Bibliometric analysis of augmented reality applications for students with ADHD: challenges in education 2011-2025
DOI:
https://doi.org/10.47606/ACVEN/PH0435Keywords:
augmented reality, ADHD, bibliometrics, special education, educational technologyAbstract
Attention Deficit Hyperactivity Disorder (ADHD) presents a significant challenge in education, particularly due to the attentional difficulties that compromise learning. In recent years, augmented reality (AR) has emerged as a promising technology to support students with ADHD through interactive and stimulating environments. The overall objective of this study was to conduct a bibliometric analysis of the scientific output related to the application of AR in students with ADHD during the period 2011–2025. A quantitative and descriptive methodology was employed, based on the analysis of metadata extracted from the Scopus database and processed using tools such as VOSviewer and Excel. The results revealed a still limited but growing body of scientific output, with a predominance of conference papers and a high impact in terms of citations in regions such as Latin America and Europe. Emerging topics such as “serious games,” “sustained attention,” and “extended reality” were identified. The findings suggest that AR is a tool with significant potential for the educational support of ADHD, although further longitudinal and collaborative research is needed to solidify the field.
Downloads
References
Alper, M., Pak, E., McGivney, E., & Rubinsztain, V. (2025). “Someone who has ADHD or someone who has autism should make the Rules”: A participatory study of neurodivergent Child perspectives on the ethics of Extended reality technologies. International Journal of Child-Computer Interaction, 46. Scopus. https://doi.org/10.1016/j.ijcci.2025.100782
Alqithami, S. (2020). Modeling an AR Serious Game to Increase Attention of ADHD Patients. En W. K. Chan, B. Claycomb, H. Takakura, J.-J. Yang, Y. Teranishi, D. Towey, S. Segura, H. Shahriar, S. Reisman, & S. I. Ahamed (Eds.), Proc. - IEEE Annu. Comput., Softw., Appl. Conf., COMPSAC (pp. 1379-1384). Institute of Electrical and Electronics Engineers Inc.; Scopus. https://doi.org/10.1109/COMPSAC48688.2020.00-63
Andrade, F., Bastidas, C., Moreno, D., & Campuzano, S. (2022). Intervención socioeducativa de niñas y niños en sectores de altos riesgos de violencia en Ecuador. Universidad y Sociedad, 14(S4), Article S4. https://rus.ucf.edu.cu/index.php/rus/article/view/3173
Avila-Pesantez, D., Rivera, L. A., Vaca-Cardenas, L., Aguayo, S., & Zuniga, L. (2018). Towards the improvement of ADHD children through augmented reality serious games: Preliminary results. IEEE Global Eng. Edu. Conf., EDUCON, 2018-April, 843-848. Scopus. https://doi.org/10.1109/EDUCON.2018.8363318
Buendía Cueva, G. I., & Maza Mori, N. (2025). El uso de la gamificación para potenciar habilidades cognitivas y emocionales en niños menores de seis años: Una revisión sistemática. Aula Virtual, 6(13). https://doi.org/10.5281/zenodo.17093412
Caraguay, M. Y., Quito Ulloa, M. del P., Barnuevo, X. A., & Enríquez-Fierro, C. S. (2024). Journalism and Scientific Dissemination: A Look with a Theoretical Perspective. Revista Tecnológica-Educativa Docentes 2.0, 17(1), 252-260. https://doi.org/10.37843/rted.v17i1.470.
Cenedesi, M., & Vouillat, S. (2024). Metodología de la Investigación: Del tema a la publicación de los datos. Revista Ciências Humanas, 17(1), Article 1. https://doi.org/10.32813/2179-1120.2024.v17.n1.a976
González, P. L. (2024). Criterios actualizados sobre la metodología de la investigación educativa: Una aproximación bibliográfica. Mendive. Revista de Educación, 22(1). http://scielo.sld.cu/scielo.php?script=sci_abstract&pid=S1815-76962024000100031&lng=es&nrm=iso&tlng=es
Lozano-Álvarez, M., Rodríguez-Cano, S., Delgado Benito, V., & Mercado-Val, E. (2023). A Systematic Review of Literature on Emerging Technologies and Specific Learning Difficulties. Education Sciences, 13(3). Scopus. https://doi.org/10.3390/educsci13030298
Luna, J., Treacy, R., Hasegawa, T., Campbell, A., & Mangina, E. (2018). Words Worth Learning-Augmented Literacy Content for ADHD Students. IEEE Games, Entertain., Media Conf., GEM, 181-188. Scopus. https://doi.org/10.1109/GEM.2018.8516483
Mangina, F., Chiazzese, G., & Hasegawa, T. (2018). AHA: ADHD Augmented (Learning Environment). En M. J. W. Lee, S. Nikolic, M. Ros, J. Shen, L. C. U. Lei, G. K. W. Wong, & N. Venkatarayalu (Eds.), Proc. IEEE Int. Conf. Teach., Assess., Learn. Eng., TALE (pp. 774-777). Institute of Electrical and Electronics Engineers Inc.; Scopus. https://doi.org/10.1109/TALE.2018.8615222
Mendoza-Marin, A. A., Duenas-Guevara, M. A., & Burga, D. (2022). Technological Solution For Children With ADHD By Using Augmented Reality In Serious Games. Proc. IEEE Int. Conf. Adv. Learn. Technol. Educ. Res., ICALTER. Scopus. https://doi.org/10.1109/ICALTER57193.2022.9964504
Panagiotidis-Arrizabalaga, A., Teruel, M. A., Lavalle, A., Trujillo, J., Navarro, E., & González, P. (2025). Comparing Desktop, Virtual and Augmented Reality Gaming Environments for ADHD Attention Measurement. International Journal of Human-Computer Interaction. Scopus. https://doi.org/10.1080/10447318.2025.2581259
Tornero, J., & Pérez, S. (2025). Tecnologías emergentes en el aprendizaje de estudiantes con necesidades especiales: Una revisión sistemática. Revista InveCom, 5(3). https://doi.org/10.5281/zenodo.14549933
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Francisco Xavier Rivera-Lombeyda

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


