Short answer
Incorporate immersive technologies into the design of educational and therapeutic tools to create engaging and effective interventions for improving executive functions in children with ADHD.
- Field
- User-Centred Design
- Source
- Preprints.org (2026)
- Method
- Scoping Review
- Evidence
- Moderate effect
Virtual, augmented, and mixed reality technologies show promise in assessing and improving executive functions like attention, working memory, and inhibition in children with ADHD. This user-centred design research insight is drawn from a 2026 study published in Preprints.org. Using Scoping review, researchers explored how this design variable affects real-world outcomes. The key design takeaway: Incorporate immersive technologies into the design of educational and therapeutic tools to create engaging and effective interventions for improving executive functions in children with ADHD.
Immersive Technologies Enhance Executive Functions in Children with ADHD
Virtual, augmented, and mixed reality technologies show promise in assessing and improving executive functions like attention, working memory, and inhibition in children with ADHD.
Preprints.org · 2026
Key Findings
- 01Sustained and selective visual attention, working memory, and inhibition were the most frequently addressed executive function domains.
- 02Assessment interventions often utilized head-mounted displays with the Continuous Performance Test.
- 03Training interventions included immersive VR, serious video games, VR with motor or dual-task training, and MR.
Application
Design takeaway
Incorporate immersive technologies into the design of educational and therapeutic tools to create engaging and effective interventions for improving executive functions in children with ADHD.
How to apply
When designing assistive technologies for learning or therapy, consider how VR, AR, or MR could be used to create more effective and engaging experiences for users with specific cognitive needs.
Project actions
- 01When designing a product for users with specific cognitive needs, consider how immersive technologies can offer unique benefits.
- 02Focus on creating interactive elements that directly target the executive functions identified as challenging.
Method & Evidence
Variables
Strengths & Limitations
Strengths
- +Systematic approach to mapping existing research.
- +Focus on a specific and relevant user group and technological application.
Limitations
The scope of the review was limited to specific age groups and publication dates, and the effectiveness of these technologies can vary greatly depending on the specific design and implementation.
Reliability & validity
The reliability and validity of the findings depend on the quality and rigor of the individual studies included in the scoping review. The review itself provides a broad overview rather than a deep statistical analysis of individual study validity.
Think critically
To what extent can the observed improvements in executive functions using VR/AR/MR be generalized to real-world settings, and what are the potential long-term effects of these interventions?
Design Principles
"Leverage immersive technology to create targeted, engaging, and measurable interventions for cognitive skill development."
This research highlights the potential of emerging immersive technologies to address specific cognitive challenges faced by children with ADHD. By creating engaging and controlled environments, these tools can offer novel approaches to assessment and intervention, potentially leading to improved learning and daily functioning.
What This Means for Your Design
New virtual and augmented reality games and tools can help kids with ADHD get better at paying attention, remembering things, and controlling their impulses.
How to use in your project
- 1.Use this research to justify the selection of VR/AR/MR as a technology for your design project, especially if it addresses cognitive or learning challenges.
- 2.Cite the findings to support the potential effectiveness of your chosen technology in improving specific user abilities.
Add to My Project
Quick Cite
Paragraph starter
This scoping review highlights the growing application of immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), in addressing executive function deficits in children with Attention Deficit Hyperactivity Disorder (ADHD). The findings suggest that these technologies can be effectively utilized for both assessment and training of critical cognitive skills like attention, working memory, and inhibition, offering a promising avenue for innovative design interventions in this domain.
Source
Preprints.org
Augmented, Virtual, and Mixed Reality Assessment and Training for Executive Functions in Children with ADHD: A Scoping Review
journal · 2026
View sourceQuestions About This Research
- What does the research say about immersive technologies enhance executive functions in children with adhd?
- Incorporate immersive technologies into the design of educational and therapeutic tools to create engaging and effective interventions for improving executive functions in children with ADHD. Evidence: Preprints.org (2026).
- Why does "Immersive Technologies Enhance Executive Functions in Children with ADHD" matter for design?
- This research highlights the potential of emerging immersive technologies to address specific cognitive challenges faced by children with ADHD. By creating engaging and controlled environments, these tools can offer novel approaches to assessment and intervention, potentially leading to improved learning and daily functioning.
- How can designers apply this research?
- Incorporate immersive technologies into the design of educational and therapeutic tools to create engaging and effective interventions for improving executive functions in children with ADHD.
- What were the main findings?
- Sustained and selective visual attention, working memory, and inhibition were the most frequently addressed executive function domains.. Assessment interventions often utilized head-mounted displays with the Continuous Performance Test.. Training interventions included immersive VR, serious video games, VR with motor or dual-task training, and MR.
- What research method was used?
- Scoping Review.
- How strong is the evidence?
- Evidence strength is rated Moderate effect, based on a 2026 journal from Preprints.org.
- What should I do differently in my next project?
- When designing assistive technologies for learning or therapy, consider how VR, AR, or MR could be used to create more effective and engaging experiences for users with specific cognitive needs.
- What are the limitations?
- The review focused on studies published between 2015 and 2025 and included only English-language empirical studies of children under 13 years old.