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. 2020 Jul 24;14:757. doi: 10.3389/fnins.2020.00757

TABLE 3.

Difference in Time condition between pre- and post-test during the music and video game interventions.

TEA-Ch subscores Music intervention (n = 29)
Video game intervention (n = 29)
p-value of ANOVA p-value of ANCOVA
p-value of ANOVA p-value of ANCOVA
RCPM ADHD-RS RCPM + ADHD-RS RCPM ADHD-RS RCPM + ADHD-RS
Selective/focused attention
s1 Sky Search Accuracy 0.001** 0.131 0.008** 0.01* 0.001** 0.131 0.007** 0.006**
s2 Sky Search Time per Target 0.001** 0.131 0.008** 0.01* 0.001** 0.131 0.007** 0.006**
s3 Sky Search Attention Score 0.001** 0.131 0.008** 0.01* 0.001** 0.131 0.007** 0.006**
Sustained attention
s4 Score! Accuracy 0.514 0.646 0.956 0.892 0.514 0.646 0.956 0.892
Attention control/switching
s5 Creature Counting Accuracy < 0.001*** 0.128 0.011* 0.011* < 0.001*** 0.797 0.011* 0.011*
s6 Creature Counting Speed < 0.001*** 0.003** 0.011* 0.011* < 0.001*** 0.797 0.011* 0.011*
Sustained-divided attention
s7 Sky Search DT Decrement 0.194 0.086 0.379 0.35 0.194 0.086 0.379 0.35

In this study, we applied ANOVA and ANCOVA using participants’ RCPM score, ADHD-RS score, and RCPM × ADHD-RS scores as covariates. Significant differences between pre- and post-test were found in both the music and video game interventions. Notably, the intervention effects were modulated by participants’ IQ traits; specifically, when controlling for RCPM score, “Creature Counting Speed” was facilitated by the music intervention but not by the video game intervention during attention control/switching. ***p < 0.001; **p < 0.01; *p < 0.05.