ArticlePDF Available

“Braingame Brian”: Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems

Authors:
  • stichting Gaming & Training, Polsbroek, the Netherlands

Abstract and Figures

In the area of childhood attention-deficit hyperactivity disorder, there is an urgent need for new, innovative, and child-focused treatments. A computerized executive functioning training with game elements aimed at en-hancing self-control was developed. The first results are promising, and the next steps involve replication with larger samples, evaluating transfer of training effects to daily life, and enhancing motivation through more gaming elements.
Content may be subject to copyright.
Clinical Briefs
‘‘Braingame Brian’’: Toward an Executive Function
Training Program with Game Elements for Children
with ADHD and Cognitive Control Problems
Pier J.M. Prins, PhD,
1
Esther Ten Brink, MSc,
2
Sebastiaan Dovis, MSc,
1
Albert Ponsioen, PhD,
2
Hilde M. Geurts, PhD,
3,4,5
Marieke de Vries, MSc,
3
and Saskia van der Oord, PhD
1,6
Abstract
In the area of childhood attention-deficit hyperactivity disorder, there is an urgent need for new, innovative, and
child-focused treatments. A computerized executive functioning training with game elements aimed at en-
hancing self-control was developed. The first results are promising, and the next steps involve replication with
larger samples, evaluating transfer of training effects to daily life, and enhancing motivation through more
gaming elements.
Background
Attention-deficit hyperactivity disorder (ADHD) is
one of the most frequently diagnosed and impairing
neurodevelopmental disorders in childhood,
1
with a preva-
lence of 3%–5% in the general population of schoolchildren
under 16 years.
2
In community samples, ADHD is more fre-
quently diagnosed in boys than in girls (3:1) and in clinical
populations even more.
3
Children with ADHD are hyperac-
tive and impulsive and have difficulty concentrating, plan-
ning, and organizing their (school)work. These characteristics
disturb their learning and achievement at school and hinder
positive social interactions within the family and with peers.
In the end, all may have a negative impact on the children’s
self-image and self-confidence.
4
The need for new, child-focused treatments
To date, psychosocial treatments (behavioral or cognitive-
behavioral), treatment with stimulants (mostly methylphe-
nidate), and their combination are considered empirically
supported for school-aged children with ADHD.
5,6
Psy-
chosocial treatments for ADHD focus on the parents, the
teacher, and the child, for example, with variants of (cog-
nitive) behavioral therapy. Thus far, cognitive behavioral
treatment of the child has received little empirical support in
comparison with medication treatment and behavioral
parent and teacher training.
6
In the area of childhood
ADHD, there is a need for new effective interventions, fo-
cusing directly on the child, in order to facilitate goal-
directed and self-control behaviors.
Reconceptualizing ADHD: Cognitive
and motivational deficits
According to recent neurobiological theories of ADHD,
deficits in cognitive control functions give rise to the daily
problems of children with ADHD.
7
Cognitive control func-
tions, the so-called executive functions (EFs), such as
working memory (WM), inhibition, and cognitive flexibility,
allow individuals to regulate their behavior, thoughts, and
emotions and thereby enable self-control. WM is the ability
to maintain, control, and manipulate goal-relevant infor-
mation. It enables reasoning, planning, problem solving,
and goal-directed behavior.
8
WM impairments in children
with ADHD have been related to deficits in attention,
hyperactivity, and impulsivity. Inhibition is defined as
stopping or slowing down of an overlearned ongoing,
competing, or disrupting response. The inhibition of an
ongoing response is disturbed in ADHD. Cognitive flexi-
bility is the ability to shift to different thoughts or actions
depending on situational demands.
9,10
Meta-analyses have
indicated that children with ADHD are most impaired in
WM (especially visuospatial WM) and inhibition, but less in
cognitive flexibility.
11,12
1
Department of Developmental Psychology, University of Amsterdam, Amsterdam, The Netherlands.
2
Lucertis, Child and Adolescent Psychiatry, Zaandam, The Netherlands.
3
Department of Brain and Cognition, d’Arc, University of Amsterdam, Amsterdam, The Netherlands.
4
Cognitive Science Center, Amsterdam, The Netherlands.
5
Dr. Leo Kannerhuis, Doorwerth/Amsterdam, The Netherlands.
6
Clinical Psychology, KU Leuven, Leuven, Belgium.
GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications
Volume 2, Number 1, 2013
ªMary Ann Liebert, Inc.
DOI: 10.1089/g4h.2013.0004
44
Next to deficits in EFs, children with ADHD have prob-
lems with motivation; they react differently to reward and
punishment compared with normal controls.
13
To optimize
their performance, they need strong reinforcements and
prefer immediate over delayed rewards. When reinforcers
are powerful and frequent, the differences in behavior be-
tween children with ADHD and normal controls are less
pronounced.
As reinforcement is highly associated with motivation, re-
search suggests that an unusually low level of effort or intrinsic
motivation accounts for the performance deficits in children
with ADHD. When tasks are extremely boring, or without
supervision, the attention span of children with ADHD will be
very limited. Adding external incentives to a potentially boring
task may help children with ADHD optimize their motiva-
tional state and normalize their performance.
13
From a clinical perspective, in order to optimize ADHD
children’s performance the deficits in both EFs and motiva-
tion should be addressed in the development of new child-
focused ADHD interventions.
FIG. 1. Brian’s Home.
FIG. 2. The Village.
EXECUTIVE FUNCTIONING TRAINING AND ADHD 45
Training EFs
There is increasing evidence for the efficacy of training
specific EF deficits of children with ADHD with a comput-
erized training. Most evidence has been found for the train-
ability of WM,
14
while the efficacy of training response
inhibition and cognitive flexibility has barely been investi-
gated.
15–17
Klingberg et al.
18
have shown that an intensive,
computerized WM training not only improved the trained
visuospatial WM, but also generalized to other, non-trained
executive functions, such as verbal WM, response inhibition,
and complex reasoning. Furthermore, these authors found a
significant reduction of parent-rated inattention and hyper-
activity/impulsivity symptoms (no effects on teacher rat-
ings). These positive effects at post-test were maintained at 3
months of follow-up.
18
Several studies have replicated these
findings,
19,20
but concerns with regard to transfer issues (i.e.,
whether positive training effects generalize to other, non-
trained EFs and to the child’s self-control behaviors in daily
life) have been raised.
21,22
Most computerized EF training programs are tedious and
boring for children with ADHD. The child has to repeat the
same responses over and over again, for many trials. This
creates a motivation problem. A feature that may increase
children’s motivation is adding game elements to the com-
puterized EF tasks. Parents, teachers, and clinicians have
reported that children with ADHD, when playing a com-
puter game, can sustain attention, concentrate for longer
periods of time, and behave less impulsively.
4
In a recent
study, we have found that children with ADHD were more
motivated for an EF task (visuospatial WM) when game
elements were added, compared with the same EF task
without game elements.
23,24
There are several theoretical explanations for this enhanced
motivation due to gaming in children with ADHD. Adding
game elements to computerized tasks may heighten chil-
dren’s arousal/activation state, which may promote optimal
performance.
24
Also, the immediate reward for performance
that is provided, and the fact that the child does not experi-
ence a delay of gratification may lengthen his or her attention
span and may reduce unwanted interfering hyperactive-
impulsive behavior.
4,25
An EF training program with game elements:
‘‘Braingame Brian’
The WM training of Klingberg et al.
18
was computerized,
including some animation and feedback, but without elabo-
rate gaming elements. Based on previous research and clini-
cal observations, we expected that adding more game
elements to a standard computerized WM training would
enhance its effects. We further reasoned that training not only
WM, but also inhibition and cognitive flexibility, would en-
hance the efficacy of the EF training even more. We therefore
recently developed an EF-remediation training program with
game elements for children with ADHD, ‘‘Braingame Brian,’
which not only trains the EF WM, but also inhibition and
cognitive flexibility. Furthermore, the training takes into ac-
count ADHD children’s motivational deficits by adding game
elements to the training tasks.
Description of ‘‘Braingame Brian’
The EF training ‘‘Braingame Brian’’ (gaming input pro-
vided by Harold de Groot, Shosho, Amsterdam, The Neth-
erlands [www.shosho.com]) is a computerized training of
three EFs: visuospatial WM, inhibition, and cognitive flexi-
bility, embedded in an extensive, game-like world. One may
choose to train one, two, or all three EFs.
‘‘Braingame Brian,’’ named after the main character, Brian,
consists of 25 training sessions of about 40–50 minutes. Each
FIG. 3. Working Memory (WM) task.
46 PRINS ET AL.
session contains two blocks of three training tasks in a fixed
order. The first training task is always a WM training task; the
second and third task, an inhibition training task and a cog-
nitive flexibility task, are presented in changing order. During
each session the three training tasks are performed twice,
which results in a total training time of about 30 minutes per
session. Over a period of 5 weeks, the child trains and plays
the total of 25 sessions. Each day of training, the child plays
one session of approximately 40–50 minutes (30 minutes of
training and 10–20 minutes of walking around in the world).
After each block of training tasks, the difficulty level of the
training task is automatically adjusted to the child’s level of
performance.
The game world has seven different worlds: The area
around the house of Brian’s parents, the village, the unin-
habited island, the backlands, the beach, the swamp, and the
subterranean laboratory. All characters living in these worlds
have a problem. Brian helps them to solve these problems by
doing the training tasks, and by doing so, he invents all kinds
of handy machines. Walking around in the world and seeing
the inventions are the child’s reinforcement for initiating and
completing the training tasks.
To enhance the child’s motivation, each completed block of
training tasks results in an elaboration of the game world and
extra powers for Brian. Before, after, and in between training
tasks the child can walk around in the world. From the first to
the last session the game world becomes more and more
elaborate, and every completed block of training tasks results
in extra powers for Brian. With these extra powers Brian can
create inventions to help people in the village solving their
problems, which makes them happier. Thus, completing
training sessions not only results in a more elaborate game
world and more powers for Brian, but also in happier people
in the village.
An additional external reinforcement system—receiving
points for completing sessions—is used to even further raise
the child’s motivations to do the training. This way, ‘‘Brain-
game Brian’’ addresses both the underlying EF and motiva-
tional deficits.
Data from each training session are sent to a central data-
base. Based on these data, the trainers receive online feedback
about the child’s progress on the training tasks.
The child does the training at home. The number of
trainer/therapist contacts is limited to five and consists of (1)
an intake +instruction session at the clinic and (2) three ses-
sions at the child’s home where the trainer/therapist coaches
the child through the first training session, while the parent is
present. At the end of this first session the child’s initial
training level is set, and the reward system is discussed with
child and parent; the other two contacts are around session 10
and session 20 and may be conducted by telephone. (3) The
final evaluation session is at the clinic.
Intended Benefits
The intended benefits of ‘‘Braingame Brian’’ are the re-
duction of ADHD symptoms and the strengthening of goal-
directed and task-relevant behaviors at home and at school.
It is expected that the child after the training will show more
self-control. ‘‘Braingame Brian’’ meets the urgent need for a
child-focused treatment module in the childhood ADHD
arena. Because of the addition of game elements that will
enhance children’s motivation, it is expected that less
dropout from training will be seen. More and higher impact
of training may be found as children will complete more
sessions and as the training addresses not only the EF WM,
but also the EFs inhibition and cognitive flexibility. Fur-
thermore, a practical asset of this intervention is that the
trainingcanbedoneathomeatatimethatismostconve-
nient for the child.
Finally, ‘‘Braingame Brian’’ may be a cost-effective treat-
ment module as the number of therapist’s contacts over the 25
training sessions is limited to five. Hence, ‘‘Braingame Brian’’
may save therapist’s time.
FIG. 4. Stop task.
EXECUTIVE FUNCTIONING TRAINING AND ADHD 47
The training may easily be implemented at school if there is
a quiet room to conduct the training. Some form of supervi-
sion will be necessary. In that case, the parents can come to
the school to monitor the child while doing the training or a
teacher assistant may accompany the child.
Results
In a first pilot study,
26
we investigated the efficacy of
‘‘Braingame Brian.’’ Forty clinically diagnosed children with
ADHD (8–12 years old) were randomly assigned to ‘‘Brain-
game Brian’’ (n=18) or to a waitlist condition (n=22). Treat-
ment outcome was assessed on EF problems, ADHD
symptoms, and disruptive behavior problems as rated by the
parent and teachers. We expected ‘‘Braingame Brian’’ at post-
test to be effective in improving executive functioning and in
reducing ADHD behaviors. We further expected the effects to
be maintained at a 9-week follow-up. Exploratively, we also
assessed the additive effects of our EF training in a subsample
of the participating children (n=29), who were also treated
with methylphenidate. Results showed that the children in
the EF training condition significantly improved on parent-
rated EFs (BRIEF total score
27
) and ADHD behaviors
(Inattention and Hyperactive-impulsivity subscales of the
Disruptive Behavior Problems Scale
28
), both in the total
sample and in the subsample treated with methylphenidate.
Effects were maintained at follow-up.
25
It should be noted
that the design of this first evaluation study did not control
for expectation and nonspecific treatment effects, and future
research should further examine the efficacy of ‘‘Braingame
Brian’’ with placebo-controlled designs.
Conclusion and Next Steps
‘‘Braingame Brian’’ meets the need for a new, child-focused
treatment for ADHD. To our knowledge, it is the first pro-
gram that trains three EFs at the same time and uses game
elements in the training. Our pilot study has shown promis-
ing evidence for the potential clinical efficacy of this broad
EF-remediation program. However, much remains to be
done. Three important issues need further attention. First,
future studies should replicate these positive results with
larger samples and should disentangle the positive treatment
effects, exploring specific effects for each EF training (WM,
inhibition, or cognitive flexibility). Moreover, training effi-
cacy should be evaluated while controlling for expectation
biases of parents and teachers, by including a placebo
condition.
29
Second, the motivational aspects of the game
world should be examined further; by adding even more
game elements to the training tasks and in the game world,
motivation may be boosted. Third, the EF training ‘‘Brain-
game Brian’’ was developed for children with ADHD, but the
training may be most effective for children with specific EF
deficits. Research should examine for which child with what
specific executive (dys)functioning profile, which EF training
component would be most effective.
Finally, at this point, ‘‘Braingame Brian’’ is not to be con-
sidered a stand-alone treatment module, but one that should
be added, combined, or integrated with existing, empirically
supported treatments for ADHD such as parent and teacher
training programs, and/or medication, to fully have its
therapeutic impact.
Author Disclosure Statement
P.J.M.P., E.T.B., and A.P. are members of Stichting Gaming
& Training, a nonprofit organization that facilitates the de-
velopment and implementation of ‘‘Braingame Brian.’’
S.v.d.O. has been a paid consultant for Janssen Pharmaceu-
ticals with regard to ‘‘Healseeker,’’ a serious game for cog-
nitive function training. S.D., H.M.G., and M.d.V. declare no
competing interests exist.
FIG. 5. Switch task.
48 PRINS ET AL.
References
1. Reddy LA, De Thomas C. Assessment of attention-deıcit/
hyperactivity disorder with children. In: Smith SR, Handler
L, eds. The Clinical Assessment of Children and Adolescents.
Mahwah, NJ: Lawrence Erlbaum Associates, 2006:367–390.
2. Polanczyk G, De Lima MS, Horta BL, et al. The worldwide
prevalence of ADHD: A systematic review and metare-
gression analysis. Am J Psychiatry 2007; 164:942–948.
3. Froehlich TE, Lanphear BP, Epstein JN, et al. Prevalence,
recognition, and treatment of attention-deficit/hyperactivity
disorder in a national sample of US children. Arch Pediatr
Adolesc Med 2007; 161:857–864.
4. Barkley RA. Attention-Deficit Hyperactivity Disorder. A
Handbook for Diagnosis and Treatment, 3rd ed. New York:
Guilford Press, 2006.
5. Pelham WE, Fabiano GA. Evidence-based psychosocial
treatment for ADHD: An update. J Clin Child Adolesc
Psychol 2008; 37:184–214.
6. Van der Oord S, Prins PJM, Oosterlaan J, Emmelkamp PMG.
Efficacy of methylphenidate, psychosocial treatments and
their combination in school-aged children with ADHD: A
meta-analysis. Clin Psych Rev 2008; 28:783–800.
7. Sonuga-Barke EJS. The dual pathway model of AD/HD: An
elaboration of neuro-developmental characteristics. Neu-
rosci Biobehav Rev 2003; 27:593–604.
8. Baddeley AD. Working Memory, Thought and Action. Oxford:
Oxford University Press, 2007.
9. Barkley RA. Behavioral inhibition, sustained attention, and
executive functions: Constructing a unifying theory of
ADHD. Psychol Bull 1997; 121:65–94.
10. Monsell S. Task switching. Trends Cogn Sci 2003; 7:134–140.
11. Martinussen R, Hayden J, Hogg-Johnson S, Tannock R. A
meta-analysis of working memory impairments in children
with attention-deficit/hyperactivity disorder. J Am Acad
Child Adolesc Psychiatry 2005; 44:377–384.
12. Willcutt EG, Nigg JT, Pennington BF, et al. Validity of
DSM-IV attention deficit/hyperactivity disorder symptom
dimensions and subtypes. J Abnorm Psychol 2012; 121:
991–1010.
13. Luman M, Oosterlaan J, Sergeant JA. The impact of rein-
forcement contingencies on AD/HD: A review and theo-
retical appraisal. Clin Psychol Rev 2005; 25:183–213.
14. Klingberg T. Training and plasticity of working memory.
Trends Cogn Sci 2010; 14:317–324.
15. Kray J, Karbach J, Haenig S, Freitag C. Can task-switching
training enhance executive control functioning in children
with attention deficit/-hyperactivity disorder? Front Hum
Neurosci 2011; 5:180.
16. Thorell LB, Lindqvist S, Nutley SB, et al. Training and
transfer effects of executive functions in preschool children.
Dev Sci 2009;12:106–113.
17. Rabipour S, Raz A. Training the brain: Fact and fad in
cognitive and behavioral remediation. Brain Cogn 2012;
79:159–179.
18. Klingberg T, Fernell E, Olesen PJ, et al. Computerized
training of working memory in children with ADHD—A
randomized, controlled trial. J Am Acad Child Adolesc
Psychiatry 2005; 44:177–186.
19. Beck SJ, Hanson CA, Puffenberger SS, et al. A controlled
trial of working memory training for children and adoles-
cents with ADHD. J Clin Child Adolesc Psychol 2010; 39:
825–836.
20. Holmes J, Gathercole SE, Place M, et al. Working memory
deficits can be overcome: Impacts of training and medication
on working memory in children with ADHD. Appl Cogn
Psychol 2009; 24:827–836.
21. Melby-Lerva
˚g M, Hulme C. Is working memory training
effective? A meta-analytic review. Dev Psychol 2012 May 21
[Epub ahead of print]. doi: 10.1037/a0028228.
22. Shipstead Z, Redick TS, Engle RW. Is working memory
training effective? Psychol Bull 2012; 138:628–654.
23. Dovis S, Van der Oord S, Wiers RW, Prins PJM. Can moti-
vation normalize working memory and task persistence in
children with attention-deficit/hyperactivity disorder? The
effects of money and computer-gaming. J Abnorm Child
Psychol 2012; 40:669–681.
24. Prins PJM, Dovis S, Ponsioen A, et al. Does a computerized
working memory training with game elements enhance
motivation and training efficacy in children with ADHD?
Cyberpsychol Behav Soc Netw 2011; 14:115–122.
25. Houghton S, Milner N, West J, et al. Motor control and se-
quencing of boys with attention-deficit/hyperactivity dis-
order (ADHD) during computer play. Br J Educ Technol
2004; 35:21–34.
26. Van der Oord S, Ponsioen AJGB, Geurts HM, et al. A pilot
study of the efficacy of a computerized EF remediation
training with game elements for children with ADHD in an
outpatient setting: Outcome on parent- and teacher-rated
executive functioning and ADHD behavior. J Atten Disord
2012 August 9 [Epub ahead of print]. doi: 10.1177/
1087054712453167.
27. Gioia GA, Isquith PK, Guy SC, Kenworthy L. Behavior rat-
ing inventory of executive functions. Child Neuropsychol
2000; 6:235–238.
28. Pelham WE, Gnagny EM, Greenslade KE, Milich R. Teacher
ratings of DSM-III-R symptoms for disruptive behaviour
disorder. J Am Acad Child Adolesc Psychiatry 1992; 31:
210–218.
29. Dovis S, Van der Oord S, Wiers RW, Prins PJM. Training
inhibition, cognitive flexibility and working memory in
children with ADHD within the context of a computer
game; a controlled trial. Manuscript in preparation.
Address correspondence to:
Pier J.M. Prins, PhD
Department of Developmental Psychology
University of Amsterdam
Weesperplein 4
1018 XA Amsterdam, The Netherlands
E-mail: p.j.m.prins@uva.nl
EXECUTIVE FUNCTIONING TRAINING AND ADHD 49
... In conclusion, a comprehensive approach that surpasses conventional academic benchmarks is necessary for the education of accomplished children. In addition to fostering intellectual development, games serve as dynamic instructional instruments that address the unique challenges of self-control and tension encountered by exceptionally talented individuals (Prins et al., 2013). Educators and parents who recognize the comprehensive developmental potential of games as tools for gifted children are required to collaborate in order to intentionally incorporate games into educational frameworks (Roberts & Lovett, 1994). ...
... Educators and parents who recognize the comprehensive developmental potential of games as tools for gifted children are required to collaborate in order to intentionally incorporate games into educational frameworks (Roberts & Lovett, 1994). Games are increasingly being recognized as a feasible approach to fostering the growth and welfare of these exceptional students as we further explore innovative pedagogical methods (Prins et al., 2013). ...
... By emphasizing the fusion of purposeful material with the liberating and daring elements of play, Abt's (1987) concept of "serious games" presents a more nuanced approach. Consistent with the premise that digital games contribute to the development of cognitive, spatial, and motor skills, this strategy goes beyond mere entertainment (Prins et al., 2013). With an emphasis on the positive impacts of games on a variety of facets of human behavior and well-being, McGonigal (2011) contends that play can be effectively employed for socialization and therapy. ...
Article
Full-text available
This essay examines the pivotal function that games play in satisfying the distinct needs of exceptionally talented children, thereby calling into doubt the concept of inherent advantage. Digital games, serious games, and role-playing games (RPGs) have been identified as efficacious tools for fostering cognitive, socio-emotional, and intrinsic motivational growth, in addition to enhancing self-control and stress reduction. Numerous studies highlight the diverse and adaptable course requirements of exceptionally talented pupils, who require an environment resembling the "ideal gifted environment." An equilibrium is achieved within this ambiance between self-governance, rational standards, internal control, openness to opposing viewpoints, and intellectual instability. Pedagogical techniques facilitate abbreviated instruction, enhanced comprehension, and customized pathways to accommodate various learning modalities. A balanced approach is necessary to address concerns such as screen time management and potential overreliance on gaming, despite the utility of games. By integrating games into a comprehensive educational framework, it is possible to effectively engage, motivate, and support gifted children, thereby facilitating the realization of their exceptional intellectual, social, and emotional capabilities.
... Além disso, os TCCs podem englobar recursos de adaptação do nível de dificuldade da intervenção às habilidades dos indivíduos e formatos mais instigantes, sendo mais versáteis e fáceis de aplicar do que intervenções não computadorizadas. Também podem incluir aspectos motivacionais, a exemplo do programa apresentado no estudo de Alloway et al. (Prins et al., 2013) e o ACTIVATE™ 1 (C8Sciences, 2016). Nos próximos tópicos, os programas de TCC supracitados são mais bem explorados. ...
... O Braingame Brian (Prins et al., 2013) é um programa de treinamento computadorizado em formato de jogo que se centra no aprimoramento da memória de trabalho (especificamente a visuoespacial), da inibição e da flexibilidade cognitiva. O usuário pode optar por treinar um, dois ou os três componentes executivos. ...
Chapter
Full-text available
Santana, A. N., & Roazzi, A. (2024). Treinamento cognitivo computadorizado das funções executivas: Potencialidades e limites para uso em crianças brasileiras. In M. R. A. Melo, R. B. O. Alencar & J. D. M. Marques (Eds.), Psicologia & Inovação (pp. 59-82). Campina Grande: EDUFCG. (ISBN 978-85-8001-288-0). Retrieved from: https://tinyurl.com/4zskerk2 // O capítulo apresenta três dos programas de Treinamento Cognitivo Computadorizado (TCC) das Funções Executivas (FE) para crianças mais utilizados por pesquisadores nos últimos dez anos, suas vantagens e limitações, considerando as particularidades de suas aplicações na população brasileira. Segundo os autores, as FE são habilidades que nos possibilitam organizar, planejar tarefas e agir intencionalmente, sendo, portanto, imprescindíveis para o desenvolvimento cognitivo e acadêmico das pessoas. Já o TCC é um termo que se aplica às modalidades de intervenções cognitivas eficazes por facilitarem o desempenho cognitivo de crianças e adolescentes pelo uso dos recursos disponíveis nas novas tecnologias. Este capítulo é mobilizador para a experimentação de práticas fundamentadas na literatura científica.
... Limited studies in the literature used a combination of both software as well as small group activities targeting different elements of EF and math skills within the same experiment. Third, unlike some previous studies (Prins et al., 2013;Spawton-Rice & Walker, 2022), the findings of the present study are based on performance-based measures of EF rather than rating-based measures, reducing potential biases in EF measurement. ...
... In clinical settings, gamification techniques are used to reduce symptoms of impulsivity and inattention in children with Attention Deficit Hyperactivity Disorder (ADHD) [16]. In educational settings, the use of such techniques is associated with improved performance in various academic activities [17] and fosters increased motivation, commitment, and enjoyment among students [18]. ...
Conference Paper
Although it is increasingly common to use digital games for the cognitive training, to date there is still a need for more studies of the effectiveness of neuropsychological treatments based on digital games, especially for populations with Specific Learning Disorders (SLDs). This study aims to present the effectiveness of Eye-Riders, a serious game developed to train executive functions in neurodiverse children. A group of 41 children (age range 7–9 years) participated in the study: 13 with SLDs and 28 with typical development. The training consisted in playing Eye-Riders in 9 sessions of 20 minutes each, with a frequency of 3 times a week for three weeks. The effectiveness of the training was assessed by means of the Nepsy-II battery of executive and attentional function scales, administered before and after the training. The gaming style was measured by Gaming Style Questionnaire (GSQ). The results showed significant improvement in the skills of Auditory Attention, Visual Attention, Inhibition and Switching in both groups. These results had a positive impact in reading abilities. In addition, the results reveal that in children with SLD, the improvement achieved in visual attention skills can be attributed to the improvement in game performance. In conclusion, Eye-Riders is an effective video game to of executive functions in neurodivergent children.
... Brian is a computerised training and consists of 25 training sessions of about 40 minutes. Each session contains two blocks (of about 15 minutes) of the three training tasks of working memory, inhibition, and cognitive flexibility in a fixed order [79][80][81]. The first training task is a working memory training task (consists of 5 variants increasing in working memory load), the second an inhibition training task, and the third a cognitive flexibility training task. ...
Article
Full-text available
tAttention Deficit Disorder with or without Hyperactivity (ADHD is a neurodevelopmental disorder which affects the day-to-day functioning of children and adults with this condition. Pharmacological treatment can reduce the symptoms associated with ADHD, but it has some limitations. The objective of this symposium is to determine the effects of non-pharmacological approaches on ADHD symptoms. Results indicate that the following intervention are promising approaches: cognitive behavioral therapy (CBT),mindfulness-based interventions (MBI), yoga, cognitive and metacognitive intervention, neurofeedback and parental training programs. Current research advocates multimodal approaches in conjunction with school or work accommodations integrating innovative technologies.
Article
Objective This systematic review, performed in accordance with the PRISMA guidelines, seeks to summarize the interventions that have been developed in order to improve executive functioning and attention in children born prematurely. Methods The PICOS framework helped guide the structure and relevant terms selected for the study. Electronic systematic searches of the databases PubMed (NLM), Ovid Medline, Ovid All EBM Reviews, Ovid Embase, and Ovid PsycINFO were completed in March 2022. This review focuses on interventions that target attention and executive functioning in prematurely born children between birth and 12 years old, with outcome measures assessed between 3 and 12 years old, even if the age range in the study can exceed our own parameters. Data extraction included sample characteristics, country of recruitment, type of intervention, description of the intervention group and control group, outcome measures, and overall results. An assessment of the quality of methodology of studies was performed through an adaptation of the Downs and Black checklist for both randomized and nonrandomized studies in healthcare interventions. An assessment of the risk of bias was also presented using the Cochrane risk of bias tool for randomized trials 2.0. Results A total of 517 premature children received an intervention at some point between birth and early adolescence. Eleven different interventions were assessed in 17 studies, with rating of the quality of methodology and outcomes ranging from lower quality studies (44% quality rating) to robust studies (96% quality rating) in terms of reporting standards, external and internal validity, and power. Five of those studies focused on interventions administered in the neonatal intensive care unit or shortly postdischarge (e.g., the Mother–Infant Transaction Program and the Newborn Individualized Developmental Care and Assessment Program, documented in two articles each [11%] or the Infant Behavioral Assessment and Intervention Program assessed in one study [about 5%]), while 12 articles reported on interventions administered between the ages of 1.5–12 years old [mostly computerized cognitive training programs such as Cogmed (23%) and BrainGame Brian (17%)]. Of the 17 articles examined, 12 (70%) showed positive short-term outcomes postintervention and 3 (17%) demonstrated positive long-term results with small to large effect sizes (0.23–2.3). Among included studies, 50% showed an overall high risk of bias, 21.4% showed some concerns, and 28.6% were low risk of bias. Conclusions Due to the heterogeneity of the programs reviewed, the presented findings should be interpreted as descriptive results. A careful and individualized selection from the various available interventions should be made based on the target population (i.e., age at intervention administration and outcome testing) before implementing these program protocols in clinical settings.
Article
Full-text available
According to recent data, many communities worldwide are multicultural nowadays. Culture is believed to significantly impact the creation of therapy materials, practice models, assessment instruments, and client collaboration. Also, recent works address the interaction between a therapist and a client and the need to understand a child's social needs. Even with significant advancements in the development and delivery of efficient treatments for children with ADHD, ethnic minority youths and teens continue to lag behind their non-minority peers in terms of diagnosis and treatment rates. Various learning and behavioral obstacles are linked to this disorder because of cognitive and metacognitive functioning difficulties. Individuals can only fully integrate into society if these functions have been acquired. Children can acquire alternate strategies to manage their cognitive deficits and adapt to different circumstances by using internal attention to build self-awareness, self-regulation, and self-control. The quick progress of research has led to the development of several medicinal and psychological strategies for treating ADHD, which significantly help with symptom management. The goal of the current study is to gain an understanding of the various therapeutic approaches used to help children from racial and ethnic minorities who are suffering from ADHD. These approaches include games using augmented reality (AR) environments.
Article
Full-text available
Introduction The use of Information and Communication Technology (ICT) for assessing and treating cognitive and motor disorders is promoting home-based telerehabilitation. This approach involves ongoing monitoring within a motivating context to help patients generalize their skills. It can also reduce healthcare costs and geographic barriers by minimizing hospitalization. This systematic review focuses on investigating key aspects of telerehabilitation protocols for children with neurodevelopmental or neurological disorders, including technology used, outcomes, caregiver involvement, and dosage, to guide clinical practice and future research. Method This systematic review adhered to PRISMA guidelines and was registered in PROSPERO. The PICO framework was followed to define the search strategy for technology-based telerehabilitation interventions targeting the pediatric population (aged 0–18) with neurological or neurodevelopmental disorders. The search encompassed Medline/PubMed, EMBASE, and Web of Science databases. Independent reviewers were responsible for selecting relevant papers and extracting data, while data harmonization and analysis were conducted centrally. Results A heterogeneous and evolving situation emerged from our data. Our findings reported that most of the technologies adopted for telerehabilitation are commercial devices; however, research prototypes and clinical software were also employed with a high potential for personalization and treatment efficacy. The efficacy of these protocols on health or health-related domains was also explored by categorizing the outcome measures according to the International Classification of Functioning, Disability, and Health (ICF). Most studies targeted motor and neuropsychological functions, while only a minority of papers explored language or multi-domain protocols. Finally, although caregivers were rarely the direct target of intervention, their role was diffusely highlighted as a critical element of the home-based rehabilitation setting. Discussion This systematic review offers insights into the integration of technological devices into telerehabilitation programs for pediatric neurologic and neurodevelopmental disorders. It highlights factors contributing to the effectiveness of these interventions and suggests the need for further development, particularly in creating dynamic and multi-domain rehabilitation protocols. Additionally, it emphasizes the importance of promoting home-based and family-centered care, which could involve caregivers more actively in the treatment, potentially leading to improved clinical outcomes for children with neurological or neurodevelopmental conditions. Systematic review registration PROSPERO (CRD42020210663).
Article
Full-text available
Attention deficit hyperactivity disorder (ADHD) is a common neurobehavioral disorder of childhood that can result in significant functional impairment, and if not adequately treated can lead to impaired quality of life. Pharmacotherapy is considered the first-line treatment for ADHD in children and adolescents. We review both recent literature and seminal studies regarding the pharmacological treatment of ADHD in children and adolescents. There is ample evidence for the efficacy and safety of both stimulants and non-stimulants in the treatment of ADHD. We review important aspects of evaluation and assessment and discuss first-line pharmacological treatments and as well as when to consider using alternative pharmacological agents. Treatment approaches to manage frequently seen comorbid disorders with ADHD are also covered.
Article
Full-text available
Objective: This pilot study tested the short- and long-term efficacy (9 weeks follow-up) of an executive functioning (EF) remediation training with game elements for children with ADHD in an outpatient clinical setting, using a randomized controlled wait-list design. Furthermore, in a subsample, that is, those treated with methylphenidate, additive effects of the EF training were assessed. Method: A total of 40 children (aged 8-12 years) were randomized to the EF training or wait-list. The training consisted of a 25-session training of inhibition, cognitive flexibility, and working memory. Treatment outcome was assessed by parent- and teacher-rated EF, ADHD, oppositional deviant disorder, and conduct disorder symptoms. Results: Children in the EF training showed significantly more improvement than those in the wait-list condition on parent-rated EF and ADHD behavior in the total sample and in the subsample treated with methylphenidate. Effects were maintained at follow-up. Conclusion: This pilot study shows promising evidence for the efficacy of an EF training with game elements.
Article
This book is the magnum opus of one of the most influential cognitive psychologists of the past 50 years. This new volume on the model he created (with Graham Hitch) discusses the developments that have occurred in the past 20 years, and places it within a broader context. Working memory is a temporary storage system that underpins onex' capacity for coherent thought. Some 30 years ago, Baddeley and Hitch proposed a way of thinking about working memory that has proved to be both valuable and influential in its application to practical problems. This book updates the theory, discussing both the evidence in its favour, and alternative approaches. In addition, it discusses the implications of the model for understanding social and emotional behaviour, concluding with an attempt to place working memory in a broader biological and philosophical context. Inside are chapters on the phonological loop, the visuo-spatial sketchpad, the central executive and the episodic buffer. There are also chapters on the relevance to working memory of studies of the recency effect, of work based on individual differences, and of neuroimaging research. The broader implications of the concept of working memory are discussed in the chapters on social psychology, anxiety, depression, consciousness, and on the control of action. Finally, the author discusses the relevance of a concept of working memory to the classic problems of consciousness and free will.
Method
Published test of ratings of multiple dimensions of executive functions in the real world
Book
Recent years have seen tremendous advances in understanding and treating Attention-Deficit/Hyperactivity Disorder (ADHD). Now in a revised and expanded third edition, this authoritative handbook brings the field up to date with current, practical information on nearly every aspect of the disorder. Drawing on his own and others' ongoing, influential research - and the wisdom gleaned from decades of front-line clinical experience - Russell A. Barkley provides insights and tools for professionals working with children, adolescents, or adults. Part I presents foundational knowledge about the nature and developmental course of ADHD and its neurological, genetic, and environmental underpinnings. The symptoms and subtypes of the disorder are discussed, as are associated cognitive and developmental challenges and psychiatric comorbidities. In Parts II and III, Barkley is joined by other leading experts who offer state-of-the-art guidelines for clinical management. Assessment instruments and procedures are described in detail, with expanded coverage of adult assessment. Treatment chapters then review the full array of available approaches - parent training programs, family-focused intervention for teens, school- and classroom-based approaches, psychological counseling, and pharmacotherapy - integrating findings from hundreds of new studies. The volume also addresses such developments as once-daily sustained delivery systems for stimulant medications and a new medication, atomoxetine. Of special note, a new chapter has been added on combined therapies. Chapters in the third edition now conclude with user-friendly Key Clinical Points. This comprehensive volume is intended for a broad range of professionals, including child and adult clinical psychologists and psychiatrists, school psychologists, and pediatricians. It serves as a scholarly yet accessible text for graduate-level courses. Note: Practitioners wishing to implement the assessment and treatment recommendations in the Handbook are advised to purchase the companion Workbook, which contains a complete set of forms, questionnaires, and handouts, in a large-size format with permission to photocopy. (PsycINFO Database Record (c) 2012 APA, all rights reserved)(jacket)
Article
Response selection account of task switching assumes that switching between competing task sets is accompanied by time cost (termed switch cost) as a source of prolongation of response selection process. The aim of the present study was to test the prediction of response selection account for switching conditions in which the level of interference between task sets, i.e., response selection requirement of tasks was manipulated. Switch task (parity and magnitude task) in combination with a version of NoGo signal task was used in two experiments. The overlap of task rules was manipulated between experiments. In the Experiment 1A the Stimulus-Response mappings (task rules) were bivalent: the same response outcomes were used in both tasks, in the Experiment 1B the rules were univalent (different response outcomes for the two tasks). Larger switch cost and intense reduction of switch cost subsequent to a NoGo signal were predicted for the bivalent switching conditions. In contrast with our prediction effective switching performance following task set inhibition was present in univalent condition. Explaining our results we refer to differences between interference conditions in terms of the mutual inhibitory effects between the task (S-R) rules.
Article
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a Sony TM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined measures of motor control were designated by (1) the stage of the game completed (ie, the number of obstacles successfully passed) before losing the figure's 'life', (2) the level of complexity that the stage represented and (3) the time taken to get to that point during the video game play. These measures were assessed under contrasting conditions of low or high working memory and distracter loads. Four tasks were administered (totalling 12 trials), incorporating both with and without distracter conditions. For those trials with the distracter, a segment of the television show The Simpsons was simultaneously played on a television screen adjacent to the computer game monitor. A 5-way MANOVA revealed that ADHD boys took less time to complete their trials under the direct condi-tion (ie, no working memory load) on Crash Bandicoot, compared to their matched non-ADHD peers. When the task required additional working memory, however, the ADHD boys took significantly longer. Cumulative fre-quency plots of game performance revealed that in terms of the number of obstacles completed, the control participants successfully navigated more obstacles on the low working memory load task than the ADHD participants, but that the performance of the two groups was less distinguishable on the high working memory load task. The findings have implications for assessment and management of children with ADHD.