Limited Cognitive Benefits of Gamification in Adolescents With ADHD: Implications for Elearning Design
Description
Overview This dataset is part of the study Limited Cognitive Benefits of Gamification in Adolescents With ADHD: Implications for Elearning Design. The main objective was to examine how casual video game play influences spatial learning, recognition memory, and pattern separation in participants with and without Attention-Deficit/Hyperactivity Disorder (ADHD). Dataset description The dataset includes performance measures from three participant groups: Non-Gamers Gamers without ADHD Gamers with ADHD For each participant, the following variables were recorded: Sex (1 = Boy, 2 = Girl) Learning phase (time in seconds) Crossings platform (number of platform crossings during the virtual task) Pattern separation (calculated index reflecting the ability to discriminate similar stimuli) File format File name: estudio 6.xlsx File type: Microsoft Excel spreadsheet (.xlsx) Methodological notes Data were obtained from a virtual spatial navigation task designed to assess learning and memory performance. Pattern separation was computed based on a visual discrimination phase. Participants were grouped according to their gaming habits and ADHD diagnosis. License and use The dataset is shared exclusively for research and educational purposes. Any use or redistribution must properly cite the original study.
Files
Steps to reproduce
The Lobato Water Virtual Reality Maze (Lobato-Camacho et al., 2023, 2025; Lobato-Camacho, López, et al., 2024; Lobato-Camacho, Vargas, et al., 2024) and the Mnemonic Similarity Task, version 0.96 (Clemenson et al., 2019; Clemenson & Stark, 2015; C. E. L. Stark et al., 2023; S. M. Stark et al., 2013, 2019) were employed to assess spatial memory and pattern separation.
Institutions
- Universidad de Sevilla
Categories
Funders
- Ministerio de Ciencia, Innovación y UniversidadesSpainGrant ID: PID2019-110739GB-I00/AEI/10.13039/501100011033 y PID2023-149901NB-I00