A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles
Abstract
:1. Introduction
1.1. The Present Study
- Identify existing WM training programs, examining both research-based and commercially available options.
- Analyze their theoretical frameworks and empirical effects.
- Review key design principles that enhance user experience, engagement, and motivation, ultimately developing guidelines for designing effective cognitive applications tailored for children with LDs.
1.2. Systematic Literature Review Questions
- What are the current cognitive applications implemented to train the WM of children with LDs and what is their theoretical underpinning?
- What are the effects of these training applications on children’s WM and other cognitive abilities?
- What are the key design principles or frameworks that can be identified to enhance the design of such applications for children with LDs?
2. Materials and Methods
2.1. Search Strategies
2.2. Inclusion and Exclusion Criteria
2.3. Quality Assessment
- How appropriate is the research design for addressing the question or sub-questions of this review (higher weighting for inclusion of a control group)? Papers were coded as follows:
- High = 3, e.g., Randomized Control Trial (RCT)
- Medium = 2, e.g., quasi-experimental controlled study
- Low = 1, e.g., case study, single subject-experimental design, pre-test/post-test design.
- How appropriate are the methods and analyses (checking the methodological appropriateness, the representation of the target population in the sample, the completeness of the outcome data, and the significance of the measurements)?
- How generalizable are the findings of this study to the target population with respect to the size and representativeness of the sample? To what extent would the findings be relevant across age groups (6–13 years), gender, sample diagnosis, etc.?
- How relevant is the particular focus of the study (including conceptual focus, context, sample, and measures) for addressing the question or sub-questions of this review?
- To what extent can the study findings be trusted in answering the systematic review questions?
2.4. Inter-Rater Reliability (Consistency and Reliability of Coding)
2.5. Data Extraction
3. Results
3.1. WM Training Applications Used (What Are the Cognitive Applications Implemented to Train WM of Children with LDs and What Is Their Theoretical Underpinning?)
3.2. What Are the Effects of These Training Applications on Children’s WM or Other Cognitive/Academic Abilities?
3.3. What Are the Key Design Principles or Frameworks That Can Be Identified to Enhance the Design of Such Applications for Children with LDs?
3.4. Recommendations Targeting the WM Tasks
- The studies suggested that it is better to use a range of tasks to train different components of WM, such as visuospatial tasks including pattern recognition, remembering the location, etc.; verbal tasks including recalling a sequence of objects, text, or numbers in order or reverse order; and central executive tasks including backward processing, and updating or inhibiting tasks.
- The number of elements required to be remembered in WM tasks should progressively increase to challenge the children’s WM capacity, and the tasks should consist of a set of levels while the difficulty level of each task increases as the trainee progresses to higher levels [45].
- All studies recommended adjusting the level of difficulty during training. The difficulty of tasks is consistently adjusted throughout the training process, considering each child’s WM capacity and enabling them to perform at their optimal limits.
- It is recommended to provide the children with some effective strategies during the training to minimize the WM overload, such as rehearsal training and simplifying the training activities [49]. Likewise, Partanen et al. [43] recommended combining WM training with metacognitive techniques to support children with SEN.
3.5. Recommendations Targeting the User
- To enhance motivation and engagement among children during training, it is essential to provide positive and immediate verbal feedback throughout the sessions and to display the participants’ best scores at the conclusion of the training [38,40,46,55]. Additionally, offering a reward system, such as badges and points for correct answers [45,55], incorporating a storyline in which children collaborate with a character, such as the private investigator, Anton [55], and providing tangible rewards (e.g., stationery items) at the end of each session or after every five completed training sessions can further encourage engagement and participation [39,53].
- It is recommended to observe the children with attentional and learning problems during the training period to identify the issues facing them and provide them with immediate feedback and some strategies. This could motivate them and help to obtain the desired results [47].
- It is recommended to provide the facilitator with a booklet to simplify the training process [51].
- It is recommended to link the assessment to the cognitive intervention, meaning that selecting the appropriate intervention according to the cognitive deficits. For example, if the trainee has only a phonological deficit, he should be provided with only one phonological WM task rather than mixed (visual and phonological) tasks. This could help to reduce the training time [50,52].
- Finally, Nelwan and Kroesbergen [46] recommended that future research has to take into consideration the precise planning of the intervention program, the proper support of the children during their training periods, and probably a reward system encouraging the children to do their best during measurements.
3.6. Recommendations Targeting the Environment (Learning Materials)
- The WM training tasks should be selected cautiously to be more interesting for children, and this could be helpful for children in enhancing the training effects [3].
- The training program should incorporate an adaptive, gamified, and interactive design to effectively engage young participants. It should include visually appealing elements along with clear audio and visual task instructions, accompanied by demonstrations [55].
4. Discussion
4.1. Suggestions for Design Guidelines
4.1.1. Cognitive Load Theory
4.1.2. Human–Computer Interaction Concepts: Usability and User Experience (UX)
4.2. The Final Set of the Suggested Guidelines
4.3. Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Study/Location/Quality (%) | Sample Diagnosis/ Number/Age | Study Design/Methodology |
---|---|---|
COGMED | ||
Bergman-Nutley and Klingberg [37] Sweden, 80% | Children with WM deficits. N = 480, aged 7–12 Y | QE: The training group (176) with WM deficits and typical passive control group (304). The study recruited the training group from a set of clinics that provide COGMED training for children/adults. The chosen children already had COGMED training during summer and were tested five times as a part of their training either in the clinic or at home before conducting the study. |
Dahlin [38] Sweden, 80% | Children with special educational needs (literacy difficulties) N = 57, aged 9–12 Y | The training group (42) and passive control group (15) |
Dunning et al. [39] UK, 93% | Children with low WM N = 47, aged 7–9 Y | RCT: Randomized Controlled Trial (adaptive CWMT (15), non-adaptive CWMT (19) passive control group) |
Holmes et al. [40] UK/86.7% | Children low WM N = 42, aged 9–11 Y | QE: Controlled (adaptive vs. non-adaptive training group) |
Holmes et al. [41] UK, 73% | Children with specific language disabilities/children with low language abilities. N = 27, aged 8–10 years | QE: Two training groups (language learning disabilities (N = 12) and typical language performance (N = 15)) received COGMED training. |
McKenzie [42] USA, 73% | Children with LDs N = 36, aged 7–8 Y | QE: Training group (18) received COGMED training. Passive control (18). Both groups received reading intervention in the previous year. |
Partanen et al. [43] Sweden, 100% | Children with special educational needs (SEN) from 10 schools N = 64, age 8–9 Y | RCT: Randomized Controlled Trial (group1 (20): WM training group 2: WM training + metacognitive strategy training control group 3 (24)) |
Roberts et al. [44] Australia, 87% | Children low WM N= 452, aged 6–7 Y | RCT: Randomized Controlled Trial training group and passive control group |
Ang et al. [45] Singapore, 86.7% | Children with LDs N= 111, aged 7 Y | QE: Two training groups: updating training, COGMED vs. two control groups: active control, passive control. |
Jungle | ||
Nelwan and Kroesbergen [46] Netherlands, 73.3% | Children with LDs. N = 64 aged 9–12 Y | QE: Three groups of children were assigned and trained in two periods: (1) jungle WM training first, followed by math training, (2) math training first, followed by jungle WM training, and (3) a control group that received math training only. |
Nelwan et al. [47] Netherlands, 73.3% | Children with LDs N = 48 aged 9–12 Y | QE: Training group (23) received one high coaching session per week, passive control group (25). |
Alloway and Alloway [48] The UK, 60% | Children with LDs N = 15 aged 12–13 | QE: Training group (8), active control group, received targeted educational support (7). |
Alloway, Bibile and Lau [49] The UK, 86.7% | Children with LDs N = 94, aged 10–11 Y | QE: Two control groups (non-active and active), and one training group. The active control group received low-frequency training (once a week) while the training group received high-frequency training (four times a week). |
BrainWare Safari | ||
Avtzon [50] USA, 86.7% | Children with specific learning disabilities N = 40 Aged 7–9 Y | QE: Training group (20) received BrainWare Safari training. Passive control (20) received their usual special education routine. |
Shokoohi-Yekta et al. [51] Iran, 60% | Children with LDs N = 35 aged 7–12 Y | QE: Training group (15) received BrainWare Safari training. Passive control (20) received an academic education at school. |
Phonological and visuospatial (N-back) | ||
Yang et al. [52] China, 73.3% | Children with developmental dyslexia N = 11 aged 9–11 Y | QE: Experiment 1: training group (13) received phonological (N-back) training. Active control (12) received the idiom King video game. Experiment 2: training group (12) received visuospatial (N-back) training. Active control (12) received pull the carrot game. |
Adopted WM training tasks. | ||
Chen et al. [3] China, 73.3% | Children with LDs N = 54 aged 9–11 Y | QE: Randomized (active training (26) vs. passive control group (28). |
Zhang et al. [5] China, 66.7% | Children with LDs N = 65 (45 with LDs and 20 without), aged 10–13 Y | QE: Adaptive training a group with LDs vs. two non-adaptive control groups (control group with LDs and normal group). |
Developed a training program (Research-based) | ||
Luo et al. [53] China, 66.7% | Children with dyslexia N = 30, aged 8–11 Y, | QE: The training group (15) and the active control group received low-dose training (15). |
Ramezani et al. [54] Iran, 80% | Children with dyslexia N = 36 aged 8 Y | RCT (36 children, 7 dropped out): Control group used VWM (18 children). Intervention group used a VWM-balance program (18 children). |
Maehler et al. [55] Germany, 73.3% | Children with and without dyslexia. N = 139 aged 8–9 Y | QE: Four groups: Dyslexia: 84 (43 trained, 41 untrained) Control: 69 (27 trained, 28 untrained) |
Muñez et al. [56] Singapore, 80% | Children with math LDs N = 428, aged 7 Y | RCT (each group ~107 children):
|
Study | Results of Post- and Follow-Up Training on WM and Other Cognitive/Academic Performance |
---|---|
COGMED | |
Bergman-Nutley and Klingberg [37] | Post-training: The results showed an improvement in WM capacity, arithmetic performance, and following instructions after the training period. |
Dahlin [38] | Post-training: The WM training improved the children’s WM capacity and reading comprehension in the training group, but no improvement occurred in the other two tests of word decoding and orthography. Follow-up (6 months): The improved reading comprehension was maintained 6 months after the training, but no improvement occurred in the other two tests of word decoding and orthography. |
Dunning et al. [39] | Post-training: The adaptive training group showed improvements in Visual Short-Term Memory (VSSTM), Visual–Spatial Working Memory (VSWM) and Verbal Working Memory (VbWM) in post-training measures though not in Verbal Short-Term Memory (VbSTM). No improvements in either literacy, numeracy, or WM demanding classroom tasks occurred after the training. Follow-up (a year): VbWM revealed maintained improvement after a year. No improvements in literacy, numeracy, or WM demanding classroom tasks occurred one year after the training. |
Holmes et al. [40] | Post-training: Adaptive group showed improvement in VSSTM, VSWM, and VbWM but not in VbSTM compared to the non-adaptive group. Adaptive training did not lead to a significant boost to IQ, literacy, or numeracy. Follow-up (6 months): The improvement in VSSTM, VSWM, and VbWM was sustained 6 months later. Only numeracy was improved, but no improvements were revealed in IQ or literacy 6 months later. |
Holmes et al. [41] | Post-training: A significant improvement in VSSTM in both training groups has been found. However, the verbal IQ and the language level in the training group with low language abilities were lower than a typical group. Exploratory analyses showed that the children with low verbal IQs made greater gains in verbal-span-like WM tasks, while children with higher verbal IQs achieved greater gains in VSSTM after the training. |
McKenzie [42] | Post-training: The WM capacity improved after the training period. However, no improvement was transferred to reading fluency and comprehension. |
Partanen et al. [43] | Post-training: Results revealed the WM performance was improved in favor of the metacognitive intervention. No transfer to arithmetic or reading and writing skills were identified after training in any of the two training groups. Follow-up (6 months): The improvement in WM was maintained in VSWM 6 months after the training. However, no transfer to arithmetic or reading and writing skills was identified in any of the two training groups. |
Roberts et al. [44] | Follow-up (6, 12, or 24 months): The VSSTM improved temporarily after six and twelve months. However, this improvement was not maintained after two years. No evident benefits to academic outcomes (reading, math, and spelling scores as primary outcomes) were found at 12 or 24 months. This lack of effect is also seen in the parent and teacher ratings of attention, social–emotional difficulties, and quality of life. |
Ang et al. [45] | Post-training: The results showed some general improvements in the trained tasks either in the training program or COGMED; however, these improvements neither transferred to other similar untrained WM tasks nor math. Follow-up (6 months): The improvement in WM led to better performance of a similar task to the trained tasks. However, this improvement in WM did not result in better math performance. |
The Jungle | |
Nelwan and Kroesbergen [46] | Post-training: A possible improvement in VbWM in the short term, but none on VSWM. The performance of the children, who had WM training first, was better after math training than the performance of those who did not have WM training first or did not receive WM training. |
Nelwan et al. [47] | Post-training: After WM training, the highly coached group performed better compared to the low-coached group in VSWM but not on VbWM. The highly coached group performance in math was better than the low-coached group. |
Alloway and Alloway [48] | Post-training: The WM, the crystallized intelligence, and academic attainment (math) were improved post-training compared to the control group. |
Alloway et al. [49] | Post-training: Significant improvements in VbWM, VSWM, and spelling have been seen in the training group. No improvement was transferred to math performance. Follow-up (8 months): The effect of the training was maintained for 8 months in all areas (WM, spelling), except in math. |
The Computerized WM updating training. | |
Chen et al. [3] | Post-training: The children’s WM capacity and fluid intelligence were improved after the training. However, no improvements were seen in the children’s academic performance (math and language). Follow-up (6 months): The improvement in children’s WM capacity and their fluid intelligence was maintained six months after the training. However, the improvement in the academic performance (math performance) was delayed six months after the training. |
Zhang et al. [5] | Post-training: The training group showed a significant improvement in WM updating compared to the control groups, while they did not exhibit considerable improvement in fluid intelligence after training. The training group demonstrated lower language and math performance than the normal control group. |
BrainWare Safari | |
Avtzon [50] | Post-training: The results showed greater improvements were seen in STM and VbWM, compared to executive function and processing speed. The reading and math performance of the children was improved after the training. |
Shokoohi-Yekta et al. [51] | Post-training: The results showed that the VSWM component was improved post-training compared to the passive group. |
Phonological and visuospatial (N-back) | |
Yang et al. [52] | Post-training: The children’s VbWM and VSWM performance in experiments 1 and 2 were improved using N-back. Experiment 1 showed an improvement in phonological awareness (corresponding to VbWM), and experiment 2 showed improvement in the orthographic awareness skill (corresponding to VSWM). The results revealed that both experiments showed improvements in the fast word naming skills compared to the control group. No difference in motivations or level of attitude was revealed among the groups. |
Developed a training program (research-based) | |
Luo et al. [53] | Post-training: The WM training improved the WM capacity of dyslexic children and their reading skills. The improvement in reading skills is positively correlated with the improvement in WM. |
Ramezani et al. [54] | Post-training: Both the VWM-B and VWM groups showed significant improvements in WM capacity, reading skills, and postural control compared to baseline. Follow-up: The VWM-B group maintained their improvements in WM capacity and reading skills at a significantly higher level than the VWM group. |
Maehler et al. [55] | Post-training: Improved visuospatial working memory in typical children and central executive in children with dyslexia, but no phonological loop improvements for either group. Follow-up (3 months later): No significant long-term improvements in working memory for either group. |
Muñez et al. [56] | Post-training: Both the Numeric-only and Numeric-WM groups exhibited significant enhancements over the control group in non-symbolic numerical discrimination and number line estimation tasks. Additionally, the Numeric-WM group demonstrated notable improvement in math achievement compared to the control group. Follow-up: The Numeric-WM group maintained significant gains over the control group in non-symbolic numerical discrimination, number line estimation, and math achievement, whereas the Numeric-only group did not sustain such improvements. |
Guideline | Reason for Suggestion |
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Guidelines for designing the learning environment (application interface design) | |
Use consistent elements throughout the application (e.g., characters, colors, backgrounds, buttons, icons, etc.). | Aesthetically, to improve the user interface. |
Minimize distracting elements (e.g., movement, scrolling, background music, the competition time) in the application. | “Individuals learn better when non-essential words, pictures, and sounds are excluded rather than included” [61]. Therefore, to minimize the distraction level during the training, background music should be avoided. Additionally, the competition time should be avoided as research such as [62] revealed that it increases the users’ anxiety and thereby increases the cognitive load. |
In case of providing help, the helper/guide should have a user-friendly tone and use affirmative language with familiar words. | “Individuals learn better when the narration is spoken in a human voice rather than a machine voice. The voice principle was supported in three out of three experiments, with a median effect size of d = 0.78” [63] |
Alert users to errors or possible errors, e.g., before the exit or cancel orders. | To improve the UX and dimmish the cognitive overload. |
Use sufficient contrast between the text and background, and the text’s font should be clear and readable (e.g., using sans-serif fonts such as Arial, Verdana, Helvetica, and Tahoma) | Research recommends using clear and readable fonts with individuals with LDs, such as sans-serif fonts [64]. |
Guidelines for designing the learning materials | |
Presenting the working memory activities in the form of a meaningful story is recommended. | Presenting the application’s content in a meaningful and amusing story to aid children to explore connections among the application activities [65]; thereby, they will be kept motivated during the training period. |
The application’s activities are short, simple, and have their own goals, and the difficulty level of each activity increases as the trainee progresses to higher levels. | Individuals learn better when a narrated animation is offered in segments according to the user’s pace compared to a continuous unit [66]. Short activities could be used to diminish the imposed cognitive load level and keep children engaged and attentive during the training [24]. Points could be used to encourage children during the training because points represent their progress and can be considered immediate feedback and a reward. Since the level of difficulty increases as the trainee reaches the higher levels, this could keep the child excited and motivated to reach higher levels. |
Minimize text input and rely on spoken (e.g., providing a narration option) and visual inputs (e.g., using a visual password). | “Individuals learned more deeply from pictures and spoken words than from pictures and printed words” [66]. Therefore, a narration option and a visual password could be used to enhance the UX and dimmish the cognitive overload. |
Present a summarizing report regarding the trainee’s achievement by the end of each activity and every session or set of activities. | Progress reports could be used to reward the child after each activity and at the end of each training session. This report could motivate the child to complete all activities to obtain the treasure. Badges could be used, as a reward, to represent the children’s achievements and performance after each training session. Badges could be used along with points and levels to further motivate the children, particularly after each training session. |
Highlight the most important elements, such as the options chosen by the users. | Individuals learn in a better way when adding cues to highlight the essential material [61]. Furthermore, the most important elements should be highlighted to be more obvious and accessible for children, improving the UX. |
Proposed user guidelines | |
Allow the user to be in control of the application via support elements, self-paced progression, navigation. | To improve the UX and dimmish the cognitive overload. |
Provide the users with help (either auditory or visual) whenever they need it throughout the application. | Individuals learn better from a multimedia message when they realize the information and features of the key components before the study begins [66] A virtual assistant is used to help the child throughout the application (game element). |
The application should be intrinsically motivating, such as being in the form of a contest between the child and a virtual competitor. | Internal competition promotes intrinsic motivation to keep children motivated during the training [30], while extrinsic motivator’s effect appeared to fade over time [24]. Therefore, external competition with other children could be avoided, and instead, internal competition (virtual competitor) employed to minimize the anxiety imposed by competition with others, thereby decreasing cognitive load. |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Shaban, A.; Chang, V.; Amodu, O.D.; Attia, M.R.; Abdelhamid, G.S.M. A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles. Educ. Sci. 2024, 14, 1260. https://doi.org/10.3390/educsci14111260
Shaban A, Chang V, Amodu OD, Attia MR, Abdelhamid GSM. A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles. Education Sciences. 2024; 14(11):1260. https://doi.org/10.3390/educsci14111260
Chicago/Turabian StyleShaban, Adel, Victor Chang, Onikepo D. Amodu, Mohamed Ramadan Attia, and Gomaa Said Mohamed Abdelhamid. 2024. "A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles" Education Sciences 14, no. 11: 1260. https://doi.org/10.3390/educsci14111260
APA StyleShaban, A., Chang, V., Amodu, O. D., Attia, M. R., & Abdelhamid, G. S. M. (2024). A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles. Education Sciences, 14(11), 1260. https://doi.org/10.3390/educsci14111260