Serious Games and Their Effect Improving Attention in Students with Learning Disabilities
Open accessAbstract
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.
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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.
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Cites
Statistics
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 - Also stated in: § 4. Discussion · plain
- 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
- Findingown data
The increase in D2 performance measures was greater in the experimental group than in the control group.
“This increase was greater in the experimental group (Figure 3).”
- Also stated in: § 4. Discussion · plain
“However, once the sample was controlled for the possible effect of pretest differences, the gain was greater in the case of the experimental group than in the control group.”
Quote in the paperSubstantial claim - Also stated in: § 4. Discussion · plain
- Findingown data
There were no statistically significant differences between the experimental and control groups on observation measures (EDAH administered to families) at pretest.
“In the case of observation measures (EDAH administered to families), there were no statistically significant differences between the groups either at pretest or posttest.”
- Also stated in: § 4. Discussion · plain
“Our participants in the experimental and control groups did not differ in the variables of attention deficit, hyperactivity/impulsivity, or the combination of both—either before or after the intervention.”
Quote in the paperNot a substantial claim - Also stated in: § 4. Discussion · plain
- Findingown data
There were no statistically significant differences between the experimental and control groups on observation measures (EDAH) at posttest.
“In the case of observation measures (EDAH administered to families), there were no statistically significant differences between the groups either at pretest or posttest.”
- Also stated in: § 4. Discussion · plain
“Our participants in the experimental and control groups did not differ in the variables of attention deficit, hyperactivity/impulsivity, or the combination of both—either before or after the intervention.”
Quote in the paperSubstantial claim - Also stated in: § 4. Discussion · plain
- Findingown data
The experimental and control groups significantly differed in the posttest.
“with the experimental and the control groups significantly differing in the posttest.”
Quote in the paperSubstantial claim - Findingown data
There is no correspondence between the results from performance and observation measures in this study.
“While one of the findings from the study was that there is no correspondence between the results from performance and observation measures”
Quote in the paperSubstantial claim - Study design and conductown data
Assignment of participants to the experimental and control groups was random.
“The assignation to the groups was random.”
Quote in the paperSubstantial claim - Study design and conductreasoning
Participants were diagnosed with specific learning disorder according to DSM-5 criteria using WISC-IV indices and reading, writing, and/or arithmetic performance cutoffs.
“According to the DSM-5, participants were diagnosed with SLD if at least one interpretable Wechsler Intelligence Scale for Children–IV (WISC-IV) index from the verbal comprehension index or perceptual reasoning index was ≥85, and performances on reading, writing, and/or arithmetic skills were under the clinical cutoff scores indicated by cited guidelines (≤2 SD below mean performances of age-m”
Quote in the paperSubstantial claim - Study design and conductown data
Gender distribution was equivalent in both the experimental and control groups.
“A chi-squared (χ2) test indicated that gender distribution was equivalent in both the experimental (p = 0.414) and the control group (p = 0.180).”
Quote in the paperNot a substantial claim - Premisecitation
Working on multiple intelligences has a positive effect on students regardless of their needs, the nature of their talents, or their cultural or socio-economic status.
“These results indicated the positive effect on students of working on MI, regardless of their needs, the nature of their talents or their cultural or socio-economic status.”
Quote in the paperSubstantial 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.
- Interpretationcitation
The current results are consistent with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination.
“These results are in line with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination [12,13,14,15,16].”
Quote in the paperNot a substantial claim0 of 5 sources checked- cites [12] 2015, Gamification. Theory of Education, Educ. Knowl. Soc.
Not checked in the free run.
- cites [13] 2010, Videojuegos como dispositivos culturales: Las competencias espaciales en educación, Comunicar
Not checked in the free run.
- 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.
- Premisecitation
In a normative sample of 372 students from first to third grade, Boogies Academy showed a normal distribution in correct responses, playing time, and accuracy in the different games.
“Garmen et al. [28] analyzed the performance of a normative sample of 372 students from first to third grade in “Boogies Academy.” Results showed a normal distribution in the variables of correct responses, playing time, and accuracy in the different games.”
Quote in the paperNot a substantial 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.
- Premisecitation
Previous studies have shown positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities.
“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.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [12] 2015, Gamification. Theory of Education, Educ. Knowl. Soc.
Not checked in the free run.
- cites [13] 2010, Videojuegos como dispositivos culturales: Las competencias espaciales en educación, Comunicar
Not checked in the free run.
- Premisecitation
The use of game-based neurofeedback systems, in combination with pharmacological support, has been shown to help improve executive control in subjects with ADHD to a greater extent than pharmacological support alone.
“For instance, the use of game-based neurofeedback systems, in combination with pharmacological support, has been shown to help improve executive control in subjects with ADHD to a greater extent than pharmacological support alone [49].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [49] Cueli, 2016, Efficacy of Neurofeedback Versus Pharmacological Support in Subjects with ADHD, Appl. Psychophysiol. Biofeedback source
Not checked in the free run.
- Study design and conductnone given
The absence of a control group of students without learning disabilities is a limitation of the study.
“The absence of a control group of students without learning disabilities is also a limitation.”
Quote in the paperSubstantial claim - Premisecitation
These studies have noted the presence of low-to-moderate associations between the information obtained by different methods or informants.
“These studies have noted the presence of low-to-moderate associations between the information obtained by different methods or informants.”
Quote in the paperSubstantial claim - Premisecitation
Bul et al. [14] found positive effects of serious games on attention in a 10-week SG intervention ('Plan-It Commander') in a sample of ADHD students aged 8-12.
“The same authors found positive effects of SGs on attention in previous research [14] when they analyzed the effect of a 10-week SG intervention (called “Plan-It Commander”) in a sample of ADHD students aged 8–12.”
Quote in the paperNot a substantial claim0 of 1 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.
- Interpretationown data
Preliminary results from this study suggest the potential usefulness of the two videogames tested for improving attention variables (in the case of the D2 test) in the current sample of children and adolescents.
“On the whole, preliminary results from this study suggest the potential usefulness of the two videogames tested improving attention variables (in the case of the D2 test) in the current sample of children a adolescents.”
Quote in the paperSubstantial claim - Premisecitation
Previous research has highlighted a low correspondence between the scores of children and adolescents in traditional performance tests and the difficulties observed in various areas of daily life functioning, such as school or home, reported by different informants-particularly parents and/or teachers.
“Previous research has highlighted the existence of a low correspondence between the scores of children and adolescents in traditional performance tests and the difficulties observed in various areas of daily life functioning, such as school or home, reported by different informants—particularly parents and/or teachers [44,45,46,47,48].”
Quote in the paperSubstantial claim0 of 5 sources checked- cites [44] 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.
Not checked in the free run.
- cites [45] Gioia, 2010, Executive function in the real world: BRIEF lessons from Mark Ylvisaker, J. Head Trauma Rehabil. source
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- cites [46] Lezak, M.D., Howieson, D.B., Bigler, E.D., and Tranel, D. (2012). Neuropsychological Assessment, Oxford University Press Chapters. [5th ed.].
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- cites [47] McAuley, 2010, Is the Behavior Rating Inventory of Executive Functions more strongly associated with measures of impairment or executive function?, J. Int. Neuropsychol. Soc. source
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- cites [48] Toplak, 2009, Executive functions: Performance-based measures and the Behavior Rating of Executive Function (BRIEF) in adolescents with Attention Deficit/Hyperactivity Disorder (ADHD), Child Neuropsychol. source
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- Interpretationreasoning
The lack of statistically significant differences in observation measures in this study, despite significant differences in performance measures, could be explained by the different nature of the two types of attentional measures used.
“The lack of statistically significant differences in observation measures in our study, even when they were found in performance measures, could be explained by the different nature of the two types of attentional measures that were used.”
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 dataIn 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- Also stated in: § 4. Discussion · hedged
May combine two claims.
Findingown dataEffect 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- Also stated in: § 4. Discussion · plain
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationGardner 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.
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- cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.
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May combine two claims.
PremisecitationSerious 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.
PremisecitationIn 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 givenThe 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 claimClassified as probably not a substantial claim. May combine two claims.
PremisecitationThe 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.
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- cites [42] Armstrong, T. (1999). Multiple Intelligences in the Classroom, Ediciones Manantial.
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Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenParticipant attendance to each session was registered.
“Participant attendance to each session was registered.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductnone givenSeparate 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 claimClassified as probably not a substantial claim.
Study design and conductown dataThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThe 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/.
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- cites [28] Garmen, 2019, Inteligencias múltiples y videojuegos: Evaluación e intervención con software TOI, Comunicar source
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- cites [29] Gardner, H. (1983). Frames of Mind, Basic Books.
Not checked in the free run.
May combine two claims.
PremisecitationIn 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.
PremisecitationThe 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.
PremisecitationThe 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.
PremisecitationIn 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.
PremisecitationGardner 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.
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- cites [30] Gardner, H. (2013). Multiple Intelligences: The Theory in Practice, Paidós.
Not checked in the free run.
May combine two claims.
PremisecitationSerious 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.
PremisecitationA 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 givenThe 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 claimMay combine two claims.
PremisecitationThe 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 dataAs 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationExpert 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.
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PremisecitationThe 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 dataThere 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 claimClassified as probably not a substantial claim.
Study design and conductnone givenThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThe 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 conductreasoningExclusion 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationBul 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).
PremisereasoningThese 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 claimMay combine two claims.
InterpretationreasoningThe 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 claimClassified as probably not a substantial claim. May combine two claims. The quote only partly states this claim.
InterpretationreasoningChanges 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.
- Also stated in: § 4. Discussion · plain
May combine two claims.
Study design and conductnone givenThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationBul 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationcitationThe 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 dataFollow-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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThis 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.
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.”
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
MinorBoth 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
“Ages ranged from 6 to 16 years old (M = 11.56; SD = 2.67).”
Equal sessions per game are impossible under the stated schedule
MinorTwenty-eight sessions with two games per session provide 56 game plays per participant. These cannot be divided equally among 10 games.
“The intervention consisted of 28 sessions (10 min each), in which the participants trained with 10 games based on multiple intelligences.”
“During each session, participants played two games (5 min each). 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.”
Overall mean IQ disagrees with the group figures
MinorWeighting 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.
“The mean Intelligence Quotient (IQ) was 109.12 (SD = 14.105).”
“Experimental group: 24 students (male = 14; 58.3%). Mean age 11.83 (SD = 2.71) and mean IQ 110.13 (SD = 14.35). Control group: 20 students (male = 13; 65%). Mean age 11.83 (SD = 2.71) and mean IQ 108.16 (SD = 14.85).”
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Bul, K. C. M., Doove, L. L., Franken, I. H. A., Oord, S. V. D., Kato, P. M., & Maras, A. (2018) · PLOS ONE · doi:10.1371/journal.pone.0193681 · Cited by 71 · cited 1× · see citing works
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“[17], who found differences in visual attention and visual processing speed between expert video gamers and non-experts.”
BackgroundThe opportunities and challenges of serious games for people with an intellectual disability
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“According to Sánchez-Peris [12] and Sedeño [13], the use of these types of games is also an excellent way to improve attention, effort, and motivation; to develop competencies and skills such as mental agility; and to promote understanding, reflection, and strategic reasoning.”
BackgroundHandbook of Research on Instructional Systems and Technology
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Computer Games and Language Learning
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Efficacy of Neurofeedback Versus Pharmacological Support in Subjects with ADHD
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BackgroundSelf-citationVideogames: Multisensorial incentives for strengthening multiple intelligences in primary education
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The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study
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BackgroundMultiple Intelligences and Videogames: Intervention Proposal for Learning Disabilities
García‐Redondo, P., García, T., Areces, D., Garmen, P., & Rodríguez, C. (2017) · InTech eBooks · doi:10.5772/intechopen.68837 · Cited by 5 · cited 1× · see citing works
“It is fundamental in this sense to define the objectives, content, skills, and behaviors to develop while not forgetting aesthetic, narrative, and technical resources to encourage engagement and playability, which are essential elements in a video game [6].”
BackgroundSelf-citation
Flagged first, then by citations
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Cited by
Sorted by citations
Peñuelas‐Calvo, I., Jiang-Lin, L. K., Serrano, B. G., Delgado‐Gómez, D., Navarro-Jimenez, R., Baca‐García, E., & Porras‐Segovia, A. (2020) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-020-01557-w · Cited by 132 · see citing works
The Association between Screen Time and Attention in Children: A Systematic Review
Santos, R. M. S., Mendes, C. G., de Miranda, D. M., & Romano‐Silva, M. A. (2022) · Developmental Neuropsychology · doi:10.1080/87565641.2022.2064863 · Cited by 118 · see citing works
Rodrigo-Yanguas, M., González, C., Bella-Fernández, M., & Blasco-Fontecilla, H. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.798480 · Cited by 51 · see citing works
He, F., Qi, Y., Zhou, Y., Cao, A., Yue, X., Fang, S., & Zheng, Y. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1054831 · Cited by 45 · see citing works
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Liu, W., Tan, L., Dan, H., Chen, N., & Liu, F. (2020) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2020.1818999 · Cited by 45 · see citing works
Tlili, A., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T., & Burgos, D. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.814691 · Cited by 62 · see citing works
“The platform consists of five categories: (a) iOS on iPhone or iPad (Al Mahmud and Soysa, 2020), (b) Android on phone or tablet (Bendak, 2018), (c) software on PC or laptop (Navarro-Newball et al., 2014), (d) web-based (Buzzi et al., 2019), and (e) unspecified (García-Redondo et al., 2019).”
MethodCrepaldi, M., Colombo, V. M., Mottura, S., Baldassini, D., Sacco, M., Cancer, A., & Antonietti, A. (2020) · Information · doi:10.3390/info11040230 · Cited by 40 · see citing works
“, CogMed©, a computerized training program [32]; PlayMancer (with the inclusion of biosignal data) [33]; Harvest Challenge BCI videogame, with the measurement of cerebral signals [34]; Virtual Classroom [35]; Plan-it Commander [36]; Boogies Academy; and Cuibrain [37].”
MethodSerious Games for Children with Autism Spectrum Disorder: A Systematic Literature Review
de Carvalho, A. P., Braz, C. S., dos Santos, S. M., et al. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2194051 · Cited by 35 · see citing works
Lin, J., & Chang, W.-R. (2025) · JMIR Serious Games · doi:10.2196/60937 · Cited by 36 · see citing works
“The difficulty levels in “Boogies Academy” and “Culbrain” were adapted based on age [65].”
Flynn, R. M., Kleinknecht, E., Ricker, A. A., & Blumberg, F. C. (2021) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2021.100325 · Cited by 32 · see citing works
Doulou, A., Pergantis, P., Drigas, A. S., & Skianis, C. (2025) · Multimodal Technologies and Interaction · doi:10.3390/mti9010008 · Cited by 34 · see citing works
“The effects of playing Boogies Academy and Cuibrain on attentional factors in a sample of people with learning challenges, including ADHD and specific learning disorders (SLDs), were examined in a study by Redondo et al. [77].”
Efficacy of Gamified Digital Mental Health Interventions for Pediatric Mental Health Conditions
Bryant, B. R., Sisk, M. R., & Mcguire, J. F. (2024) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/jamapediatrics.2024.3139 · Cited by 30 · see citing works
Applications and Learning Outcomes of Game Based Learning in Education
Mikrouli, P., Tzafilkou, K., & Protogeros, N. (2024) · International Educational Review · doi:10.58693/ier.212 · Cited by 20 · see citing works
Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review
Carpita, B., Muti, D., Nardi, B., Benedetti, F., Cappelli, A., Cremone, I., Carmassi, C., & Dell'Osso, L. (2021) · Life · doi:10.3390/life11080775 · Cited by 19 · see citing works
“educational potential [158], which may also help to improve language difficulties [159], problem solving strategies [160], and mathematical skills [161].”
BackgroundShin, M., Ok, M. W., Choo, S., Hossain, G., Bryant, D. P., & Kang, E. Y. (2023) · International Journal of STEM Education · doi:10.1186/s40594-023-00414-x · Cited by 20 · see citing works
“…improve specifically the mathematical performance of students with disabilities using technology (Aspiranti et al., 2020; Bouck et al., 2020, 2022; García-Redondo et al., 2019; Kagohara et al., 2013; Kel-lems et al., 2020; Kiru et al., 2018; Nabors et al., 2020; Park et al., 2022; Satsangi et…”
BackgroundKim, S.-C., & Lee, H.-S. (2021) · Applied Sciences · doi:10.3390/app11188582 · Cited by 18 · see citing works
Vonthron, F., Yuen, A., Pellerin, H., Cohen, D., & Grossard, C. (2023) · JMIR Serious Games · doi:10.2196/42733 · Cited by 20 · see citing works
“…alternative hypothesis that playing an SG fosters electrical brain activity related to memory, emotions, and concentration [39], providing a possible neuronal explanation for the beneficial effect of SGs. SGs have been used in typically developing populations [40] and in children with NDDs [41,42].”
MethodArtificial Techniques for Language Disorders
Gkeka, E. G., Agorastou, E., & Drigas, A. S. (2019) · International Journal of Recent Contributions from Engineering Science & IT (iJES) · doi:10.3991/ijes.v7i4.11845 · Cited by 17 · see citing works
A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study
Jaramillo-Alcázar, Á., Cortez-Silva, P., Galarza-Castillo, M., et al. (2020) · Sustainability · doi:10.3390/su12229584 · Cited by 16 · see citing works
“Some studies reveals that the use of video games in education is a valid and useful strategy for teaching [58,59].”
BackgroundVideo games and disability—a risk and benefit analysis
Kuo, H. J., Yeomans, M., Ruiz, D., & Lin, C.-C. (2024) · Frontiers in Rehabilitation Sciences · doi:10.3389/fresc.2024.1343057 · Cited by 15 · see citing works
“A more recent study also demonstrated positive outcomes from playing serious games, which results in improved attention, time management, and planning/organizing, and decreased hyperactivity symptoms among students with ADHD and learning disabilities (57).”
BackgroundStankova, M., Tuparova, D., Tuparov, G., & Mihova, P. (2021) · TEM Journal · doi:10.18421/tem103-22 · Cited by 16 · see citing works
Bassano, C., Chessa, M., & Solari, F. (2022) · IEEE Access · doi:10.1109/access.2022.3210562 · Cited by 14 · see citing works
“…[24], [26], [28], [29], [30], [31], [33], [38], [39], [40], [41], [44], [49], [50], [52], [53], [72], [73], [80], [84], [97], [98], [100], [101], [107], [110], [116], [121], [125], [126], [131], [132], [133], [138], [139], [143], [151], [162], [165], [180], [192], [210], [212], [213], [232], [233].”
Hage, R., Fourré, A., Ramonfosse, L., Leteneur, S., Jones, M. A., & Dierick, F. (2022) · Journal of Manual & Manipulative Therapy · doi:10.1080/10669817.2022.2132346 · Cited by 16 · see citing works
“and stimulating students’ attention [39].”
Obidat, A. H. (2022) · Contemporary Educational Technology · doi:10.30935/cedtech/12064 · Cited by 17 · see citing works
“That is, serious games have proven to promote meaningful learning and to overcome learning difficulties experienced by students with disabilities (García-Redondo et al., 2019).”
BackgroundEffects of game-based digital interventions for mental disorders: A meta-analysis
Zhan, J., Liu, C., Wang, Z., Cai, Z., & He, J. (2024) · Journal of Affective Disorders · doi:10.1016/j.jad.2024.07.095 · Cited by 15 · see citing works
Zheng, P., Yuan, K., Liu, S., Xue, Z., Ma, P., Teo, E. W., & Chang, J. (2025) · Journal of Affective Disorders · doi:10.1016/j.jad.2025.05.037 · Cited by 13 · see citing works
Caselles‐Pina, L., Sújar, A., Quesada‐López, A., & Delgado‐Gómez, D. (2023) · Brain and Behavior · doi:10.1002/brb3.3265 · Cited by 11 · see citing works
“…al., 2016), executive functions (Benzing & Schmidt, 2019; Bikic et al., 2018; Bul et al., 2016, 2018; Dovis et al., 2019; García-Baos et al., 2019; García-Redondo et al., 2019; Kollins et al., 2020), working memory (Bul et al., 2016; Chacko et al., 2014; Davis et al., 2018; Dovis et al., 2015,…”
BackgroundContribuciones y efectos de los videojuegos en la atención a la diversidad
Gómez, S. L., Rodriguez, J. R., Esteve, M. I. V., & Rodríguez, M. M. C. (2021) · Revista Colombiana de Educación · doi:10.17227/rce.num84-12742 · Cited by 11 · see citing works
Kappi, A. A., El-Etreby, R. R., Badawy, G. G., Ebrahem, G. G. S., & Hamed, W. E. (2024) · BMC Psychology · doi:10.1186/s40359-024-01849-9 · Cited by 10 · see citing works
“At the point of game addiction, difficulties with focus are likely to become much more apparent [12].”
BackgroundNugraha, Y. P., Awalya, A., & Mulawarman, M. (2021) · Addictive Disorders & Their Treatment · doi:10.1097/adt.0000000000000262 · Cited by 10 · see citing works
Basharpoor, S., Seif, E., & Daneshvar, S. (2024) · Dyslexia · doi:10.1002/dys.1762 · Cited by 10 · see citing works
Hamada, T., Seki, M., Nango, E., Shibata, T., Imai, S., & Miyata, T. (2025) · Psychiatry Research · doi:10.1016/j.psychres.2025.116447 · Cited by 10 · see citing works
Mocanu, G. D., & UDREA, M. G. (2021) · Balneo and PRM Research Journal · doi:10.12680/balneo.2021.453 · Cited by 9 · see citing works
“The effectiveness of Serious Games with psychometric properties is also experimented by (59).”
BackgroundVideojuegos, salud, convivencia y adicción. ¿Qué dice la evidencia científica?
Gómez, S. L., Boubeta, A. R., Suelves, D. M., & Rodriguez, J. R. (2022) · Psychology Society & Education · doi:10.21071/psye.v14i1.14178 · Cited by 9 · see citing works
McGowan, E. G., & Alcott, L. (2022) · Geoscience Communication · doi:10.5194/gc-5-325-2022 · Cited by 9 · see citing works
“In most cases, studies have shown video games improve a student’s measured attention, as tested using the d2 test measures of attention, and motivation towards formal learning (García-Redondo et al., 2019).”
BackgroundArabic Learning Design Based on 21st Century Skills during the Covid-19 Pandemic in Indonesia
Susanto, S., Ritonga, A. W., Desrani, A., et al. (2022) · JURNAL IQRA · doi:10.25217/ji.v7i2.2235 · Cited by 8 · see citing works
“This is evidenced by the shift from classical education to a digital-based modern education model (García-Redondo et al., 2019).”
MethodExploring the Evolution of Educational Serious Games Research: A Topic Modeling Perspective
Özyurt, H., Özyurt, Ö., & Mishra, D. (2024) · IEEE Access · doi:10.1109/access.2024.3411094 · Cited by 8 · see citing works
“After this stage, the final analysis was made and a model was created for each topic between K = [3], [4], [5], [6], [7], [8], [9], [10], [11], [12], [13], [14], [15], [16], [17], [18], [19], [20], [21], [22], [23], [24], [25], [26], [27], [28], [29], [30], [31], [32], [33], [34], [35] topics.”
BackgroundMohamed, A. M. A., Shaaban, T. S. K., & Jmaiel, H. A. (2024) · Journal of Attention Disorders · doi:10.1177/10870547241265877 · Cited by 10 · see citing works
“To improve the learning experience, game-based learning incorporates interactive and entertaining games into classroom environments (Cabral et al., 2020; García-Redondo et al., 2019).”
Qasrawi, R., Amro, M., & Jayousi, R. (2020) · International Conference on Promising Electronic Technologies (ICPET) · doi:10.1109/icpet51420.2020.00026 · Cited by 8 · see citing works
“Meanwhile, few researchers have highlighted the positive advantages of cognitive games among adolescents students, such as their role in improving interactions between students and have more friendships, which improve personal skills and abilities of communication [5], [11], [12].”
BackgroundChang, Y., Sitbon, L., & Simpson, L. (2021) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3441852.3476540 · Cited by 8 · see citing works
Teknologi Game untuk Pembelajaran bagi Anak dengan ADHD: Tinjauan Literatur
Kurniawan, R., Sanjaya, R. B. Y. R., & Rakhmawati, R. (2021) · Jurnal Nasional Teknik Elektro dan Teknologi Informasi (JNTETI) · doi:10.22146/jnteti.v10i4.2001 · Cited by 7 · see citing works
A systematic review and content analysis of serious video games for children with ADHD
Schultz, B. K., Evans, S. W., Carter, K. M., Dembowski, A., Lojinger, K., Murray, E. R., & Walcott, C. M. (2025) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2025.1605744 · Cited by 5 · see citing works
Sanjaya, R. B. Y. R., Kurniawan, R., Mulyati, S., et al. (2023) · Khazanah Informatika Jurnal Ilmu Komputer dan Informatika · doi:10.23917/khif.v9i1.18393 · Cited by 5 · see citing works
“The purpose of developing a serious game, "Tanji Adventure to The Diamond Temple," for ADHD children is to provide a fun and engaging new way of learning to increase the motivation and attention of ADHD children [14], [15].”
BackgroundEarly identification and enhanced assessment of learning disabilities: A review
Mridula, T. V., Manivannan, M., & Albert, S. (2025) · Applied Neuropsychology Child · doi:10.1080/21622965.2025.2482754 · Cited by 4 · see citing works
Sosa, J. P. T., & Hita, M. Á. P. (2023) · El Guiniguada · doi:10.20420/elguiniguada.2023.632 · Cited by 4 · see citing works
Baboo, S., Kanna, Y., & Bennett, C. N. (2021) · Advances in game-based learning book series · doi:10.4018/978-1-7998-7271-9.ch004 · Cited by 30 · see citing works
Cardoso, A. N. D. S., Pimentel, F. S. C., da Rocha, J. S. A., et al. (2021) · doi:10.5753/sbgames_estendido.2021.19667 · Cited by 3 · see citing works
Khabiri, F., Zandvanian, A., Barzegar, K., et al. (2022) · Iranian Evolutionary Educational Psychology Journal · doi:10.52547/ieepj.4.3.478 · Cited by 3 · see citing works
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Virtual reality and chess. A video game for cognitive training in patients with ADHD.
Rodrigo-Yanguas, M., Martín-Moratinos, M., González, C., & Blasco-Fontecilla, H. (2020) · Cited by 3 · see citing works
Digital Intervention for Students with Learning Disabilities
Muhibbin, M. A. (2020) · ANALITIKA · doi:10.31289/analitika.v12i2.3631 · Cited by 3 · see citing works
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Shaikh, M. F., Higley, C., Campanile, C., Francis, R. L., Panja, E., Santacaterina, S., Pratesi, G., & Piaggio, D. (2026) · Frontiers in Bioengineering and Biotechnology · doi:10.3389/fbioe.2025.1672718 · Cited by 3 · see citing works
Non-Substance Addictive Behaviors Among People with Intellectual Disability: A Systematic Review
García‐Aller, J. A., García–Fernández, G., Fernández, E., Bernaldo‐de‐Quirós, M., Udeanu, A., & Gómez, L. E. (2026) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-026-01640-4 · Cited by 2 · see citing works
Balıkçı, Ö. S., & Görgün, B. (2021) · e-Kafkas Eğitim Araştırmaları Dergisi · doi:10.30900/kafkasegt.959163 · Cited by 3 · see citing works
Garmen, P., Areces, D., García, T., San-Pedro, J. C., & Rodríguez, C. (2022) · Universal Access in the Information Society · doi:10.1007/s10209-022-00924-5 · Cited by 2 · see citing works
“More specifically, considering the results from studies by Del Moral et al. [27, 50, 51] and García-Redondo et al. [13], there have been improvements in cognitive skills, with significant improvements in attentional levels achieved after applying an intervention program with games in the Cutie Cuis…”
Self-citationAplicação e Avaliação de Jogos Sérios na Mensuração Cognitiva de Estudantes na Educação Inclusiva
Rodrigues, G. C., dos Santos, G. R., dos Santos, R. R., et al. (2023) · doi:10.5753/ctrle.2023.232693 · Cited by 2 · see citing works
Serious Games in Education for Students with Special Needs
Zapušek, M., & Rugelj, J. (2025) · Inclusive learning and educational equity · doi:10.1007/978-3-031-98390-0_8 · Cited by 2 · see citing works
Kara, N. (2021) · Journal of Computer and Education Research · doi:10.18009/jcer.858500 · Cited by 2 · see citing works
“…can be inferred from this finding that the term “serious game” has been used in the majority of articles, especially in recent years (Bang et al., 2019; Faria et al., 2019; García-Redondo et al., 2019; Jaramillo-Alcázar et al., 2020; Lievense et al., 2019; Ronimus et al., 2020; Tang et al., 2019).”
BackgroundOjani, M., Vahid, L. K., & Moradi, H. (2020) · International Serious Games Symposium (ISGS) · doi:10.1109/isgs51981.2020.9375212 · Cited by 2 · see citing works
Puspitosari, A. (2022) · Jurnal Keterapian Fisik · doi:10.37341/jkf.v0i0.330 · Cited by 2 · see citing works
“Regulations can channel children's emotions and impulses, so that they can reduce the hyperactiveimpulsive characteristics of ADHD children (García-Redondo et al., 2019).”
BackgroundKesumawati, S. A., Fıkrı, A., Ardianto, H., et al. (2024) · International Journal of Disabilities Sports & Health Sciences · doi:10.33438/ijdshs.1407873 · Cited by 2 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
Platfrom Video Game sebagai Media Terapeutik
Yunike, Y., & Kusumawaty, I. (2023) · Journal of Telenursing (JOTING) · doi:10.31539/joting.v5i1.5888 · Cited by 1 · see citing works
Özşengezer, N., & Top, E. (2025) · International Journal of Developmental Disabilities · doi:10.1080/20473869.2025.2514631 · Cited by 1 · see citing works
uso de jogos didáticos no ensino de Ciências destinados às crianças com TDAH
Toyama, K. S. F., & da Rosa, V. F. (2023) · Educação Por Escrito · doi:10.15448/2179-8435.2023.1.43285 · Cited by 1 · see citing works
Uso de videojuegos en el ocio de los niños con trastornos del aprendizaje
Tejena, J. F. A., Chica, D. M. B., & Casas, X. C. (2025) · Revista Científica Multidisciplinaria SAPIENTIAE · doi:10.56124/sapientiae.v8i16.028 · Cited by 1 · see citing works
McGowan, E. G., & Alcott, L. (2022) · doi:10.5194/gc-2022-10 · Cited by 1 · see citing works
Improving Inhibitory Control in a Kindergarten Classroom
Lambert, K. T. (2021) · doi:10.31390/gradschool_theses.5418 · Cited by 1 · see citing works
Shaikh, M. F., Higley, C., Campanile, C., Francis, R., Panja, E., Santacaterina, S., Pratesi, G., & Piaggio, D. (2025) · medRxiv · doi:10.1101/2025.09.16.25335869 · Cited by 1 · see citing works
Improving Learning Experience of People with Cognitive Disabilities Using Serious Games: A Review
Chakraborty, A., Ojo, E., Quonoey, B., & Mehta, G. (2021) · European Scientific Journal ESJ · doi:10.19044/esj.2021.v17n35p1 · Cited by 2 · see citing works
“In 2019 a study was published (García-Redondo et al., 2019) that analyzed the effects in attention on a sample of 44 students having attention deficit hyperactivity disorder (ADHD) and specific learning disorder (SLD), age ranging from six to sixteen years after they were introduced to an…”
BackgroundGame-Based and Gamified learning within the Elementary classroom
Faune, N. (2021) · UVic’s Research and Learning Repository (University of Victoria)
McGowan, E. G., & Alcott, L. (2022) · doi:10.5194/gc-2022-10-rc1
McGowan, E. G., & Alcott, L. (2022) · doi:10.5194/gc-2022-10-rc2
Vonthron, F., Yuen, A., Pellerin, H., et al. (2022) · doi:10.2196/preprints.42733
عبده, ح. ن. ع. ا. (2022) · مجلة الإرشاد النفسی · doi:10.21608/cpc.2022.278392
Using an Edugame to Develop Socio-Emotional and Perspective-Taking Skills at School
Viola, I., Zappalà, E., & Sibilio, M. (2023) · International Journal of Digital Literacy and Digital Competence · doi:10.4018/ijdldc.309714
ChaGame: A Serious Game for Educational Information About Chagas Disease in the Brazilian Amazon
Pontes, P. A. I., de Oliveira, L. L. C., Souza, D. D. S. M. D., et al. (2023) · International Wireless Communications and Mobile Computing Conference (IWCMC) · doi:10.1109/iwcmc58020.2023.10183053
“Among the areas that have been benefiting from the advent of Serious Games are: teaching-learning processes, both in person and remote (edugames); circulation of news and information (newsgames); training and qualification of professionals for various purposes; military training; entertainment; and treatments and othe…”
BackgroundTatarinova, G., Hussein, H. A., Fadhil, A. A., Mohammed, I. M., Hasan, S. Y., Najm, M. A. A., & Alwan, N. H. (2023) · Iranian Rehabilitation Journal · doi:10.32598/irj.21.2.2065.1
The Player and the Avatar: Performing as Other
Haukaas, A. (2023) · Literary disability studies · doi:10.1007/978-3-031-44482-1_6
Nacipucha-Zhañay, R., Bravo-Buri, S., & Robles-Bykbaev, V. (2024) · Lecture notes in networks and systems · doi:10.1007/978-3-031-44131-8_2
فاعلية مقاطع اليوتيوب التعليمية التفاعلية في تنمية مهارة القراءة لدى طالبات صعوبات التعلم
Al-Momani, R. M., & Raqad, M. M. A. (2024) · Dirasat: Educational Sciences · doi:10.35516/edu.v51i1.5112
Shaikh, M. F., Higley, C., Campanile, C., Francis, B., Panja, E., Santacaterina, S., Pratesi, G., & Piaggio, D. (2024) · doi:10.2196/preprints.64627
An Educational Game to Teach Immune Evasion of the Schistosome and Validation of Its Impact
Dai, J., Abbott, D., & Bialic, H. (2024) · Biomedical visualization · doi:10.1007/978-3-031-63463-5_9
Abirami, K., & Deepalakshmi, P. (2024) · Advances in psychology, mental health, and behavioral studies (APMHBS) book series · doi:10.4018/979-8-3693-3176-7.ch005
Validating the ID-GAMING e-Training Toolkit for People with Intellectual Disabilities in Greece
Pandria, N. (2024) · Global Clinical Engineering Journal · doi:10.31354/globalce.v6isi6.272
Dirgantoro, A., Purwananti, Y. S., & Hartanto, S. (2024) · Jurnal Pembelajaran Bimbingan dan Pengelolaan Pendidikan · doi:10.17977/um065.v5.i1.2025.8
The Significance of Interaction in Determining Learning Outcomes in Serious Games
Mohammad, K. F., Chalmers, A. G., & Debattista, K. (2025) · Lecture notes in computer science · doi:10.1007/978-3-031-82021-2_3
Exploring Game-Based Learning for the Inclusion of Students With Autism in Regular Classrooms
León, A. M., Alférez-Pastor, M., Rodríguez-Ferrer, J. M., & Aguilar-Parra, J. M. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-3678-7.ch010
Rooij, D. S. T., Kuipers, D. A., Prins, J., & Pierie, J.-P. E. N. (2025) · doi:10.2196/preprints.77173
Abulgasem, I. S. S. A., Mussa, Y. M. F. A., Bakhiet, S. F. A., Abdelrasheed, N. S. G., Alders, A., Arandas, N., & Essa, Y. A. S. (2025) · Psychology and Behavioral Sciences · doi:10.11648/j.pbs.20251403.12
Achour, M., Khouna, J., & Tahiri, A. (2025) · Research in Science & Technological Education · doi:10.1080/02635143.2025.2547925
Hage, R., Dierick, F., Natividade, J. D., Daniau, S., Estievenart, W., Leteneur, S., Servotte, J., Jones, M. A., & Buisseret, F. (2025) · Education Sciences · doi:10.3390/educsci15081077 · Cited by 1 · see citing works
“…(SGs), a type of game-based learning aimed at achieving specific educational outcomes (Gorbanev et al., 2018; Haoran et al., 2019), which have shown efficacy in improving concentration and knowledge retention among learners (García-Redondo et al., 2019; Gorbanev et al., 2018; Tubelo et al., 2019).”
Savino, F. P., Baldini, R., & Guarini, P. (2025) · Communications in computer and information science · doi:10.1007/978-3-032-03021-4_6
Empirical Experiment to Validate Guidelines for Video Game Users With ADHD
Díaz, E., Castañeda, A. M., & Panach, J. I. (2025) · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje · doi:10.1109/rita.2025.3639357
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Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review
S T Rooij, D., Kuipers, D. A., Prins, J. T., & Pierie, J. P. E. N. (2025) · JMIR Serious Games · doi:10.2196/77173 · Cited by 1 · see citing works
Sharieff, M. H., Srivastava, N., Goyal, A., et al. (2025) · Multidisciplinary Reviews · doi:10.31893/multirev.2025ss0416
- 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)
- PMC
- PMC6679141
- OpenAlex
- W2962098244
- Semantic Scholar
- 800b13220244c69ff880d372cac0da9819931519
- 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
- gold
- dx.doi.org
- Licence
- 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
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