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Computer-assisted learning for improving ADHD individuals’ executive functions through gamified interventions: A review
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Computer-assisted learning for improving ADHD individuals’ executive functions through gamified interventions: A review (2020)Computer-assisted learning for improving …ChillFish (2016)ChillFishDevelopment and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Development and User Satisfac…The benefits of playing video games. (2013)The benefits of playing video…Digital Pathways to Executive Function Skills (2026)Digital Pathways to Executive…Computer-assisted cognitive training in children with developmental disorders: a scoping review of available tools, clinical targets, and evidence gaps (2026)Computer-assisted cognitive t…Evaluating the impact of internal control systems on corporate performance of Ghanaian banks: The moderating role of information technology (2024)Evaluating the impact of inte…Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study (2024)Changes in concentration perf…Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda (2023)Gamification in Health Care M…Efektivitas Prototipe Gim Berbasis Komputer Indonesia terhadap Peningkatan Fungsi Eksekutif Anak Sekolah Dasar (2023)Efektivitas Prototipe Gim Ber…A Theoretical Integration of User Satisfaction and Technology Acceptance (2005)Is working memory training effective? A meta-analytic review. (2012)Serious games in K-12 education (2017)Wechsler Intelligence Scale for Children (2018)Serious Game-based Intervention for Children with Developmental Disabilities (2019)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Rules of Play: Game Design Fundamentals (2003)Sleep in Children With Attention-Deficit/Hyperactivity Disorder: Meta-Analysis of Subjective and Objective Studies (2009)Chill-Out: Relaxation Training through Respiratory Biofeedback in a Mobile Casual Game (2014)Towards the improvement of ADHD children through augmented reality serious games: Preliminary results (2018)The Effects of Video Games in Memory and Attention (2020)Synopsis of psychiatry: Behavioral sciences : clinical psychiatry (1988)Synopsis of Psychiatry: Behavioral Sciences, Clinical Psychiatry (1992)Working memory and intelligence are highly related constructs, but why? (2008)Qualitative Research: Introducing focus groups (1995)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Increasing Speed of Processing With Action Video Games (2009)Effects of physical activity on children’s executive function: Contributions of experimental research on aerobic exercise (2010)Executive Functioning in Highly Talented Soccer Players (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)Training and transfer effects of executive functions in preschool children (2008)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Global and regional prevalence of disabilities among children and adolescents: Analysis of findings from global health databases (2022)Developmental Science and Executive Function (2016)A meta-analysis of the experimental evidence on the near- and far-transfer effects among children’s executive function skills. (2019)The efficacy of different interventions to foster children’s executive function skills: A series of meta-analyses. (2019)
this work references cited by second hop

References

  • 2013The benefits of playing video games.2,456 cited
  • 2015Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD128 cited
  • 2016ChillFish127 cited

Cited by

  • 2024Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study40 cited
  • 2023Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda28 cited
  • 2024Evaluating the impact of internal control systems on corporate performance of Ghanaian banks: The moderating role of information technology13 cited
  • 2023Efektivitas Prototipe Gim Berbasis Komputer Indonesia terhadap Peningkatan Fungsi Eksekutif Anak Sekolah Dasar0 cited
  • 2026Computer-assisted cognitive training in children with developmental disorders: a scoping review of available tools, clinical targets, and evidence gaps0 cited
  • 2026Digital Pathways to Executive Function Skills0 cited

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