Randomized controlled trial improved academic performance and attention in children with ADHD, suggesting gamification is beneficial.
Introduction Gamified educational interventions are promising tools to improve attention and academic outcomes in children with attention-deficit/hyperactivity disorder (ADHD), but evidence from randomized controlled trials (RCTs) and data on long-term maintenance remain limited. We evaluated a specifically designed gamified educational application against a non-gamified digital program matched for content and duration. Methods Eighty children aged 6–12 years with clinically diagnosed ADHD were randomly assigned to a gamified intervention group ( n = 40) or a control group ( n = 40). Both groups completed identical learning tasks (calculation, text comprehension, phonological exercises) over 8 weeks; only the intervention group received gamification elements (immediate feedback, rewards, level-based challenges). Baseline and post-intervention assessments included visual and auditory reaction time tests, a continuous performance test, and standardized academic tests in reading, writing, and mathematics. A follow-up assessment was scheduled 8 weeks after training. Results After 8 weeks, the gamified group showed greater improvements than the control group in visual and auditory reaction times and sustained attention (all p < 0.01), as well as in reading, writing, and mathematics scores. Training time was comparable between groups. Discussion An 8-week gamified educational intervention significantly enhanced attention and academic performance in children with ADHD compared with a non-gamified program, suggesting that well-designed gamified applications may serve as engaging, accessible tools to support cognitive and educational outcomes.
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Dai et al. (2025) studied this question.
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