  This study aimed to stimulate the brain's executive function through a series
of tasks and rules based on dynamic perceptual stimuli using the Biotechnology
Virtual Immersion Simulator (BIOVIT) and thus evaluate its usefulness to
maintain and increase attention levels in subjects diagnosed with hyperkinetic
syndrome. With a quantitative methodology framed in a longitudinal trend
design, the cause of the exposure-outcome relationships was studied using the
BIOVIT simulator. Exploratory analysis of oscillatory brain activity was
measured using a graphical recording of brain electrical activity and attention
levels. Data consisted of 77,566 observations from n = 18 separately studied
participants. The findings established that the BIOVIT simulator maintained and
increased the attention levels of the participants by 77.8%. Furthermore, the
hypothesis was tested that virtual reality immersion technologies significantly
affect attention levels in participants aged 8 to 12. The evidence shows that
the BIOVIT simulator is an alternative to developing learning methodologies in
vulnerable populations. The low implementation costs and the diversity of
academic applications may allow schools in developing countries to solve this
problem that afflicts thousands of children with attention deficit and
hyperactivity disorder.
