###### Abstract  
The HapHop-Physio exer-learning game is a cognitive rehabilitation solution for children with learning disorders to train memory and attention functions. Therefore, HapHop-Physio must be assessed as an appropriate tool developed to support the enhancement of essential cognitive skills. In this paper, we aim to establish the validity of HapHop-Physio in a healthcare setting with children receiving training with this tool. HapHop-Physio was developed through interaction between clinical experts, one graphic designer, and game developers. Following an assessment framework for serious games in healthcare, the game's rationale, functionality, validity, and data safety are described. Particularly, the validity was assessed with experts through a case study conducted in three phases with 12 children diagnosed with Specific Learning Disorders. The baseline of the cognitive profile of the children was obtained and trained with HapHop-Physio. General trends and findings were obtained through an exploratory analysis of the gathered results from the phases. The validity aspects were achieved through continuous feedback from the experts, allowing to improve the game in five features: game structure, scoring system, avatars, login system, and clinicians' dashboard. The application of the assessment framework in HapHop-Physio guarantees end users that the game is safe and effective enough to be used for supporting memory and attention training. One relevant finding from the case study was that cognitive performance improved in 11 out of 12 children at the end of the training. The positive outcomes of this assessment indicate the game's appropriateness for a healthcare setting. However, the improvement in cognitive performance cannot be associated with HapHop-Physio in this case study. Consequently, it needs to be evaluated in a controlled experiment (including a control group) to ensure that it leads to cognitive rehabilitation in reality. e 15 July 2022  
Accepted: 17 August 2022  
Published: 19 August 2022  
**Published:** **19 August 2022**  
repetitive practice on graded activities to improve the cognitive function [5]. These therapies are conducted by a specialist guiding the child through pencil and paper activities [6,7]. This circumstance is close to what children experience in school or at home, which could generate fatigue and lack of motivation, affecting the progress and results of the therapeutic session and even causing non-adherence to the treatment [8]. In recent years, the use of video games, and specifically serious games, has become an ideal format for training specific cognitive abilities for children with SLD. In [9], the authors found that using adaptive difficulty levels in serious games enables customized learning environments for children with learning difficulties. Depending on the user's performance, this helps in maintaining optimal levels of engagement and cognitive improvement. Treatments using this approach are mainly used to train dyslexia [10,11]. However, other elements can improve the serious game approach. Physical exercise significantly improves memory and attentional processes in clinical and healthy populations [12]. Technology has combined physical activity with cognitive tasks through 'exergames'. Exergames are interactive video games that stimulate the players to make physical movements aimed at completing actions within the game [13]. In this way, exergames enable the gamification of conventional therapies to make them more attractive, motivating, and engaging for children [14]. The HapHop-Physio system is an exergame developed to support memory and attention therapies based on the Hopscotch product [15]. The game trains the auditory and visual components of memory and attention, along with the training of reading and writing processes in five difficulty levels. The system has an electronic mat as the input device for promoting physical activity in players.