International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol  17 No  06 (2023)


Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

Dilud: A Mobile Application to Reinforce Rote Learning 
in Elementary School Children with Attention Deficit 

Hyperactivity Disorder 
https://doi.org/10.3991/ijim.v17i06.35259  

Gianella Celis1, Miguel Casas1, David Mauricio1(), José Santisteban2 
1 Universidad Peruana de Ciencias Aplicadas (UPC), Lima, Peru 

2 Universidad Privada Norbert Wiener, Lima, Peru 
pcsidmau@upc.edu.pe 

Abstract—Attention and hyperactivity disorder is one of the most frequent 
chronic conditions in children, which generates impulsive behaviors that cause 
them not to be able to concentrate since they do not remember the activities in-
dicated to them and, as a result, they are underperforming in school. And it is 
even more difficult for them since the pandemic because they must pay atten-
tion to a laptop for their classes. This study aims to develop and validate if a 
mobile application (Dilud) allows reinforcing the working memory (WM) of 
primary school children from 6 to 12 years old through 4 interactive and dy-
namic games that use gamification and the training method Tajima Cognitive 
Test (TCT). To evaluate Dilud, the authors conducted a case study using the 
“simple random” method, with a 6-year-old child using the WISC-V exam. The 
case study results show that Dilud boosts working memory (WM) by 19 points, 
bringing the memory level “Average Normal”. While for the usability evalua-
tion, 15 children and their parents rated the usability and satisfaction with a 
very high score through a survey. 

Keywords—attention deficit hyperactivity disorder (ADHD), mobile applica-
tion, children, cognitive training, WISC-V 

1 Introduction 

Attention deficit hyperactivity disorder (ADHD) is a complex neurodevelopmental 
disorder characterized by attention, impulsivity, and hyperactivity problems. It is 
considered one of the most frequent chronic conditions during a person's childhood 
and one of the most prevalent pathologies [1]. Between 2% and 12% of the pediatric 
population present this type of disorder [2]. Likewise, it usually affects between 8% 
and 12% of school-age children and causes them not to be able to perform correctly at 
school [3][4]. Therefore, the challenge for many parents is to know how to support 
their children in their school learning stage. 

Underdeveloped Working Memory (WM) is one of the factors that makes learning 
difficult in children with ADHD, because WM is responsible for maintaining and 
manipulating information, allowing various cognitive processes to be carried out [5]. 

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https://doi.org/10.3991/ijim.v17i06.35259


Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

Since it is not well developed in children with ADHD, it makes them unable to re-
member certain activities or tasks assigned to them. This problem would result in a 
memory deficit [6]. 

The use of rote learning methods in children with ADHD aims to reinforce or im-
prove their learning skills. For this reason, various methods have been developed for a 
long time, which are supported by gamification. For example, the N-Back Task meth-
od allows memory, concentration, and intelligence to be measured or reinforced 
through repetitive cycles [7]. In contrast, the Cog-Fun method reinforces executive 
function and self-awareness through activities of 10 sessions with games included [8]. 
But one of the most effective methods is TCT, which strengthens the working 
memory of children with ADHD and other cognitive areas through mobile application 
games. Therefore, this is the method that will use in this research. 

This research uses the Dilud application to reinforce rote learning in children with 
ADHD. The Dilud application consists of the TCT method and a performance module 
for parents to assess the progress of their children, something necessary in an educa-
tional application [9]. Therefore, this work focuses on determining if an application 
that uses gamification can contribute to the rote learning of children with ADHD. 
More specifically, the following research question was identified: 

RQ1: Can a mobile application contribute to developing and reinforcing the work-
ing memory of children with ADHD? 

This work is organized into 6 sections. Section 2 presents a brief review of the lit-
erature on mobile applications to reinforce cognitive areas in children with ADHD. 
The model of the proposed application is described in section 3. Section 4 describes 
the software's architecture, technological components, and main modules. In section 
5, the entire validation process is described. Finally, the conclusions follow in section 
6. 

2 Literature review about applications for ADHD 

2.1 Mobile applications for learning 

This research aims to develop a mobile application that reinforces the rote learning 
of children with ADHD. For this reason, reviews and comparisons were made among 
several applications developed in this field in order to identify various benefits and 
limitations, these reviews helped to adjust the solution for the proposed problem. In 
this sense, the authors of the mHealth application aimed to detect ADHD and improve 
the learning of these children, especially memory and attention, through games. They 
concluded that the application works well in detecting children with this deficit. How-
ever, regarding improving memory and attention, the authors wanted to focus on 
adding more options and functionalities for treating children with ADHD [10]. An-
other application is PANDAS, which aims to detect children's ADHD quickly through 
a game. Authors of PANDAS concluded that the model used in their game helped 
detect ADHD in children with an accuracy of 86.5% and was easy for children to use 
[11]. 

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Say-It & Learn application aims to complement children's learning using three 
modules with interactive games. The first module focused on learning the alphabet, 
the second on learning mathematics, and the third on learning geometric figures. They 
concluded that from 5 children who used the application in 6 days, all of them said 
that they liked it, and the experts indicated that it contributed to improve their learning 
[12]. 

Finally, another application is The Monitor Tool, which aims to validate the appli-
cation for clinical use in monitoring young people with disabilities by providing vari-
ous games. Authors concluded that the application does serve to monitor young peo-
ple by 89%. Young people who used the app indicated that the application was attrac-
tive because of the games presented in the application [13].  

2.2 Methods for learning 

The method must adapt to different environments, as this is the case of NEAR, a 
group program that aims to promote intrinsic motivation and improve deficit cogni-
tive areas of adolescent participants. They used the combination of cognitive and 
interactive exercises and Cognitive-Behavioral Therapy groups with the support of a 
specialist. Authors concluded the investigation with improvements in memory and 
attention of adolescent participants with ADHD or ASD (Autism Spectrum Disorder) 
[14]. 

While the N-Back Task method, used by [7] [15] and [16] in their research works, 
focuses on the development of individual exercises to reinforce memory and concen-
tration that involve repetitive activities to measure their performance. Such is the case 
of Breitling [16], which used the method to validate its efficiency with two groups of 
children with ADHD. Authors concluded that the N-Back Task serves to measure the 
memory level of a person as well as improve its performance. On the other hand, in 
the author's research [15], the author sought to develop a method that strengthens 
children's memory. Therefore, it was based on various existing methods, such as the 
N-Back Task. They concluded that using many methods simultaneously to reinforce 
short-term memory can generate a lack of attention in children with ADHD. In addi-
tion, research [7] sought to validate the efficacy of N-Back for children with ADHD. 
Therefore, they used 108 children with ADHD to test the method for 5 weeks. They 
concluded that the method helped the children to improve their WM and to reduce 
their inattention and hyperactivity in small measures. 

The author [8] used another method in his research, the Cog-Fun method, which 
aims to improve the executive function and self-directed learning of 3 children with 
ADHD. For this purpose, the children carried out a series of interactive activities with 
a specialist for 5 weeks. They concluded that children's executive function and self-
directed learning improved after using Cog-Fun. In addition, another popular method 
that tries to improve learning in children is STEM (Science, Technology, Engineer-
ing, and Mathematics), which consists of applying different scientific-technological 
disciplines, knowledge, skills, and practices related to the acronym throughout school 
learning [17]. An example of this method is the research carried out by [18] and [19], 
where the authors aimed children can apply this methodology by integrating mobile 

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Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

technologies to improve their learning— authors concluded that this method does help 
children's learning. Also, the authors mentioned that this method would have many 
future benefits for children. 

Finally, another method is the one provided by the author [3], TCT, which consists 
of playing several interactive games related to improving and measuring certain cog-
nitive areas of children with ADHD, such as attention, memory, and reasoning. In this 
sense, the author [3] aims to validate the method's efficacy through an application. 
Therefore, the sample used was a child with ADHD to use the application for eight 
months, 10 minutes daily. Concluding that the TCT method helped improve the par-
ticipant's cognitive areas, and it should emphasize that the author emphasizes that the 
child's improvement was evident from the first 10 days of using the application. Cor-
respondingly, the same author [20] carried out another investigation where she used 
gamification to improve the learning of children with ADHD. She concluded that it is 
a very efficient and easy-to-use for improving the knowledge and skills of children 
learning with special needs. 

3 Method 

3.1 TCT method and gamification 

The method applied in this research was the TCT, which consists of daily cognitive 
therapies to improve the different cognitive areas (attention, memory, calculation, 
reasoning, and visual-motor coordination, among others), particularly WM [3]. These 
therapies are developed through various games or activities the child will have to do 
for 10 minutes per day during the week. Besides, gamification is a learning method 
aims to use game elements, such as points, rewards, point ranking, and game levels, 
among others [21], to achieve better results from the participants in terms of absorb-
ing new knowledge or strengthening specific skills. Consequently, it can generate 
motivation in children, as it is a dynamic method used in the classroom or at home; it 
will make the child play without feeling forced or obligated [22]. 

As mentioned above, within gamification, there are crucial elements that serve to 
ensure that it meets its objective. Among these elements is the achievement system, 
which allows the user to commit and motivate to continue carrying out activities that 
contribute to their learning since this system comprises challenges and rewards [23]. 
This inclusion is compatible with the TCT method since gamification seeks to moti-
vate children to continue training through a game system, and the inclusion of chal-
lenges and rewards will allow this objective to be met. 

3.2 Development tools 

Unity is a commercially designed, cross-platform game engine or software for de-
veloping 2D and 3D video games. It is easy to access, easy to use, flexible and effi-
cient, which is why it is popular among developers. However, its scope can cover 
more topics, such as architecture, robotics, and animation [24][25]. This software 

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offers tools for the rapid iteration and editing of compound development cycles in 
interactive environments with a high degree of visual fidelity [26]. 

C# is an object-oriented programming language that does not depend on hardware 
so that it can migrate to other systems [27]. Therefore, it is the one used by Unity for 
video game development. 

Microsoft Azure is a popular cloud platform and infrastructure service provided 
by Microsoft that enables the development, testing, deploying, and managing of ap-
plications through various tools. Likewise, it offers SaaS, PaaS, and IaaS infrastruc-
tures with high reliability, scalability, and low-cost infrastructures depending on the 
business needs [28]. 

PlayFab is a complete back-end platform developed by Microsoft that allows to 
build and operate live environments with managed game services, perform data anal-
ysis in real time, and improve the user experience. Furthermore, this platform creates 
and authenticates user accounts in a virtual environment [29]. 

3.3 Methodology development 

Internal design. For the design of Dilud, there are two perspectives, the internal 
and the external. In case of the internal one, the detailed architecture of the mobile 
application shows each component carried out during the user's interaction with the 
application, as shown in Figure 1. 

 
Fig. 1. Architecture of the mobile application 

Front-end. Direct user interaction occurs in the front-end environment, presenting 
the Dilud application's visible parts, such as interfaces and solution logic, in a C# 
script. Going into the detail of the interaction, when the user enters the application 
developed in Unity, Mono is executed. Mono is a framework designed in C#, which 
allows compiling various applications and systems [30]. After the first interaction, 
PlayerPrefs is used, a file that stores user information such as key name (encrypted), 
preferences, and score, among others [31]. It helps store users’ cache, which will 
determine users' progress in the various modules. Finally, the PlayFab SDK compo-
nent allows the connection to the back-end side of the solution, which is in the cloud. 

Back-end. The services that support the internal interaction generated by the user 
in the back-end environment are provided by Microsoft Azure, which allows all the 
information collected in the application to be stored, such as the scores of several 

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players and their personal information encrypted. In addition, the PlayFab services, 
which are inside the Azure services, connect with the Dilud application through the 
Rest API, which is used to connect the front-end side with the back-end of the appli-
cation in a two-way communication between them. Finally, the PlayFab services that 
have direct interaction with the user through the different modules are the following: 

• "Data Management" is a service played by PlayFab, to review a game's daily and 
monthly performance with automatic reports available, storing each score or 
achievement achieved on the web [32]. This service is implemented in the "Moni-
toring" component of the SWM model. 

• "Engagement and Retention" is a service that allows the use of the rules engine and 
player events to build a powerful achievement system [33]. This service is imple-
mented in the "Badge System" component of the SWM model. 

• "Leaderboard and Statistics" is a service that tracks, compares, and rewards player 
performance easily [34]. This service is implemented in the "Monitoring" compo-
nent of the SWM model. 

External design. The external design is aimed at usability for children aged 6 to 
12 with ADHD and their parents; following the usability principles mentioned in the 
author's research [35]. In the first place, for children with ADHD, colors such as 
greens and blues, are used in order to attract their attention and calm them at the same 
time. Likewise, the friendly figures within the games play an essential role in making 
their learning experience satisfying and enriching. Secondly, for parents, the usability 
experience focuses on monitoring their children's progress, so graphics are used to 
monitor them. The external design is represented in Figure 2 and Figure 3. 

 
Fig. 2. Dilud Games: A) Color Balloons; B) Infinite Space; C) Special Cards; D) Face 

Memory 

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Fig. 3. Performance analysis interface for the parent 

3.4 Usability and satisfaction 

To determine the level of usability and satisfaction of Dilud application, a survey 
was carried out in Google Forms, which aims to measure the user's assessment of the 
application. 

Sample. The chosen sampling method was “simple random”, which guarantees 
that all individuals in the population have the same opportunity to be included in the 
sample [36]. In this sense, the 15 children who participated in the survey were be-
tween 6 and 11. They had a predominant level of ADHD of inattention, impulsive 
behavior, and a combination of both. Furthermore, some of the children were patients 
of two psychological centers in Lima, Peru. Their parents agreed to participate in the 
usability survey aimed at parents. Finally, there was the participation of 15 children 
and 15 parents, details of their condition can be found in Table 1. 

Table 1.  General data of the participating children and parents 

Id Kid Gender Age Academic Degree ADHD Level 
Id 

Parent Gender Age 
Higher 
Degree 

PK01 F 6 First grade Predominant inattention PP01 F 42 
Bachelor’s 

degrees 

PK02 M 10 Fifth grade Predominant inattention PP02 M 43 
Bachelor’s 

degrees 

PK03 M 9 Fourth grade Predominant impulsive behavior PP03 F 35 
Bachelor’s 

degrees 

PK04 M 6 First grade Predominant inattention PP04 F 33 
Bachelor’s 

degrees 

PK05 M 11 Sixth grade Predominant inattention PP05 F 36 
Completed 
Secondary 

PK06 F 8 Third grade Combined PP06 M 40 Bachelor’s degrees 

PK07 F 6 First grade Predominant inattention PP07 F 37 
Bachelor’s 

degrees 

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Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

PK08 M 7 Second grade Combined PP08 F 39 Completed Secondary 

PK09 M 8 Third grade Predominant inattention PP09 F 37 
Completed 
Secondary 

PK10 M 7 Second grade Combined PP10 F 35 Completed Secondary 

PK11 M 6 First grade Combined PP11 M 44 Completed Secondary 

PK12 M 6 First grade Predominant impulsive behavior PP12 M 41 
Completed 
Secondary 

PK13 F 10 Fifth grade Predominant impulsive behavior PP13 F 41 
Bachelor’s 

degrees 

PK14 F 8 Third grade Predominant inattention PP14 F 39 
Completed 
Secondary 

PK15 F 11 Sixth grade Combined PP15 M 42 Bachelor’s degrees 

 
Evaluation instrument. The usability and satisfaction of children and parents 

were evaluated through a questionnaire, 5 questions for children and 5 for parents (see 
Table 2). The questions were based on the User Experience Questionnaire (UEQ), a 
questionnaire to measure the user experience of interactive products. This question-
naire combines measures such as efficiency, attractiveness, stimulation, reliability, 
and perspicuity in a 26-item survey based on the six abovementioned measures 
[37][38]. The answers to the questions were measured through the Likert scale (5-
Very Good, 4-Good, 3-Fair, 2-Bad, and 1-Very Bad) [39], except for the questions 
about the most attractive game (QK2, QK3) whose alternatives are games (CB-Color 
Balloons, SC-Special Cards, IS-Infinitive Space and FM-Face Memory). 

Table 2.  Usability and satisfaction questionnarie 

Dimension Id Question User 

Usability 

QK1 What do you think of the application? Kid 
QK2 What do you think about the design and color of the application? Kid 
QP1 What did you think of the app? Parent 
QP2 What did you think of the "Monitoring” module? Parent 
QP3 How would you rate the app in terms of ease of use? Parent 
QP4 What did you think of the child's progress graphs? Parent 

Satisfaction 

QK3 What was the game you liked the most? Kid 
QK4 What was the game you liked the least? Kid 
QK5 From 1 to 5, how much would you recommend the app? Kid 
QP5 From 1 to 5, how much would you recommend the app to other parents? Parent 

 
This questionnaire was adapted and developed in Google Forms, which allows ask-

ing questions and sending a survey to a specific target audience and collecting the 
resulting information efficiently [40]. Therefore, this tool was used so parents and 
children could complete the questionnaire at home and, in the end, collect their re-

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sponses and analyze them using the same tool. The questionnaires can be seen in 
Figure 4. 

 
Fig. 4. Forms: A) Questions for children; B) Questions for parents 

4 Case study 

This section aims to validate the Dilud application's operation through its use for 
30 days. 

4.1 Startup stage 

This stage contains two parts, the steps prior to experimentation and the sample 
used. 

Previous steps. In this initial stage, it was requested the help of a specialist in child 
psychology and cognitive behavioral therapies; in other words, it treats children with 
ADHD. Also, this specialist works in a renowned psychological center in Lima, Peru. 
It should be noted that within the study, this specialist will be known by the symbols 
EE. 

Sample. The chosen sampling method was “simple random”, as in the usability 
and satisfaction survey case. Therefore, from the initial sample of 15 children, one 
was randomly chosen to participate in the case study. This sample is a child that we 
will denote by the acronym NN. He is six years old, presents ADHD with a predomi-
nant level of inattention, and lives in the district of San Isidro in Lima, Peru. NN has 
been receiving treatment at a child psychology center since he was five. He has trou-
ble remembering the homework assigned at school, is easily distracted during classes, 
and does not listen to his teachers' instructions. 

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4.2 Planning stage 

The planning stage, prior to experimentation, is classified into two parts: the vali-
dation metric and the implementation of Dilud to start the experimentation. 

Validation and analysis metric. The evaluation metric that allowed analyzing the 
case study results found within the Wechsler Intelligence Scale Evaluation for Chil-
dren-V (WISC-V), intended for children between 6 and 16 years of age. Additionally, 
it focuses on measuring the cognitive level related to academic learning, and it is one 
of the most used evaluations in several countries [41]. WISC-V contains several tests, 
such as verbal comprehension, fluent reasoning, and WM, the last one interest this 
study. For this reason, the "Picture Span" and "Digit Span" subtests use to evaluate 
the intelligence quotient (IQ) of the WM, whose scores are shown in Table 3. On one 
hand, the first subtest consists of the child observing a series of drawings in a desig-
nated time interval, after which he must select the figures shown to him in the correct 
order. On the other hand, the second subtest consists of the child having to orally 
repeat the order of the digits that the specialist in charge has initially dictated. Both 
subtests are taken with the help of the specialist selected in the initial stage. 

Table 3.  Intelligence Sclae for Children, acoording to Weschler (2014 version) 

Score Level 
130 + Much higher 
120 - 129 Superior 
110 - 119 Superior Normal 
90 - 109 Average Normal 
80 - 89 Lower Normal 
70-79 Borderline 

 
Dilud implementation. Before beginning the experimentation, the psychologist 

who cares for NN, which we will know as EP, was online trained in the use Dilud by 
1 hour. After that, she downloaded the application from the Google Play Store and 
quickly recognized the software's functionalities, agreeing to use it for NN in the case 
study. In addition, she explained to NN's mother how both, the mother and her 
youngest son, should use Dilud. Subsequently, the mother downloaded Dilud on his 
cell phone and received a user manual. 

4.3 Experimentation stage 

The beginning of this experimentation stage, illustrated in Figure 5, occurs when 
psychologist EE provides the WISC-V assessment subtests to NN to determine his 
WM level before using the Dilud application. Subsequently, NN used the application 
for 30 days, 10 minutes a day, under the supervision of his EP psychologist, where he 
interacted with the main modules, such as "Games," to play with the two games that 
she must complete per day, and "Badge System" to review your earned badges. On 
the other hand, his mother used the "Monitoring" module to verify the progress of her 
youngest son in the application, as seen in Figure 6. 

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Fig. 5. Flowchart of the experimentation stage 

 
Fig. 6. Usage of Dilud: A) Child using the application; B) Mother teaching how to use the 

application 

After 30 days, psychologist EE took the WISC-V assessment for NN for the last 
time. In addition, she collected the data obtained from the evaluation at the beginning 
and the end of the experiment. 

5 Results and discussions 

5.1 About the methodology 

The TCT method and gamification are evaluated and compared with the other 
methodologies found in the literature review. 

Results. With the results obtained from the case study and the usability and satis-
faction survey, we want to highlight the good performance and support of the TCT 

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method and gamification as methods for reinforcing and improving cognitive areas, in 
this case, WM for children with ADHD. In this sense, the TCT method allowed us to 
establish the research framework, that is, the frequency of use of the Dilud applica-
tion, 10 minutes daily. Likewise, gamification allowed us to develop interactive 
games based on improving and reinforcing the WM of children with ADHD. In addi-
tion, the rewards system, which is part of the gamification, allowed us to establish a 
more significant commitment on the part of the users, in this case, the children, so that 
they can constantly develop the assigned activities. 

Comparison. From the literature, 90% of the articles had in common the use of 
gamification in developing their research to improve children's memory. Among 
these, we can highlight the N-Back Task, which measures and reinforces children's 
visual motor memory, concentration, and intelligence [16]. However, compared with 
the TCT method, the N-Back Task focuses on just one kind of game, while the TCT 
allows a wider variety of games to be used depending on the cognitive area they want 
to improve or reinforce. 

We can also highlight the NEAR method, which uses games with cognitive behav-
ioral therapies to improve children's cognitive functioning. But the limitation of this 
method is that it depends on a specialist to be applied [14]. In addition, we can high-
light the Cog-Fun method as a novel method to consolidate the memory of children 
with ADHD through a game. However, the N-Back Task method lacks diversity in 
the part of gamification [8] [15]. Finally, we want to highlight the use of the reward 
system as an excellent support for developing this research. 

5.2 About the case study 

The use of Dilud application by children with ADHD positively supports them in 
improving their cognitive abilities, especially WM. For this reason, the purpose of the 
case study was to validate the hypothesis and demonstrate the effectiveness of the 
Dilud application in improving the WM of children with ADHD.  

The results were analyzed by the metrics provided by WISC-V, which has a high 
level of reliability [41], therefore, it helped us in this investigation to determine the 
level of improvement that NN had. The results are illustrated in Figure 7, and it is 
possible to observe both the initial result of the exam before NN uses the Dilud appli-
cation and the final result after NN has used the application. 

The graph presented showed a significant increase in the final rating of WM com-
pared to the initial one. In the case of the "Picture Span" subtest, there was an increase 
from 15 points to 22, which means that NN improved his visual memory [42]. The 
"Digit Span" subtest, there was an increase from 12 to 20, which means that NN im-
proved his immediate memory significantly and, consequently, his WM [43]. Consid-
ering both subtests, it can be determined that NN improved his WM from an initial 
score of 84 to a final score of 103. The results obtained with the table that measures 
WM, it can be concluded that NN's WM at one start was "Lower Normal"; however, 
after using the Dilud application, his WM rose to the "Average Normal" level.  

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Fig. 7. Results of the case study 

With this evidence, it is possible to answer the general hypothesis raised, and the 
hypothesis based on games, that an application, in this case, Dilud, can contribute to 
the development and reinforcement of the WM of children with ADHD supported by 
the use of interactive games. On the one hand, we have that the Dilud application, 
compared to the Say-It & Learn application, seen in the literature review, Dilud man-
aged to increase the child's WM by 19 points with the help of memory games [12], 
while the author of the other app focused on math-related games. On the other hand, 
the Cog-Fun method improved their learning in 5 months [8], while Dilud did it in 30 
days. In addition, compared to the mHealth application [10], the Dilud application 
was possible both at home and with the help of a psychologist since it did not gener-
ate more complexity for the child. 

5.3 About the usability and satisfaction of the mobile application 

In order to evaluate the levels of usability and satisfaction of the Dilud application, 
15 children and 15 parents took a survey, where they had to use the application for 5 
days, 10 minutes a day, and then evaluate their experience. In this sense, Table 4 
shows the results obtained in the case of children, where the Dilud application ob-
tained a very high rating in usability (4.7), with a very high evaluation for the design 
and colors of the application (QK2), according to the Likert scale [39]. Lastly, it ob-
tained a very high satisfaction rating (4.8). 

The game the children liked the most was IS. This result can be explained by the 
spatial theme of the game, while the game they liked the least was SC because it is the 
least dynamic game compared to the others. Likewise, the children recommended the 
application with a rating of 4.8 out of 5 (QK5). 

 

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Table 4.  Results of usability and satisfaction of the participating children 

Participant code 
(PK) 

Questions 
Usability Satisfaction 

QK1 QK2 QK3 QK4 QK5 
PK1 5 5 FM SC 4 
PK2 4 5 IS CB 5 
PK3 5 5 IS SC 5 
PK4 5 5 CB FM 5 
PK5 5 4 FM IS 5 
PK6 5 5 IS SC 5 
PK7 5 4 IS SC 4 
PK8 4 4 CB SC 5 
PK9 5 5 IS SC 5 
PK10 5 5 SC FM 5 
PK11 5 5 IS SC 5 
PK12 5 5 IS SC 5 
PK13 5 5 FM SC 5 
PK14 3 4 IS SC 4 
PK15 5 5 FM CB 5 
Average 4.7 4.7 IS (53%) SC (67%) 4.8 

 
Additionally, the results obtained from the survey for parents can be seen in Table 

5, where the Dilud application obtained a very high rating in all the responses regard-
ing usability and satisfaction, reaching an average score of 4.7 out of 5 in both cases. 
This result can be explained because the application is easy to use, therefore, intuitive 
(QP3) since it presents graphs that allow visualizing the child's progress (QP4) and its 
monitoring (QP2), which is very useful for parents. Also, parents mentioned that it is 
a good application (QP1) that they would recommend (QP5). In addition, the purpose 
of this survey was to take the information obtained to evaluate the levels of usability 
and satisfaction and improve future updates regarding the Dilud application based on 
the comments received from users, which stands out the development of more games 
to reinforce the WM. 

Finally, the usability and satisfaction tests were very high according to the answers 
obtained. The recommendation to add more games in the following updates is high-
lighted because when it compares to the Say-It & Learn application, it has more inter-
active games focused on improving children's cognitive areas [12]. While the 
PANDAS application presented an interactive game to measure the WM of children, 
generating a high value in efficiency and usability [11]. Likewise, in this sense, the 
badge system, a new module not implemented in the reviewed applications, contribut-
ed significantly to children's usability experience and satisfaction, according to the 
comments received by parents. 

iJIM ‒ Vol. 17, No. 06, 2023 75



Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

Table 5.  Results of usability and satisfaction of the participating parents 

Participant code 
(PP) 

Questions 
Usability Satisfaction 

QP1 QP2 QP3 QP4 QP5 
PP1 5 5 5 5 5 
PP2 5 5 5 5 5 
PP3 4 4 5 4 5 
PP4 4 4 5 4 5 
PP5 5 4 5 4 5 
PP6 5 4 5 4 5 
PP7 5 4 4 4 5 
PP8 5 5 5 4 4 
PP9 5 5 5 5 4 
PP10 5 5 5 5 4 
PP11 5 5 5 4 4 
PP12 5 5 5 5 4 
PP13 4 4 5 5 5 
PP14 5 5 4 5 5 
PP15 5 5 5 5 5 
Average 4.8 4.6 4.9 4.5 4.7 

6 Conclusions 

In conclusion, with the help of the methodologies used, it was possible to develop a 
mobile application for the improvement and reinforcement of WM, which has had 
favorable results after the tests, since it helped to increase the level of WM of a child 
with ADHD who initially presented a "Lower Normal" WM level, and finished the 
experimentation with "Average Normal" WM level. In addition, the usability and 
satisfaction tests also showed favorable results, obtaining an average score of 5, "Very 
Good," both in usability and satisfaction. Additionally, with the help of the methodol-
ogies, the framework was proposed and allowed the validation tests in the established 
time range. Therefore, the proposed objective was met with positive results, demon-
strating that children with ADHD can improve and reinforce their WM through inter-
active games. Likewise, as future work, developing more interactive games that sup-
port the improvement and reinforcement of WM for children with ADHD is proposed. 

Focusing on other deficient cognitive areas in children with ADHD is not ruled 
out, such as executive function [44]. Finally, the existing limitations in this research 
are the number of samples used, which was limited due to the health security 
measures of the COVID-19 pandemic. It negatively affected the psychological centers 
that treated children with disorders in person and many people's social life, close 
relationships, and economic well-being [45]. 

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Paper—Dilud: A Mobile Application to Reinforce Rote Learning in Elementary School Children with… 

7 Acknowledgment 

The authors thank the Universidad Peruana de Ciencias Aplicadas (UPC), for fi-
nancing of this research. In addition, the authors thank Christian Kian Kanashiro and 
Nicolas Arakaki Miyoshi for support in the graphic design of Dilud. 

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9 Authors 

Gianella Celis received the bachelor for Information Systems Engineering, Peru-
vian Universidad Peruana de Ciencias Aplicadas, Lima, Peru. She is currently work-
ing as a data engineer developer, Lima, Peru. Her research interest is applications of 
information system technology for education, data science, and mobile programming 
(email: u201714981@upc.edu.pe). 

Miguel Casas received the bachelor for Information Systems Engineering, Peruvi-
an Universidad Peruana de Ciencias Aplicadas, Lima, Peru. He is currently working 
as a technology consultant, Bogota, Colombia. His research interest is applications of 
information system technology for education, artificial intelligence, and mobile pro-
gramming (email: u201714074@upc.edu.pe). 

David Mauricio is a Professor in Universidad Peruana de Ciencias Aplicadas, 
Faculty of System Engineering and Informatics, Lima, Peru. He has a doctoral degree 
of Science in Systems Engineering and Computing, and Master of Science in Applied 
Mathematics from the Federal University of Rio de Janeiro, Brazil. His research in-
terest is mathematical programming, artificial intelligence, software Engineering and 
entreneurship (email: pcsidmau@upc.edu.pe). 

Jose Santisteban is a Professor in Universidad Privada Norbert Wiener, Lima, Pe-
ru. He has a doctoral degree in Systems Engineering. He has more than eighteen years 
of experience in implementing information systems in different business sectors. His 
research interest areas are the study of artificial intelligence and technological entre-
preneurship (Start-up) (email: jose.santisteban@uwiener.edu.pe). 

Article submitted 2022-09-10. Resubmitted 2022-12-08. Final acceptance 2022-12-09. Final version 
published as submitted by the authors. 

80 http://www.i-jim.org

https://doi.org/10.21865/RIDEP60.3.10
https://doi.org/10.21865/RIDEP60.3.10
https://doi.org/10.3758/BRM.41.2.309
https://doi.org/10.3390/ijerph191912716
https://doi.org/10.3390/ijerph19137834
https://doi.org/10.3390/ijerph19041951
https://doi.org/10.3390/ijerph19041951
mailto:u201714981@upc.edu.pe
mailto:u201714074@upc.edu.pe
mailto:pcsidmau@upc.edu.pe
mailto:jose.santisteban@uwiener.edu.pe