Background/Objectives: Previous research suggests that social media use can have immediate cognitive effects, raising concerns about its impact on adolescent cognition. This study aimed to examine the short-term cognitive effects of acute social media exposure and screen time habits by comparing cognitive performance in adolescents (13–15 years old) following 30 min of social media interaction versus face-to-fa...
Gamification has emerged as a powerful strategy in digital education, enhancing engagement, motivation, and learning outcomes. However, most research lacks theoretical grounding and often applies multiple and uncontextualized game elements, limiting its impact and replicability. To address these gaps, this study introduces a Systemic Gamification Theory (SGT)—a comprehensive, human-centered model for designing ...
This study examines the impact of gamification on education using a novel gamified digital learning platform and a randomized controlled trial (RCT) protocol. Following established research guidelines (CONSORT, Cochrane Collaboration, EVAT©), we assessed the individual and combined effects of points, badges, and challenges against a control group without gamification. The RCT evaluated participant characteristi...
This 10-year systematic review examines the impact of game-based interventions (GBI) on adult cognition, covering game-based learning and training, serious games, gamification, and exergames. The research followed PRISMA guidelines and Cochrane recommendations for bias assessment. We reviewed 1,398 articles and selected 42 studies (26 randomized trials, 16 non-randomized). Our findings highlight the influence o...
Background/Objectives: Autism is characterized by atypical sensory processing, which affects spatial and temporal perception. Here, we explore sensory processing in children with autism, focusing on visuospatial and temporal tasks across visual and auditory modalities. Methods: Ninety-two children aged 4 to 6 participated, divided into three groups: autism (n = 32), neurotypical chronological age-matched contro...
Nomophobia, or the fear of not being able to use a smartphone and/or the services, has gained increasing attention due to its growing prevalence. This study aimed to examine the prevalence of nomophobia and of potential variables associated with the phenomenon. Additionally, it sought to determine if the average of total nomophobia and the four second-order factors differed across gender. Finally, it analyzed t...
While gamification is increasingly applied in education, research rarely compares distinct social dynamics and evaluates their cognitive, emotional, and motivational impact in a learning context. This study examines the effects of social gamification in education using a digital learning platform and a randomized controlled trial (RCT). Following research standards (CONSORT, Cochrane Collaboration, EVAT©), we c...
Game-based learning, training, exercises, serious games, and gamification represent distinct approaches, integrating games into diverse contexts. Lately, interventions based on these approaches have gained popularity due to their potential to enhance cognitive outcomes. The term game-based intervention (GBI) was adopted to describe the use of all these playful processes with the goals of cognition and behavior ...
Background: This study aimed to evaluate the effects of physical activity on the cognition of patients with stroke, comparing the effectiveness of using isolated or combined rehabilitation, as well as the duration and intensity of training, to identify the characteristics of optimal training programs for post-stroke cognitive rehabilitation. Methods: For this systematic review, we followed PRISMA guidelines and...