GrowMore: Adaptive Tablet-Based Intervention for Education and Cognitive Rehabilitation in Children with Mild-to-Moderate Intellectual Disabilities

Providing equitable, high-quality education to all children, including those with intellectual disabilities (ID), remains a critical global challenge. Traditional learning environments often fail to address the unique cognitive needs of children with mild and moderate ID. In response, this study explores the potential of tablet-based game applications to enhance educational outcomes through an interactive, engaging, and accessible digital platform. The proposed solution, GrowMore, is a tablet-based educational game specifically designed for children aged 8 to 12 with mild intellectual disabilities. The application integrates adaptive learning strategies, vibrant visuals, and interactive feedback mechanisms to foster improvements in object recognition, color identification, and counting skills. Additionally, the system supports cognitive rehabilitation by enhancing attention, working memory, and problem-solving abilities, which caregivers reported transferring to daily functional tasks. The system’s usability was rigorously evaluated using quality standards, focusing on effectiveness, efficiency, and user satisfaction. Experimental results demonstrate that approximately 88% of participants were able to correctly identify learning elements after engaging with the application, with notable improvements in attention span and learning retention. Informal interviews with parents further validated the positive cognitive, behavioral, and rehabilitative impact of the application. These findings underscore the value of digital game-based learning tools in special education and highlight the need for continued development of inclusive educational technologies.

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Publication Details

Journal
Computers
Published
2025-11-13
DOI
https://doi.org/10.3390/computers14110495
Citations
1
Primary Topic
Autism Spectrum Disorder Research
Type
article
Field-Weighted Citation Impact
1.43

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article

GrowMore: Adaptive Tablet-Based Intervention for Education and Cognitive Rehabilitation in Children with Mild-to-Moderate Intellectual Disabilities

Rolando Quintero, José Luis Oropeza Rodríguez, Nida Hafeez, Abdullah Abdullah et al.
1 citations
Computers
Autism Spectrum Disorder Research
1.43
article

GrowMore: Adaptive Tablet-Based Intervention for Education and Cognitive Rehabilitation in Children with Mild-to-Moderate Intellectual Disabilities

Rolando Quintero, José Luis Oropeza Rodríguez, Nida Hafeez, Abdullah Abdullah, Zulaikha Fatima, Kinza Sardar, Fatima Uroosa
article en
1 citations

Abstract

Providing equitable, high-quality education to all children, including those with intellectual disabilities (ID), remains a critical global challenge. Traditional learning environments often fail to address the unique cognitive needs of children with mild and moderate ID. In response, this study explores the potential of tablet-based game applications to enhance educational outcomes through an interactive, engaging, and accessible digital platform. The proposed solution, GrowMore, is a tablet-based educational game specifically designed for children aged 8 to 12 with mild intellectual disabilities. The application integrates adaptive learning strategies, vibrant visuals, and interactive feedback mechanisms to foster improvements in object recognition, color identification, and counting skills. Additionally, the system supports cognitive rehabilitation by enhancing attention, working memory, and problem-solving abilities, which caregivers reported transferring to daily functional tasks. The system’s usability was rigorously evaluated using quality standards, focusing on effectiveness, efficiency, and user satisfaction. Experimental results demonstrate that approximately 88% of participants were able to correctly identify learning elements after engaging with the application, with notable improvements in attention span and learning retention. Informal interviews with parents further validated the positive cognitive, behavioral, and rehabilitative impact of the application. These findings underscore the value of digital game-based learning tools in special education and highlight the need for continued development of inclusive educational technologies.

ComputersVol. 14(11)
University of Health Sciences Lahore (PK), Superior University (PK), Bahria University (PK), Instituto Politécnico Nacional (MX), University of Management and Technology (PK)
Instituto Politécnico Nacional, Consejo Nacional de Ciencia y Tecnología
Openalex Percentile: Top 14%
Autism Spectrum Disorder Research
1.43
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