Abstract
Executive functions are high-level mental abilities that are located in the frontal lobe and allow humans to regulate their behavior. These cognitive skills are initiative, working memory, problem solving ability, inhibition, monitoring, verification, planning, among others. In the processes of stimulation or rehabilitation of executive functions, we work with material based on pencil and paper, therefore, it is essential to generate technological proposals that can help in the processes of rehabilitation of executive functions. In this context, we present a research that conducted a quantitative systematic review of technological devices used for neuropsychological stimulation and rehabilitation of executive functions. The research concludes by analyzing the contribution of having technological resources to rehabilitate executive functions and the need for future research to develop new technological tools in the neuropsychological rehabilitation process.
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Appendix 1
Appendix 1
Title | Sample | Research countries | Ed. Level | Population type | Technological development | How is it used? | Limitations | Executive functions stimulation | Intervention time |
---|---|---|---|---|---|---|---|---|---|
Empowering Executive Functions in 5- and 6-Year-Old Typically Developing Children Through Educational Robotics: An RCT Study | 187 | Italy | Preschool students | Children between 5 and 6 years of age, who are studying in a school | Bee-Bot robot, bee-shaped device with boards or complementary material | It is used in an ER-lab, where children must complete goals programmed by the BEE-Bot robot. As this robot has buttons to move forward, stop, delete the memory, etc., the children must use these buttons according to the goals to be accomplished | It is important that you are in a school or classroom environment | Mamory of visuospatial work, inhibition, self-control, cognitive flexibility, sustained attention, problem solving | 20 training sessions of 60 min each |
CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning | 37 | Germany | Don’t specify | Men and women from 21 to 35 years old | CortexVR, is an application with different virtual reality games | By means of virtual reality glasses, the CortexVR application is used, which has some game modes (player tracking, counting players, finding the ball), then, while people play, they stimulate some executive functions. Similarly, it should be complemented with the CachApp for training and analysis | The full benefits of this adaptation are not yet fully known | Inhibition, working memory, cognitive flexibility, reasoning and problem solving | It does not show an exact time, but you must play the 3 game modes in a specific order and repeat it 4 times |
Smartwatch Executive Function Supports for Students With ID and ASD | 3 | United States | University | Patients with a diagnosis of intellectual disability and autism spectrum disorder | A smartwatch app to help support executive functions | It is an application that requires students to be digitally literate, so that they can enter the alarms of their appointments through an appointment formula and through the Smartwatch access the information. With the purpose of helping the student to have more independence | The application does not allow selecting the date of the appointment, only the day of the week. In addition, as the study sample was very limited, it is not possible to ensure that it works for other age groups | Planning, organization and independence | 3 sessions per week of 50 min. Each one |
Educational robotics to develop executive functions visual spatial abilities, planning and problem solving | 30 | Italy | 5th grade of primary education | Healthy children attending school | LEGO Mindstorms EV3. It is a programmable robotic kit, created by Lego | The children have to assemble the robot, then they are given programs, which they have to program and they increase in difficulty. In addition, the children can observe the movements of the toy and what it does according to the environment in which it is | Don’t specify | Visuospatial attention, planning, problem solving, working memory, control of complex tasks | 10 meetings, 2 h each and one meeting per week |
Computer-based training in math and working memory improves cognitive skills and academic achievement in primary school children: Behavioral results | 104 | Spain | Primary Education | Children from 7 to 12 years old in rural schools in Murcia (Spain) | Computer-based training, consisting of: working memory and mathematical tasks | This training consists of 3 phases: pre-training, training and post-training. Through tasks of mathematical ability, reading, and verbal skills. In order to measure the stimulation, a test is performed before and after the training | Therefore, it is not possible to measure long-term effects because the post-training measurement is a short-term measurement | Working memory, adaptability, inhibition | 17 weeks |
Computer aided technology-based cognitive rehabilitation efficacy against patients’ cerebral stroke | 128 | China | 10 a 11 years of basic education | Cardiovascular accident patients, 18 to 80 years old | Computer Aided Technology (CAT) | Doctors specialized in rehabilitation have designed a specialized training program for each patient, so in addition to the one-on-one training with the patient, CAT is applied and the respective medication for each patient | Because MOCA is used for rehabilitation assessment, there may be certain limitations and misdiagnoses | Memory, visual and spatial executive function, abstract ability, orientation and language | 4 weeks, 30 min per day, 6 days per week |
Use of a Brain–Computer Interface + Exoskeleton Technology in Complex Multimodal Stimulation in the Rehabilitation of Stroke Patients | 44 | Russia | Don’t specify | Patients with cardiovascular stroke, 61 years of age | Brain–Computer Interface + Exoskeleton Technology in Complex Multimodal Stimulation (BCNI) | The patient is seated in a chair in front of a computer with both wrists attached to an exoskeleton. Then on the screen comes out 3 mental commands: relax, imagine the state of the muscles when opening the right or left hand. The hand opens after the system recognized the correct classification of execution | Patients only have an average capacity and tolerance of 20 to 30 min | Problem solving, visuospatial thinking, attention, working memory (practice) | 8 to 10 procedures, 10 min per session, with a 3 to 5 min break |
Enhancing the potential of creative thinking in children with educational robots | 171 | Italy | 4th and 5th year elementary school students | Children | Ozobot, a small educational robot | It is a robot that is coded to follow colors on a linear surface, so the children use the colors to determine the robot’s movements according to the instructions they receive | Don’t specify | Problem-solving, visuospatial thinking, attention, working memory | There is no time limit, it depends on how long the children take |
“CityQuest,” A Custom-Designed Serious Game, Enhances Spatial Memory Performance in Older Adults | 56 | Ireland | Don’t specify | Healthy older adults 65 years of age and older | CityQuest, a virtual city game | A virtual game that through navigation of unfamiliar and crowded locations that require participants to control navigation through city spaces and avoid obstacles | Don’t specify | Spatial memory, working memory, problem-solving, sustained attention, cognitive flexibility | 2 sessions per week of 60 min, for 5 weeks |
Using a wearable camera to support everyday memory following brain injury: A single-case study | 1 | United Kingdom | Don’t specify | A 48-year-old man with Alzheimer’s disease | Handheld Camera | The use of a wearable camera to record significant events over a 6-week period to aid memory recall | It was only a case study, so we need to deepen the effectiveness with a larger sample | Working memory | 6 weeks |
Reading Goals and Executive Function in Autism: An Eye-Tracking Study | 22 | Spain | School and high school | Middle-class children and adolescents with a diagnosis of autism | Eye-tracking technology | Using a computerized and modified version of The Tower of Hanoi, they must read the instructions on the screen and solve the problem with a maximum of 15 moves per problem, moving the computer mouse to do so. While the eye tracker evaluates it | Its application cannot be generalized to the entire population with autism | Problem solving, inhibition, planning | 40 min |
Robotic Rehabilitation: An Opportunity to Improve Cognitive Functions in Subjects With Stroke. An Explorative Study | 51 | Italy | Less than 26 years of education | Persons between 35 and 85 years of age, who have had a cardiovascular accident in the last 6 months | A set of three robots and a sensor-based device for upper limb rehabilitation | The rehabilitation program focused on interactive games, carried out with the support of the assistance forces provided by the 3 robots (Amadeo, Pablo and Diego) | Lack of a control group in the application of robots | Planning, problem-solving, selective attention, cognitive flexibility | 30 rehabilitation sessions, 45 min each, 5 days a week |
Application of virtual environments in a multi-disciplinary day neurorehabilitation program to improve executive functioning using the Stroop task | 21 | United States | Don’t specify | Brain-injured patients with executive dysfunction | Bimodal VR-Stroop | It consists of two scenarios (a classroom and an apartment), then in both there are visual and auditory distractions that appear for 5 s, in intervals of 10, 15 and 25 s. The task is to say the color that comes up, not the color it is written in | Excludes patients who lack the cognitive sufficiency to participate in tasks | Sustained attention, attention to visual details, cognitive flexibility | Sessions 1 and 8 of 60 min; Sessions 2 to 7 of 30 min |
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Ramos-Galarza, C., García-Cruz, P. (2023). Rehabilitation of Executive Functions: Systematic Review of Technological Stimulation Devices. In: Gao, Q., Zhou, J., Duffy, V.G., Antona, M., Stephanidis, C. (eds) HCI International 2023 – Late Breaking Papers. HCII 2023. Lecture Notes in Computer Science, vol 14055. Springer, Cham. https://doi.org/10.1007/978-3-031-48041-6_39
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