Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review
Abstract
1. Introduction
1.1. Rationale
- To maximize the effectiveness of digital interventions for developmental dyscalculia, several key principles should be observed [2]:
- Individualized Delivery: Training should not be conducted in group settings or traditional classroom environments. Instead, it should be tailored to the individual, allowing for personalized pacing and focus.
- Hierarchical and Structured Design: The intervention should follow a hierarchical structure, beginning with foundational numerical concepts and progressively increasing in complexity as the learner achieves specific milestones.
- Motivational Support: Motivation plays a critical role in the success of interventions. Incorporating reward systems can help individuals recognize and value their efforts, even when immediate results are not evident. This approach also contributes to reducing math-related anxiety.
- Repetition and Practice: Effective interventions require extensive repetition and practice to reinforce learning and promote long-term retention of numerical concepts.
- Comprehensive Content Coverage: The training should address both non-curricular numerical understanding (e.g., number sense, magnitude comparison) and curricular content aligned with school-based mathematics instruction.
1.2. SGs and NDDs/SLDs: Previous Reviews and Meta-Analyses
- The effects of digital-based interventions in children with mathematical difficulties were examined in a meta-analysis of randomized controlled trials conducted between 2003 and 2019 [37]. The findings revealed no significant advantage of serious game-based training over traditional digital approaches such as drilling and tutoring. Nevertheless, the results were consistent with previous studies, indicating improvements in numerical performance and understanding among children in preschool and primary education.
- The effectiveness of digital game-based training in children aged 5 to 16 years with neurodevelopmental disorders was evaluated in a recent meta-analysis [32]. The results indicated that such interventions could enhance overall cognitive abilities, with a small to medium effect size reported across 8 of the 29 included studies.
- The effectiveness of emerging technologies such as augmented reality (AR) and virtual reality (VR) in the remediation of specific learning disorders (SLDs) was examined recently [47]. Among the 34 articles included in their review, 8 focused on dyslexia and only 1 addressed dyscalculia. Not all studies targeted children, and only one employed a serious game-based approach. Given the novelty of this research area, further investigation is required to validate the promising effects observed in both educational and healthcare contexts.
- Several reviews have examined the application of serious games (SG) in the context of neurodevelopmental disorders (NDDs). One of them [48] conducted a systematic review and qualitative synthesis on the effectiveness of digital SGs for the assessment and intervention of ADHD. The study analyzed 11 screening tools and 11 intervention programs based on non-commercial video games. Results indicated improvements in cognitive functioning and/or reductions in ADHD symptoms. Intervention studies reported high engagement levels and low dropout rates, reinforcing the benefits of video games observed in previous research. Moreover, the screening tools demonstrated effectiveness not only in distinguishing ADHD cases from controls but also in differentiating between subtypes. Similarly, [49] carried out a qualitative synthesis of 24 studies on the use of video games for the treatment of autism spectrum disorder (ASD). Although SG-based interventions were found to be effective in alleviating various ASD symptoms, the reported effect sizes were modest. As with ainterventions, high engagement and low dropout rates were noted, aligning with the findings of [48].
- A systematic review and qualitative synthesis on the use of digital applications and video games in interventions targeting reading difficulties was conducted recently [50]. The review analyzed 55 studies involving 33 different training programs—digital tools based on serious games or applications deployed on computers or mobile devices. The findings revealed medium to large effect sizes and notable improvements in first-language reading processes.
1.3. Theoretical Background
1.4. Objective
- The specific mathematical competencies addressed;
- The gamification techniques implemented;
- The configuration of the experimental trials;
- The outcomes reported.
- Which types of serious game-based digital tools are most utilized for the detection and/or remediation of developmental dyscalculia?
- What emerging technologies (e.g., virtual reality, augmented reality) have been integrated to enhance the effectiveness of these tools?
- What types of experimental trials and methodological configurations have been employed to evaluate the effectiveness of these digital tools?
- What are the primary outcomes reported in these trials regarding the effectiveness of the digital tools?
2. Methods
2.1. Protocol and Registration
2.2. Eligibility Criteria
- Population. Children aged 5 to 12 years, diagnosed with or at risk of developmental dyscalculia, were considered. Comorbidity with other specific learning disorders (SLDs) was accepted; however, studies involving other mental disorders were excluded.
- Intervention. Screening tests and interventions employing serious games, video games, or applications designed for computers or mobile devices were included. Studies incorporating immersive technologies such as virtual reality (VR) or augmented reality (AR) were also considered relevant.
- Comparators. Other kinds of detection/intervention.
- Outcomes. For detection: reliability. For intervention: improvements in various mathematical domain areas, engagement, and positive user and administrator experience.
2.3. Information Sources
- PubMed (https://www.ncbi.nlm.nih.gov/pubmed, accessed on 7 August 2025): A free database comprising an extensive collection of scientific publications in the fields of biomedicine and health. It includes over 38 million citations and abstracts from MEDLINE, PubMed Central (PMC), life science journals, and online books.
- Web of Science (http://www.isiknowledge.com): A multidisciplinary bibliographic database indexing scientific articles from more than 22,000 high-impact journals worldwide. It provides advanced search capabilities, citation analysis, and bibliometric tools. Relevant disciplines such as computer science, mathematics, and neuroscience were included.
- Scopus (https://www.scopus.com/home.uri, accessed on 7 August 2025): The largest multidisciplinary database of peer-reviewed scientific literature, covering science, technology, medicine, social sciences, and the arts and humanities. With over 100 million records, including content from MEDLINE and EMBASE, Scopus offers advanced search functionality and robust analytics tools.
- ERIC (https://eric.ed.gov accessed on 7 August 2025): Education Resources Information Center is an authoritative database of indexed and full-text education literature and resources. It includes records for a variety of source types, having the option to specify the education level.
- PsycInfo (https://www.proquest.com/psycinfo/, accessed on 7 August 2025): The preeminent psychology database, with worldwide coverage and registered dates from 1800 to the present. It includes four million citations and abstracts from different kinds of publications, bearing the American Psychological Association’s seal of approval. It is an indispensable starting point for any information search, compiling all the high-quality, peer-reviewed literature on behavioral sciences and mental health.
- IEEEXplore (https://ieeexplore.ieee.org/Xplore/home.jsp, accessed on 7 August 2025): the flagship digital platform for scientific and technical content published by the IEEE (Institute of Electrical and Electronics Engineers). It contains more than 6 million documents and additional materials from some of the world’s most cited publications in electrical engineering, computer science, and related sciences.
2.4. Search
2.5. Study Selection
2.6. Data Collection Process and Data Items
- Bibliographic:
- ○
- Author/s, title, publication date, journal.
- Participants:
- ○
- Sex, age, country, number of participants.
- Study:
- ○
- Type (detection/intervention/both).
- ○
- Used tool/s (computer-assisted, mobile, AR/VR).
- ○
- Tasks included by area of mathematical knowledge: numerical processing and calculation.
- ○
- Indicators: response time, accuracy.
- ○
- Groups: experimental and/or control, participants.
- ○
- Methodology: duration, participant’s inclusion criteria, pre–post assessment.
- ○
- Additional information about participants and tools.
- ○
- Main outcomes: sample size, based on means and standard deviations p-values and effect size.
2.7. Risk of Bias in Individual Studies
2.8. Data Extraction and Synthesis
- The intervention did not involve video games or serious games.
- The study was not related to developmental dyscalculia (DD).
- The study provided insufficient detail regarding key aspects, including methodology (e.g., study design, participant groups, indicators, mathematical tasks), tools (e.g., type, technological platform), and outcomes (e.g., sample size, effect size, reliability).
3. Results
3.1. Study Characteristics
3.1.1. Participants Data
Study | Demographic Data | Group Distribution | ||||||
---|---|---|---|---|---|---|---|---|
Authors | Year | Country | Sample (N) | Mean Age (SD) | Age Range | Sex (F/M) | CG | EG |
Ariffin et al. [40] | 2019 | Malaysia | 7 | NA | 6–10 | NA | – | 7 |
Aunio, P., & Mononen, R. [41] | 2017 | Finland | 22 | 5.7 (0.425) | NA | 15/7 | Active: 8 Passive (reading): 7 | 7 |
Avila-Pesantez et al. [45] | 2018 | Ecuador | 40 | 7.95 (0.81) | 7–9 | 22/18 | 20 | 20 |
Cheng et al. [69] | 2019 | China | 78 | EG: 9.53 (0.73) CG: 9.55 (0.85) | NA | 29/49 | 38 | 40 |
De Castro et al. [68] | 2014 | Brazil | 26 | 8.12 (NA) | 7–10 | 16/10 | 13 | 13 |
Ferraz et al. [42] | 2017 | Portugal | 45 | 9.18 (NA) | 8–10 | 22/23 | – | 22 F/23 M |
Gunasekare et al. [28] | 2024 | Sri Lanka | 420 | NA | 8–10 | NA | – | 420 |
Hallstedt et al. [43] | 2018 | Sweden | 283 | 8.25 (0.33) | NA | 142/141 | 52 | EG1: 78 EG2: 76 EG3: 77 |
Kariyawasam et al. [29] | 2019 | Sri Lanka | 50 | NA | NA | NA | – | 50 |
Käser et al. [33] | 2013 | Switzerland | 41 | EG1: 9.96 (1.35) EG2: 9.98 (1.33) | 7–12 | 27/14 | – | EG1: 13 F/7 M EG2: 14 F/7 M |
Kohn et al. [34] | 2020 | Germany | 67 | CG: 8.98 (0.88) EG: 8.94 (0.77) | 7–10 | 49/18 | 33 | 34 |
Kucian et al. [35] | 2011 | Switzerland | 32 | CG: 9.5 (1.1) EG: 9.5 (0.8) | 8–10 | 19/13 | 9 F/7 M | 10 F/6 M |
Kuhn and Holling [36] | 2014 | Germany | 59 | 9 (0.7) | 7–9 | 32/27 | 20 | EG1: 19 EG2: 20 |
Mohd Syah et al. [67] | 2016 | Malaysia | 50 | 7 (NA) | 7 | NA | 25 | 25 |
Mukherjee et al. [30] | 2024 | India | 15 | NA | 4–6 | NA | – | 15 |
Räsänen et al. [18] | 2009 | Finland | 59 | CG: 6.56 (0.275) EG1: 6.61 (0.267) EG2: 6.48 (0.325) | 6–7 | 27/32 | 16 F/13 M | EG1: 5 F/10 M EG2: 6 F/9 M |
Re et al. [71] | 2020 | Italy | PRI: 31 SEC: 26 | PRI: 8.975 (NA) SEC: 11.06 (NA) | PRI: 8.2–11.6 SEC: 10.3–12.6 | PRI: 20/11 SEC: 16/10 | PRI: 9 F/5 M SEC: 8 F/5 M | PRI: 11 F/6 M SEC: 8 F/5 M |
Rohizan et al. [44] | 2020 | Malaysia | 3 | 7.67 (2.082) | 6, 7, 10 | NA | – | 3 |
Salminen et al. [66] | 2015 | Finland | 17 | EG1: 6.68 (0.38) EG2: 6.53 (0.34) | EG1: EG2 | 6/11 | – | EG1: 2 F/7 M EG2: 4 F/4 M |
Walcott and Romain [65] | 2019 | Trinidad | 30 | NA | 4–6 | NA | – | 30 |
Wilson et al. [70] | 2006 | France | 9 | 8.1 (NA) | 7–9 | – | – | 9 |
3.1.2. Trial Design and Configuration
Study | Detection/Intervention Parameters | Methodology | ||||||
---|---|---|---|---|---|---|---|---|
Authors | Type | Mathematical Knowledge * | Technology (Tool Name) | Indicator | Pre-Test | Post-Test | Sessions Number | Duration (Mins) |
Ariffin et al. [40] | I | ADD, MR, SUB | Mobile Game (Calculic Kids prototype) | ACC | Y | Y | NA | NA |
Aunio, P., & Mononen, R. [41] | I | ADD, CMP, NUM, SEQ, TRN | Mobile Game, iOS (LolaPanda) | ACC | Y | Y | 3 weeks daily sessions | 15 |
Avila-Pesantez et al. [45] | I | BC, BG, MR, SEQ | AR Serious Game (ATHYNOS) | ACC RT | NA | NA | 2 weekly sessions 4 weeks | 15 |
Cheng et al. [69] | I | NC, SUB | Web-based system | ACC | Y | Y | Once per day, 8 days | 15 |
De Castro et al. [68] | I | BC, QUA, RQ, SV, WM, WQ | Web-based virtual environment (contains 18 computer games) | ACC | Y | Y | Twice a week for 5 weeks | 60 |
Ferraz et al. [42] | I | DIR, LAT, MEA (HG, WG, T), ORI, QUA, SZ | Android Mobile Game (disMAT) | ACC RT | NA | NA | NA | NA |
Gunasekare et al. [28] | D | NA | Android Mobile Game (CalcPal) | ACC | NA | NA | NA | NA |
Hallstedt et al. [43] | I | ADD, MT, SUB | Mobile Game (iOS, Android) All tests, except Ravens, were conducted on tablet (iPad2) | ACC | Y | Y | EG1: 52.2 days EG2: 56.1 days EG3: 56.6 days | EG1: 20 EG2: 20 EG3: 30 |
Kariyawasam et al. [29] | D/I | ADD, CMP (NUM), CNT (NUM) | Mobile Game + ML (Pudubu) | ACC RT | NA | NA | NA | NA |
Käser et al. [33] | I | ADD, NL, SBT, SEQ (ORD), SUB, TRN | Computer Video Game | ACC RT | Y | Y | 5 weekly sessions EG1: 12 weeks EG2: 6 weeks | 20 |
Kohn et al. [34] | I | ADD, CMP, DIV, EST, MUL, NL, SBT, SUB, TRN | Computer Video Game (Calcularis) | ACC RT | Y | Y | 4–5 weekly sessions 12 weeks | 20 |
Kucian et al. [35] | I | ADD, EST, NL, ORD, SUB, TRN | Computer Based (Rescue Calcularis) | ACC RT | Y | Y | 5 weekly sessions 5 weeks | 15 |
Kuhn and Holling [36] | I | BC, CMP, NL, SM (SEQ, POS), TRN | Computer based + Mobile Game (Talasia Meister Cody) | ACC RT | Y | Y | 5 weekly sessions 3 weeks | 20 |
Mohd Syah et al. [67] | I | ADD, CNT, SUB, TRN | Computer Video Game (MathACE) | ACC | Y | Y | 5 days | 60 |
Mukherjee et al. [30] | D/I | CC, CL, CNT | Computer based (CountCandy) | ACC | NA | NA | NA | NA |
Räsänen et al. [18] | I | ADD, CMP, EST, NL, SBT, SUB, TRN | Computer Based (Graphogame Math & NumberRace) | ACC RT | Y | Y | 5 weekly sessions 3 weeks | 10–15 |
Re et al. [71] | I | MUL, ADD, SUB, DIV, TRN * | Web App (multiplatform) (I Bambini Contano) | ACC RT * | Y | Y | 30 sessions 1 month | PSY: 60 APP: 15 |
Rohizan et al. [44] | I | ADD, DIV, MUL, SUB | Mobile Game (MathFun) | NA | NA | NA | NA | NA |
Salminen et al. [66] | I | BC, CMP, EST, CNT, NC, SBT, TRN | Computer Based (Graphogame Math & NumberRace) | ACC RT | Y | Y | 3 weeks daily sessions (12–15 sessions) | 10–15 |
Walcott and Romain [65] | I | ADD, SUB | Video Game | ACC | Y | Y | 5 weekly sessions 2 weeks | 15 |
Wilson et al. [70] | I | ADD, CMP, CNT, SBT, SUB | Computer Video Game (The Number Race) | ACC RT | Y | Y | 4 weekly sessions 4 weeks | 30 |
3.1.3. Detection
3.1.4. Intervention
- Main indicators of intervention
- b.
- Sessions’ duration
- c.
- Total duration of the intervention period
- d.
- Mathematical domains and specific concepts evaluated across the selected studies
- e.
- Methods and measures used to assess the effectiveness of the training interventions
- f.
- Cognitive assessment
- g.
- User experience
- h.
- Trial type (RCT/nonRCT)
3.1.5. Studies by Technology
3.1.6. Studies’ Main Outcomes
3.2. Risk of Bias Within Studies
4. Discussion
4.1. Summary
4.1.1. Trial Design and Configuration
Average Duration and Frequency of Intervention Sessions Across Studies
Mathematical Domains and Specific Concepts Evaluated Across the Selected Studies
Methods and Measures Used to Assess the Effectiveness of the Training Interventions
User Experience
Trial Type (RCT/Non RCT)
- Active control groups, receiving an alternative intervention.
- Passive control groups, which encompassed:
- Children with dyscalculia who received no training.
- Typically developing children who continued with regular instruction.
- Children with dyscalculia supported by specialized educators.
- Children attending standard classroom activities during the intervention period.
4.1.2. Classification of Studies by Technological Approach
4.1.3. Good Practices on Detection and Intervention
4.1.4. Reliability of Analysed Studies
4.2. Conclusions
4.3. Limitations
4.4. Implication of the Results and Future Research
Supplementary Materials
Funding
Conflicts of Interest
Abbreviations
ADD | addition |
ADHD | attention-deficit/hyperactivity disorder |
AI/ML | AI-ML-assisted |
ANOVA | Analysis of variance |
AR | augmented reality |
ARSG | augmented reality serious game |
ASD | autism spectrum disorder |
BC | calculation (ADD + SUB) |
BG | basic geometry |
BHM | Bonferroni–Holm method |
CA | Cronbach’s alpha |
CCT | clinical controlled trial |
CG | control group |
CMP | comparison |
CNT | counting |
COM | computer based |
CST | Chi-square tests |
D | detection (screening) |
DD | developmental dyscalculia |
DIR | direction |
DIV | division |
DL | deep learning |
EG | experimental group |
EGx | Experimental Group x |
ENT | early numeracy tests |
EST | estimation |
F | female |
GB | gradient boosting |
GLM | repeated-measures analysis |
GRDRS | graphical dyscalculia risk screening |
HG | height |
I | intervention |
IDDRS | ideognostic dyscalculia risk screening |
ITTT | independent t-tests |
LAT | laterality |
LD | learning disorder |
LEDRS | lexical dyscalculia risk screening |
M | male |
MANOVA | multivariate ANOVA |
MEA | measures |
MEM | memory |
ML | machine learning |
MOB | mobile |
MR | mathematical reasoning |
MUL | multiplication |
MVC | mean value comparison |
NA | not available |
NL | number line |
NUM | numbers |
OPDRS | Operational Dyscalculia Risk Screening |
ORD | ordinality |
ORI | orientation |
OSTT | one sample t-test |
POS | position |
PRDRS | Practognostic Dyscalculia Risk Screening |
PSTT | paired-samples t-tests |
QUA | quantities |
RBF | radial basis function |
RCT | randomized controlled trial |
RF | random forest |
RT | Response Time ACC: Accuracy |
SBT | subitizing |
SEDRS | sequential dyscalculia risk screening |
SEQ | sequences |
SG | serious game |
SLD | specific learning disorder |
SM | spatial memory |
SUB | subtraction |
SVM | support vector machines |
SZ | size |
TRN | transcoding |
VEDRS | verbal dyscalculia risk screening |
VR | virtual reality |
VRSG | virtual reality serious game |
VSDRS | visual spatial dyscalculia risk screening |
WG | weight |
WILCHC | Wilcoxon’s hypothesis contrast |
WILCSRT | Wilcoxon’s sign ranked test |
WM | working memory |
WWW | web-based |
XGB | extra gradients boost |
Appendix A. Full Searches Definition
- Scopus
- b.
- PubMed
- c.
- WoS
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Context/Who | Environment/Where | Purpose/Why |
---|---|---|
learning disorder/s | videogame/s | intervention/s |
learning disability/ies | video game/s | detection |
dyslexia | serious game/s | remediation/s |
dysgraphia | computer game/s | training |
dyscalculia | app | |
dyspraxia | application | |
mathematics disorder/s | webapp | |
reading disorder/s | vr, virtual reality | |
disorder/s of written expression | ar, augmented reality | |
impairment/s in reading | digital solution | |
impairment/s in written expression | eye-tracking | |
impairment/s in mathematics | mhealth | |
mathematical difficult/ies | mobile app/s | |
arithmetic difficult/ies | mobile game/s | |
ICT solution | ||
computer-based |
Item | Description |
---|---|
1 | eligibility criteria were specified |
2 | subjects were randomly allocated to groups (in a crossover study, subjects were randomly allocated an order in which treatments were received) |
3 | allocation was concealed |
4 | the groups were similar at baseline regarding the most important prognostic indicators |
5 | there was blinding of all subjects |
6 | there was blinding of all therapists who administered the therapy |
7 | there was blinding of all assessors who measured at least one key outcome |
8 | measures of at least one key outcome were obtained from more than 85% of the subjects initially allocated to groups |
9 | all subjects for whom outcome measures were available received the treatment or control condition as allocated or, where this was not the case, data for at least one key outcome was analyzed by “intention to treat” |
10 | the results of between-group statistical comparisons are reported for at least one key outcome |
11 | the study provides both point measures and measures of variability for at least one key outcome |
Study | Test Description | Pre-Test | Post-Test |
---|---|---|---|
Ariffin et al. [40] | Own-designed. Based on simple mathematical questions (addition, subtraction). | ✓ | ✓ |
Aunio, P., & Mononen, R. [41] | The standardised Early Numeracy Test. | ✓ | ✓ |
Cheng et al. [69] | Own-designed. | ✓ | ✓ |
De Castro et al. [68] | The arithmetic test contained in the Scholastic Performance Test (SPT). | ✓ | ✓ |
Gunasekare et al. [28] | Own designed. | ✓ | - |
Hallstedt et al. [43] | Heidelberger Rechen Test 1–4 (HRT). | ✓ | ✓ |
Käser et al. [33] | “Heidelberger Rechentest” HRT & AC (arithmetic test). Evaluates addition and subtraction. | ✓ | ✓ |
Kohn et al. [34] | HRT, BUEGA, number line test, basic number processing test. Evaluate arithmetic performance, reading & spelling, spatial representation of numbers and basic operations respectively. | ✓ | ✓ |
Kucian et al. [35] | Neuropsychological Test Battery for Number Processing and Calculation in Children ZAREKI-R. Examines the progress of basic skills in calculation and arithmetic (such as counting, subtraction, estimation...). | ✓ | ✓ |
Kuhn and Holling [36] | DEMAT. 9–10 subtests. Cover core aspects of the mathematics curriculum in elementary school (basic arithmetics, word problems, geometry...). | ✓ | ✓ |
Mohd Syah et al. [67] | Own-designed. Based on simple mathematical questions (counting, addition, subtraction). | ✓ | ✓ |
Mukherjee et al. [30] | Own designed. Calculation, coloring and counting tasks. | ✓ | - |
Räsänen et al. [18] | Own designed. Four tasks were used to assess number skills: three were computer-based—number comparison, verbal counting, and object counting (subdivided into subitizing and counting)—while the arithmetic task was administered using a paper-and-pencil format. | ✓ | ✓ |
Re et al. [71] | AC-MT (6–11 for primary, 11–14 for secondary courses). Evaluates abilities on calculation and solving problems. | ✓ | ✓ |
Salminen et al. [66] | Corsi blocks (visuospatial working memory). Nonword repetition task from the Neuropsychological tests for Children (phonological working memory). 3 tasks adapted from the Early Numeracy Test (verbal counting). Object counting (own designed). Basic arithmetic (paper-and-pencil test: 3 tasks for concrete object counting and 28 tasks for symbolic calculation). | ✓ | ✓ |
Walcott and Romain [65] | AC-MT (6–11 for primary, 11–14 for secondary courses). Evaluates abilities on calculation and solving problems. | ✓ | ✓ |
Wilson et al. [70] | Computerized testing battery (not specified) and a subtest of TEDI-MATH Battery. The computerized testing battery included: enumeration, symbolic/non symbolic numerical comparison, addition and subtraction. The TEDI-MATH subtest (non-computerized) included: counting, number transcoding and understanding of the base-10 number system. | ✓ | ✓ |
Study | Platform | Characteristics |
---|---|---|
Ariffin et al. [40] | MOB | Immersion, Region-specific |
Aunio, P., & Mononen, R. [41] | Mobile (iOS) | Rewards, Customization, Challenge, Personalization |
Avila-Pesantez et al. [45] | COM (Windows) | Customization, Challenge, Immersion, Personalization, Multi-knowledge |
Cheng et al. [69] | COM | Challenge, Storyline, Multi-knowledge |
De Castro et al. [68] | COM | Challenge, Feedback, Storyline, Multi-knowledge |
Ferraz et al. [42] | MOB (Android) | Challenge, Personalization, Multi-knowledge |
Gunasekare et al. [28] | MOB (Android) | Challenge, Personalization, Multi-knowledge |
Hallstedt et al. [43] | MOB (iOS, Android) | Multi-knowledge |
Kariyawasam et al. [29] | MOB (Android) | Multi-knowledge, Multi-LD |
Käser et al. [33] | COM | Challenge, Personalization, Multi-knowledge, AI/ML |
Kohn et al. [34] | COM | Rewards, Personalization, Multi-knowledge, AI/ML |
Kucian et al. [35] | COM | Challenge, Feedback, Personalization, Multi-knowledge |
Kuhn and Holling [36] | COM (Windows) MOB (Android, iOS) | Customization, Challenge, Storyline, Feedback, Personalization, Multi-knowledge |
Mohd Syah et al. [67] | COM (Windows) | Challenge, Multi-knowledge, Region-specific |
Mukherjee et al. [30] | MOB | Multi-knowledge |
Räsänen et al. [18] | COM (MP) | Challenge, Feedback, Personalization, Multi-knowledge |
Re et al. [71] | WWW (MP) | Challenge, Personalization, Multi-knowledge |
Rohizan et al. [44] | MOB | Challenge, Feedback, Reinforcement, Personalization, Multi-knowledge |
Salminen et al. [66] | COM (MP) | Challenge, Feedback, Reinforcement, Personalization, Multi-knowledge |
Walcott and Romain [65] | COM | No data available |
Wilson et al. [70] | COM (MP) | Challenge, Feedback, Reinforcement, Personalization, Multi-knowledge |
Study | Effect Size Reported | Subject Evaluated | Statistic | Affected Group | Result by Area |
---|---|---|---|---|---|
Ariffin et al. [40] | Significant differences (p = 0.05) | Pre–post tests (training effects) | OSTT | Experimental group | 87.51% of children showed performance improvement; app positively rated (motivating, user-friendly, enjoyable). |
Aunio, P., & Mononen, R. [41] | Significant improvements Z = −2.226, p = 0.016, r = 0.59 Z = −2.207, p = 0.016, r = 0.59 | Group-level between pre–post test | ENT | Experimental group vs. Control group | Improvement in different areas. |
Avila-Pesantez et al. [45] | Significant effects (p < 0.01) | Response time and accuracy pre/post intervention | WILCHC | Experimental group | kills in mathematical reasoning improved, and response time decreased. Motivation and interest in mathematics also increased. |
Cheng et al. [69] | - | - | - | Experimental group | There were significant improvements in arithmetic performance, Approximate Number System (ANS) acuity, and visual perception. |
De Castro et al. [68] | Significant differences on experimental group (p < 0.0001) | Pre–post tests scores (training effects) | STTEST | Experimental group | Statistically significant improvements were recorded in the experimental group, with mean scores exceeding those of the control group. |
Ferraz et al. [42] | - | - | - | Experimental group | Access to number sense improved significantly, with the most pronounced gains observed in children exhibiting the highest initial error rates. |
Gunasekare et al. [28] | - | OPDRS, IIDRS | - | - | SVM model for both screenings. Accuracy OPDRS: 95%. Accuracy IDDRS: 98%. |
GRDRS, PRDRS | RF model for GRDRS, Accuracy: 92%. XGB model for PRDRS, Accuracy: 91%. | ||||
VEDRS, LEDRS | RF model for VEDRS, Accuracy: 98%. GB model for LEDRS, Accuracy: 94%. | ||||
SEDRS, VSDRS | XGB model for both screenings. Accuracy SEDRS: 96%. Accuracy VSDRS: 96%. | ||||
Hallstedt et al. [43] Hallstedt et al. (2018) | Medium-sized effects | Pre–post tests (training effects) | - | Experimental group vs. Control group | Improvement in basic arithmetic skills. |
Käser et al. [33] | Significant to moderate effect | Performance differences between consecutive testing periods | PSTT, GLM | Experimental group | Accuracy on the number line improved. Greater improvements in both accuracy and response times were observed in subtraction tasks compared to addition. No significant gains were found in counting or estimation. The game was rated as engaging and helpful by participants. |
Kohn et al. [34] | Moderate effect sizes | Group differences | ANOVA, CST | Experimental group vs. Control group | The experimental group exhibited greater improvements than the control group. Significant gains were observed in spatial number processing within the 0–100 range, as well as in magnitude comparison tasks. In contrast, no statistically significant improvements were found in basic number processing. |
Kucian et al. [35] | Significant training effects on different areas | Pre–post tests (training effects) | GLM, PSTT, ITTT | Experimental group | Significant improvements were observed in spatial number representation (0–100 range using Arabic digits), as well as in addition and subtraction tasks. No improvement was found in dot estimation. Both the experimental and control groups showed general skill enhancement, although specific gains were more pronounced in the experimental group. |
Kuhn and Holling [36] | Substantial but small gains (a,b) | Group means | MANOVA + BH | Experimental groups (WM, NS) | NS: Improvements on arithmetics skills (a) WM: Gains in word problems (b), not on spatial working memory |
Mohd Syah et al. [67] | Significant training effects on different areas | Pre–post tests (training effects) | WILCSRT | Experimental group vs. Control group | Improvements were observed in both groups, with the experimental group showing a 57.9% greater gain. Significant progress was noted in addition, subtraction, and number orientation tasks. No improvement was found in counting or in confusion between arithmetic operations. An increase in engagement with mathematics was also reported. |
Children’s overall achievement | MVC | ||||
Pre–post tests (training effects) | WILCSRT | ||||
Mukherjee et al. [30] | - | - | - | - | No information provided. |
Räsänen et al. [18] | Statistically significant differences (GG) | Children’s overall achievement | MVC | Experimental groups (GG, NR) Control group | Improvements were observed in comparison tasks involving both GG and NR formats. More substantial gains in accuracy and response time were found in NR tasks, particularly for comparisons involving large numerical differences. |
Re et al. [71] | Significant training effects on different areas | Training effects between assessment time points (experimental group) | ANOVA | Experimental group vs. Control group | Improvements were observed across evaluations in both arithmetic facts and written calculation, although the interaction effect between groups was modest. No significant effects were found in mental calculation, either in terms of accuracy or response time. |
Rohizan et al. [44] | - | Between groups, Pre–post training | MANOVA | - | No information regarding improvements was reported. |
Salminen et al. [66] | Large size effects at group level | Training effects between assessment time points | WILCHC | Experimental groups (GGM, NR) | Improvements were observed in verbal counting (a) and dot counting fluency (b) for the GGM condition, as well as in basic arithmetic for the NR condition. |
Walcott and Romain [65] | Medium to large effect | Pre–post tests (training effects) | CA | Experimental group | Performance increased by 32% in addition and by 7% in subtraction tasks across evaluations. |
Wilson et al. [70] | Significant training effects on different areas | Pre–post tests (training effects, only improved variables) | MANOVA | Experimental group | Improvements were observed in average enumeration performance. No significant gains were found in addition tasks or in knowledge of the base-10 number system. However, response times improved in subtraction problem-solving. |
Studies | I1 | I2 | I3 | I4 | I5 | I6 | I7 | I8 | I9 | I10 | I11 | Score (I2–I11) | Score (I2–I9) |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ariffin et al. [40] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 5/10 | 3/8 |
Aunio, P., & Mononen, R. [41] | ✓ | ✓ | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 6/10 | 4/8 |
Avila-Pesantez et al. [45] | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | ✓ | ✓ | ✓ | ✓ | 8/10 | 6/8 |
Cheng et al. [69] | ✓ | ✓ | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 6/10 | 3/8 |
De Castro et al. [68] | ✓ | ✓ | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 6/10 | 3/8 |
Ferraz et al. [42] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | ✓ | - | 4/10 | 3/8 |
Gunasekare et al. [28] | - | - | - | - | - | - | - | ✓ | ✓ | - | ✓ | 3/10 | 2/8 |
Hallstedt et al. [43] | ✓ | ✓ | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 6/10 | 4/8 |
Kariyawasam et al. [29] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 5/10 | 3/8 |
Käser et al. [33] | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | - | ✓ | ✓ | ✓ | 7/10 | 5/8 |
Kohn et al. [34] | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | ✓ | ✓ | ✓ | ✓ | 8/10 | 6/8 |
Kucian et al. [35] | ✓ | - | - | ✓ | ✓ | - | - | ✓ | ✓ | ✓ | ✓ | 6/10 | 4/8 |
Kuhn and Holling [36] | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | ✓ | ✓ | ✓ | ✓ | 8/10 | 6/8 |
Mohd Syah et al. [67] | ✓ | ✓ | ✓ | ✓ | ✓ | - | ✓ | ✓ | ✓ | ✓ | ✓ | 9/10 | 7/8 |
Mukherjee et al. [30] | ✓ | - | - | - | - | - | - | - | ✓ | - | - | 1/10 | 1/8 |
Räsänen et al. [18] | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | ✓ | ✓ | ✓ | ✓ | 8/10 | 6/8 |
Re et al. [71] | ✓ | ✓ | ✓ | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 7/10 | 5/8 |
Rohizan et al. [44] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | - | - | 3/8 | 3/8 |
Salminen et al. [66] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 5/10 | 3/8 |
Walcott and Romain [65] | ✓ | - | - | ✓ | - | - | - | - | - | - | - | 1/8 | 1/8 |
Wilson et al. [70] | ✓ | - | - | ✓ | - | - | - | ✓ | ✓ | ✓ | ✓ | 5/10 | 3/8 |
% on item | 95.2 | 52.4 | 33.3 | 90.5 | 33.3 | 0 | 4.8 | 85.7 | 95.2 | 80.9 | 80.9 | 5.6/10 | 3.9/8 |
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Hornos-Arias, J.; Grau, S.; Serra-Grabulosa, J.M. Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review. Information 2025, 16, 787. https://doi.org/10.3390/info16090787
Hornos-Arias J, Grau S, Serra-Grabulosa JM. Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review. Information. 2025; 16(9):787. https://doi.org/10.3390/info16090787
Chicago/Turabian StyleHornos-Arias, Josep, Sergi Grau, and Josep M. Serra-Grabulosa. 2025. "Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review" Information 16, no. 9: 787. https://doi.org/10.3390/info16090787
APA StyleHornos-Arias, J., Grau, S., & Serra-Grabulosa, J. M. (2025). Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review. Information, 16(9), 787. https://doi.org/10.3390/info16090787