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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Artificial Intelligence-powered cognitive training applications for children with attention deficit hyperactivity disorder: a brief review1*</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federica Somma</string-name>
          <email>federica.somma@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angelo Rega</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Onofrio Gigliotta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Naples Federico II, Department of Humanistic Studies</institution>
          ,
          <addr-line>Naples, 80138</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Attention deficit hyperactivity disorder (ADHD) is a complex neurodevelopmental disorder whose symptoms are related to poor learning outcomes, low executive functioning and parental stress. e-Health applications aimed at enhancing cognitive processes and executive functions for ADHD are emerging technologies. The present work reviews Artificial Intelligence (AI)-powered applications developed for children with ADHD by highlighting their impact and scientific support. We considered both mobile and desktop applications. The first were selected from Google Play and Apple Store, whilst PCs applications were selected from online magazines devoted to ADHD. Related scientific studies were then identified through Google Scholar, PubMed, and APA PsycNET databases. Research results reveal a critical lack of scientific support for mobile applications, only 2 are supported; otherwise, PCs applications are supported by multiple studies, although with small samples. Some applications are provided with intelligent tutoring and self-paced learning activities, but more scientific studies are needed to test their effectiveness for supporting children with ADHD. In conclusion, these software are promising, however, there is still a paucity of scientific support, a crucial aspect when a tool is intended to improve specific difficulties of children with complex neurodevelopmental disorders.</p>
      </abstract>
      <kwd-group>
        <kwd>ADHD</kwd>
        <kwd>children</kwd>
        <kwd>software</kwd>
        <kwd>training</kwd>
        <kwd>applications</kwd>
        <kwd>AI</kwd>
        <kwd>intelligent tutoring</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Attention deficit hyperactivity disorder (ADHD) is a complex neurodevelopmental
disorder [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The prevalence of ADHD ranges between 3% and 5% among school-aged
children worldwide [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Cognitive neuropsychological researches [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] have very often found that children
with ADHD present attention problems especially in tasks requiring application of
1 * Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons
      </p>
      <p>
        License Attribution 4.0 International (CC BY 4.0).
controlled processes. Particularly, children with a condition of ADHD experience
difficulties in carrying out prolonged tasks in which vigilance is requested over time, in
selecting the necessary information for performing a task or in orienting the attention
toward a specific direction in space. Some children with ADHD seem to respond to
the stimuli they receive from the context inappropriately, and act without thinking.
Impulsive children behavior is characterized by poorly regulated responses: children
have difficulty in inhibiting a predominant response, in controlling interferences (i.e.
external stimuli competing with the main behavioral pattern required). Hyperactive
children show an excess of irrelevant movements with respect to the task and situation
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        ADHD has been associated with a malfunctioning of cognitive and executive
functions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] as inhibition, verbal and visual working memory, cognitive flexibility,
planning. Executive functions are high level abilities with which individuals manage
thoughts and actions, guide their behavior across time more effectively, considering
the long-term consequences of their actions.
      </p>
      <p>
        Besides ADHD key symptoms, there are several long-term difficulties associated to
deficits, like learning problems and low levels of self-esteem. Children with ADHD
have often social difficulties: they tend to be more polemic, aggressive and unstable,
which can lead to rejection and social isolation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This in turn leads to a low quality
of life for children and families, who experience high levels of stress. Moreover, there
is a substantial comorbidity of ADHD with conduct disorder, oppositional defiant
disorder, mood disorders, anxiety disorders, learning disabilities, and other disorders [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        As claimed by main guidelines, each therapeutic intervention for children with
ADHD must be carefully customized, preceded by a global clinical evaluation.
According to data from the scientific literature, ADHD is currently being treated with
multimodal methods [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Pharmacological treatments with psychostimulants are the
most common, but also behavioral cognitive therapies focusing on enhancing
children’s self-control, problem-solving skills and adaptation are widely applied. Finally,
social interventions support children in relation with peers; treatments often involve
teacher and parent training. Medication treatment is the main administered one and it
is considered an effective and powerful resource to deal with a condition of ADHD;
indeed, it is effective in the short/medium-term period, but it has potential limitations
such as the risk of side effects. The combination of treatments offers some advantages
compared to the exclusively pharmacological treatment as it allows to use smaller
doses of medicine.
      </p>
      <p>
        The widespread diffusion of new technologies worldwide, has ignited the
development of e-Health platforms and software for cognitive and behavior disabilities that
made possible the transformation of mental health interventions, occurred in different
contexts [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Computer-based training uses software that have been designed to help
children improving cognitive and executive functioning [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]; moreover, gamified
training of cognitive functions has one more element, which is the aspect of the game
that motivates children and empowers the learning process [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Apps for mobile
devices could offer flexible e-Health platforms functional to the management of
children's behavior, creating network of caregivers useful for planning and scheduling
interventions. Moreover, software can record more accurate, direct and reliable data, that
keep track of training progress and of the acquisition of new skills.
      </p>
      <p>
        Artificial intelligence in the last decades has attracted attention for its ability to turn
data into valuable knowledge. We can speak to our electronic devices because AI
algorithms recognize and process natural language to satisfy our requests. Many
applications make use of AI for different purposes with the objective to improve their AI
free counterparts. Indeed, the potential impact of AI in eHealth applications for ADHD
could be very important. AI, in fact, could ensure greater effectiveness of the
intervention, to guarantee a fully customization based on the user's performance and specific
characteristics. An AI-powered system could collect data on user’s performance and
could use those data to calibrate subsequent levels, for example to adjust training
difficulty levels [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
1.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Purpose of the review</title>
      <p>The present review aims to examine the validity and impact of AI-powered
applications for cognitive functions training in supporting the management of cognitive
difficulties of children and young people with ADHD. We considered both mobile and
desktop applications.</p>
      <p>This study aims to highlight the intrinsic characteristics of software supported by
scientific studies: the goal is to point out software powered with an intelligent tutoring
system and to examine whether they are based on a simple or a complex functioning.
Finally, our purpose is to highlight whether an internal reporting system and data
processing is integrated in those applications: automatic data reports could be useful to a
parent, caregiver or teacher to understand their children's progresses.</p>
      <p>Parents of children with ADHD could use software and applications with the hope
of giving their children useful tools for clinical and rehabilitative purposes; often the
use of these tools extends also to institutional settings such as schools or other learning
centers. Therefore, we consider it necessary to conduct this review to help readers to
distinguish entertainment products from those which have been developed on solid
scientific and technical basis.
2</p>
      <sec id="sec-2-1">
        <title>Methods</title>
        <p>
          A survey of mobile apps (developed for smartphone and tablet devices) was
conducted in the Android Google Play and the Apple iTunes Store in Italy, other software
(designed for computer desktop) were selected in online magazines dedicated to ADHD
[
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Applications supported by scientific studies were identified using databases such
as Google Scholar, PubMed and APA PsycNET. The survey was carried out in January
2019.
        </p>
        <p>The inclusion criteria for software research were: apps or software aimed at ADHD,
apps or software targeted at children or young people with ADHD between 3 and 18
years old, apps or software aimed at caregivers of children or young people with
ADHD. The exclusion criteria for software research were: apps or software that do not
state they are aimed at ADHD, apps or software not targeted at children or young people
with ADHD or their caregivers. The inclusion criteria for scientific studies on apps and
software were: scientific studies carried out on the retrieved applications and software
involving children with ADHD.
3</p>
      </sec>
      <sec id="sec-2-2">
        <title>Results</title>
        <p>
          Within the repositories listed in the previous section (Google Play, Apple Store and
ADHD magazines) we found 16 apps for mobile devices and 7 software desktop
applications for children and young people with ADHD. Of the 16 apps found, only 2 were
supported by scientific studies [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], of which one is a single case study, that
is not enough to validate the effectiveness of the app. Among the 7 desktop applications
found, 4 are supported by scientific studies [
          <xref ref-type="bibr" rid="ref21 ref22 ref23 ref24 ref25 ref26 ref27">21-27</xref>
          ]. Main features of software
(summarized in Table 1) are described below.
        </p>
        <p>TALI Train™ software has an AI system that adapt to each child’s abilities; the
task difficulty is automatically adjusted. An interactive guide provides visual and verbal
instructions as well as support and encouragement. The application presents game
scenarios and activities, which include animals, for example fish to locate among a series
Desktop Apps</p>
        <sec id="sec-2-2-1">
          <title>Braingame Brian</title>
        </sec>
        <sec id="sec-2-2-2">
          <title>Play Attention</title>
        </sec>
        <sec id="sec-2-2-3">
          <title>ATENTIVmynd™ Games</title>
        </sec>
        <sec id="sec-2-2-4">
          <title>Cogmed Working Memory Training®</title>
        </sec>
        <sec id="sec-2-2-5">
          <title>Selective attention, control, in</title>
          <p>hibition and focus training
Visuospatial working memory,
inhibition, and cognitive
flexibility training
Executive functions (working
memory, spatial memory,
shortterm memory, planning,
attention, and more) training
Training of cognitive functions:
focused and sustained attention,
cognitive and behavioral
inhibition, divided attention,
interference control, self-regulation
and more.</p>
          <p>Working memory and executive
functions training
of distractors, pirate ships and others. An in-built reward system is used to increase
children’s motivation to complete the program. The TALI Train™ software has a
tracking and analysis progress system: it generates reports based on the child’s performance,
which give clinicians, teachers and parents an insight into the child’s progress.
Dataanalysis software underpinning the game measures achievement, accuracy and reaction
time.</p>
          <p>
            The efficacy of TALI Train™ was investigated in children with intellectual and
developmental disabilities and attention difficulties in two double-blind controlled study
[
            <xref ref-type="bibr" rid="ref19">19</xref>
            ][
            <xref ref-type="bibr" rid="ref20">20</xref>
            ]. 76 children aged 4–11 years were assigned, in both studies, to TALI Train™
training condition or a control condition. Results of the first study indicates that there
was a modest improvement in selective attention for children in the TALI Train™
condition. However, the training did not have any specific effect on sustained attention,
attentional control or parent/teacher-rated behavioral attention difficulties. In the
second study no training effects resulted at post-training but children in the training group
showed greater improvements in numeracy skills at the 3-month follow-up.
          </p>
          <p>The main limitation of this studies is the small sample of children with intellectual
and developmental disabilities that are not differentiated according to the diagnosis, so
it is difficult to understand if there is an influence of individual characteristics on
training outcomes. Despite this, compliance of children with the training program was high
(90%) and all children finished every assessment session, an important aspect since the
children all had cognitive and attention deficits.
3.2</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Desktop Apps</title>
      <p>Braingame Brian is a serious game that adjusts the difficulty level of the tasks
according to the user’s performance: for example, in the working memory task some
rectangles light up in a random sequence and the child must reproduce the sequence; the
sequence length is automatically adapted to the child’s level of performance, so, if he
performs few correct responses, the sequence length is shortened and vice versa.</p>
      <p>Gamification is integrated in the software in order to enhance motivation: inside the
game environment there are seven different worlds and a main character, Brian. He
helps all the other characters to solve their problems. Brian is provided with an internal
data reporting system able to collect users’ data. Trainers receives online feedback in
terms of learning curves for the three different training tasks.</p>
      <p>
        Children between 8 and 12 years old with a diagnosis of ADHD were recruited to
participate to a study involving Braingame Brian training [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. 21 children were
randomized to the treatment condition and 22 to the wait-list control condition. The
results showed that children in the treatment condition significantly reduced ADHD
behaviors and improved executive functions compared with children in the wait-list
condition. However, significant improvement were found in inhibition subscale of the
outcomes test, but not in the working memory and set-shifting subscales. Limitations
of this study are the small sample size and the fact that the children training outcomes
were evaluated only through parents’ reports: parent-rated reports are not very reliable
measures of the improvement of children's executive functions, so it would be
necessary to implement a specific neuropsychological evaluation for each separate cognitive
function.
      </p>
      <p>Play Attention is a training software with a specific neurofeedback system that
detects 2 frequency ranges, 1 in the low-frequency theta brainwave range (4–8 Hz) and
another in the high-frequency beta brainwave range (12–15 Hz) by an EEG. Through
practice, participants learn to manipulate the figures displayed on the screen, resulting
in suppression of theta and an increase in beta activity. As the theta/beta ratio changes,
an algorithm helps users improving attention on the 6 different exercises. The computer
interface gives immediate auditory and visual feedback to the children about the degree
to which they are successful in paying attention. The game, for example, involves flying
an airplane: is the child concentrates, the airplane will go up, and if not, the plane will
go down. Play Attention is provided with an internal progress reporting system: a
baseline is set at the beginning of each session, and as the children progress they reach
higher (more challenging) levels.</p>
      <p>
        Two studies evaluate the efficacy of Play Attention software [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The most
recent study [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] randomly assigned 104 children with ADHD to Play Attention
training (34), simple cognitive training (34), or control conditions (36) in school setting.
Results showed that children in the Play Attention condition improved the inattention
behavior and the executive functioning, also over time, instead children in the CT
condition didn’t show significant pre-post differences. Moreover, results showed that
participants receiving stimulant medication in both control and CT conditions increased
their dosage (measured at preintervention and/or postintervention), instead participant
in the Play Attention condition increased their dosage minimally.
      </p>
      <p>Among limitations of the study there is the small sample of participants; moreover,
all outcome measures were completed by parents, teachers, and blinded classroom
observers at pre- and postintervention, so there isn’t a direct measure of participant
cognitive abilities.</p>
      <p>ATENTIVmynd™ Games is a software that uses a feed forward modeling system
that calculates the user’s attention states. Gamification is integrated into the software
because there are several games with which the child can train, for example Cogoland,
a game with an avatar that the child can guide to achieve the goals of different levels.</p>
      <p>ATENTIVmynd™ Games is provided by a machine learning algorithm that pick up
useful information about attentional activities from the recorded frontal EEG signals
and then send the feedback using the computerized three-dimensional (3D) graphic
game presented on the screen. The algorithm transforms the child's state of attention
into a value between 0 and 100%, allowing him to calibrate his attention to control the
speed of the game. For example, in one game, each participant must complete a task
controlling an avatar, making the avatar run around an island in the shortest time
possible. The avatar run faster if participants are more attentive.</p>
      <p>The software contains a Mission Performance Reports (MPRs), a personalized data
analysis, that allow parents to be involved and informed of their child’s improvements
of attention, inhibition and cognitive skills, through visually intuitive, graphic
representations.</p>
      <p>
        The most recent study on ATENTIVmynd™ Games [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] examined the topological
alterations of large-scale brain functional networks induced by software on ADHD
children using resting-state functional magnetic resonance imaging method. After training
the intervention group (N=18) showed improvements in attention abilities, compared
to the non-intervention group (N=11), but also differential brain network
reorganizations, as increased functional connectivity within the salience/ventral attention network
(SVN) and between task-positive networks (including the SVN, dorsal attention,
somatomotor, and executive control network) and subcortical regions. Limitation of the
study is the small sample of participants.
      </p>
      <p>In Cogmed Working Memory Training® software contains multiple exercises,
such as “Animals”, a game in which some animals on a panoramic wheel are
highlighted in sequences; the children must remember the order and repeat it. For each
correct response, the child gains a starfish. All starfish are collected during the training and
stimulate children motivation.</p>
      <p>Moreover, the difficulty level of every exercise of the training is adjusted in real
time, based on the user’s performance. There is a highly fine-tuned calibration so that
every user always trains at the very edge of cognitive capacity. Cogmed Working
Memory Training® (CMWT) provides an online data reporting system that both users
and the Cogmed Coach can review and monitor each day of training. After the whole
training, the Coach summarizes the results together with the user and provides feedback
data from rating scales and from the Cogmed Coaching Center.</p>
      <p>
        Children between the ages of 7–11 years with a diagnosis of ADHD were included
in a study [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] with the aim of evaluate the efficacy of CWMT (N=44) compared to a
well-controlled placebo version of CWMT (N=41). No significant improvements were
found in teacher rated ADHD inattention symptoms and no significant differences were
found between training group and placebo group on inattention,
hyperactivity/impulsivity symptoms based on parent’s reports. Working memory direct measures showed
greater improvements of nonverbal and verbal storage in the CWMT group, but no
significant differences were found on measures of nonverbal or verbal storage plus
processing/manipulation between treatment conditions.
      </p>
      <p>Despite the absence of a wait-list control condition, strong point of this study are not
only direct and objective assessments of working memory, but also of attention, activity
level, and impulse control, that showed no significant differences of inattention,
impulsivity or activity level between treatment conditions. Within this study also academic
achievement were evaluated, as word reading, sentence completion, math computation
and spelling, but no significant differences were found between treatment conditions at
posttreatment.
4</p>
      <sec id="sec-3-1">
        <title>Discussion</title>
        <p>The motivational aspect of training is important for ADHD patients as much as for
the healthy population. The first aspect that we want to emphasize is that of the
gamification: all the software have a gamification system that increases children’s
motivation, moreover they provide rewards for the attainment of objectives, such as keeping
attention on the task. It is necessary for a cognitive functions treatment to be
characterized by motivating aspects that involve children’s attention, so that they remain on the
task and enhance their skills.</p>
        <p>
          The listed applications make use, in different extent, of Artificial Intelligence, manly
used in managing the difficulty of the task. Especially, most of the tools allow to adjust
the difficulty level of tasks based on user’s performance, which give the training the
opportunity of being customized according to the user’s needs. However, AI is not fully
exploited in our opinion, applications could implement and automatic diagnostic and
assessment tool [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] or gather data to model ADHD behaviors by using neural networks
[
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] or a form of digital to real world robotic platform [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Moreover, an AI
system could suggest the best type of stimuli and prompting, through an automatic
tutoring process, that could stimulate users to improve their performances. However, the
method with which this process takes place is not clearly described by the authors.
        </p>
        <p>
          Moreover, AI is deeply used in neurofeedback software. Neurofeedback has been
used to improve physiological self-regulation skills in children with ADHD and it
showed significant decreases of the ADHD core symptoms [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. Neurofeedback
provide auditory and visual feedback to the users about their performances in specific
tasks, so it uses real-time physiological sensing. These studies highlight the
neurofeedback potential combined with the use of computer-based training and videogames:
neurofeedback allows to analyze sophisticated data of attention’s level from electrodes,
calibrate and send to users the appropriate feedback based on the data collected.
Feedback have a crucial role in maximizing the engagement level of ADHD children during
training.
        </p>
        <p>Every application is provided by an internal or online data reporting system which
is functional for updating users and caregivers on performance training progress.
Although the type of system used is not always specified, this is certainly a software
strength. However, most of studies utilize indirect measures of training outcomes in
ADHD main symptoms, as parents or teachers report; it would be useful to integrate
direct and objective measures of children’s cognitive and executive abilities pre and
post-interventions abilities to better evaluate the efficacy of interventions and training.
5</p>
      </sec>
      <sec id="sec-3-2">
        <title>Conclusion</title>
        <p>This brief review reveals a promising efficacy of the software aimed at improving
specific difficulties of children with a condition of ADHD, however we highlight a
critical lack of scientific support in the case of applications for mobile devices; desktop
application on the other hand are scientifically better supported. However, considering
the widespread popularity and flexibility of mobile devices this lack of scientific
support reveals a scarce scientific attention to ADHD in this specific context. Clearly, apps
need further scientific support to give users with ADHD effective tools able to improve
some aspects of their daily life.</p>
      </sec>
    </sec>
  </body>
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