Aida Bikic1,2, Torben Østergaard Christensen3, James F Leckman4, Niels Bilenberg1,5, Søren Dalsgaard1,6,7. 1. a Department of Clinical Research , University of Southern Denmark , Odense , Denmark. 2. b Department for Child and Adolescent Psychiatry , Aabenraa , Denmark. 3. c Clinical Social Medicine & Rehabilitation , Hospital Unit West , Aarhus , Denmark. 4. d The Child Study Center , Yale School of Medicine , New Haven , CT , USA. 5. e Department for Child and Adolescent Psychiatry , Odense , Denmark. 6. f National Centre for Register-based Research, Department of Economics and Business , Aarhus University , Aarhus , Denmark. 7. g Department for Child and Adolescent Psychiatry , Hospital of Telemark , Kragerø , Norway.
Abstract
BACKGROUND: The purpose of this trial was to examine the feasibility and efficacy of computerized cognitive exercises from Scientific Brain Training (SBT), compared to the computer game Tetris as an active placebo, in a pilot study of adolescents with attention-deficit/hyperactivity disorder (ADHD). METHOD:Eighteen adolescents with ADHD were randomized to treatment or control intervention for 7 weeks. Outcome measures were cognitive test, symptom, and motivation questionnaires. RESULTS:SBT and Tetris were feasible as home-based interventions, and participants' compliance was high, but participants perceived both interventions as not very interesting or helpful. There were no significant group differences on cognitive and ADHD-symptom measures after intervention. Pre-post intra-group measurement showed that the SBT had a significant beneficial effect on sustained attention, while the active placebo had significant beneficial effects on working memory, both with large effect sizes. CONCLUSION: Although no significant differences were found between groups on any measure, there were significant intra-group changes for each group.
RCT Entities:
BACKGROUND: The purpose of this trial was to examine the feasibility and efficacy of computerized cognitive exercises from Scientific Brain Training (SBT), compared to the computer game Tetris as an active placebo, in a pilot study of adolescents with attention-deficit/hyperactivity disorder (ADHD). METHOD: Eighteen adolescents with ADHD were randomized to treatment or control intervention for 7 weeks. Outcome measures were cognitive test, symptom, and motivation questionnaires. RESULTS: SBT and Tetris were feasible as home-based interventions, and participants' compliance was high, but participants perceived both interventions as not very interesting or helpful. There were no significant group differences on cognitive and ADHD-symptom measures after intervention. Pre-post intra-group measurement showed that the SBT had a significant beneficial effect on sustained attention, while the active placebo had significant beneficial effects on working memory, both with large effect sizes. CONCLUSION: Although no significant differences were found between groups on any measure, there were significant intra-group changes for each group.
Entities:
Keywords:
ADHD; CANTAB; Tetris; cognitive training; working memory training
Authors: Franceli L Cibrian; Elissa Monteiro; Sabrina E B Schuck; Michele Nelson; Gillian R Hayes; Kimberley D Lakes Journal: Front Digit Health Date: 2022-05-12