Health (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • Consultation of the Doctoral Thesis Database (TESEO) (Ministerio de Educación, Cultura y Deporte) (submittedVersion, cc-by)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
Principality of Asturias regional project (FC-GRUPIN-IDI/2018/000199)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Neuropsychology and Physiological Psychology › Developmental and Educational Neuropsychology
  • Health Sciences › Medicine › Psychiatry and Mental health › Attention Deficit Hyperactivity Disorder
Keywords
serious games, educational video games, attention, learning disabilities, attention deficit hyperactivity disorder, specific learning disorders, multiple intelligences, visual attention, students
MeSH terms
Adolescent, Attention, Attention Deficit Disorder with Hyperactivity, Child, Female, Humans, Learning Disabilities, Male, Motivation, Students, Video Games, Young Adult

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-08.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-08.

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