scholarly journals ATENDERAH: A SERIOUS VIDEOGAME TO ENTERTAIN AND TEACH SKILLS IN ADULTS WITH ADHD

2014 ◽  
Vol 2 (1) ◽  
Author(s):  
Laura Patricia Mancera ◽  
Silvia Margarita Baldiris ◽  
Ramón Fabregat

  This paper describes a video game named aTenDerAH, which was created, designed and implemented for attending the needs of adults with Attention Deficit Hyperactivity Disorder (ADHD). The purpose of aTenDerAH is entertains while different cognitive and organizational areas are being taught. aTenDerAH is integrated into an e-learning platform as a recommended tool for students with ADHD which were previously diagnosed with a user modelling process. The videogame was developed using: Unity for the creation of the 3D game and also for the interactive content, Cinema 4D for the creation of the models and animations in 3D, and Photoshop for the creation of textures for the 3D models. 

2017 ◽  
Vol 11 ◽  
pp. 117822181772331 ◽  
Author(s):  
Andrea L Howard ◽  
Tyler R Pritchard

This study examined rates of heavy drinking and alcohol problems in relation to drinking motives and protective behavioral strategies in university students with a documented current diagnosis of attention-deficit/hyperactivity disorder (ADHD; n = 31) compared with students with no history of ADHD (n = 146). Participants completed a Web-based questionnaire, and logistic regression models tested interactions between ADHD/comparison group membership and motives and protective strategies. Group differences in rates of heavy drinking and alcohol problems were not statistically significant, but medium-sized risk ratios showed that students without ADHD reported heavy drinking at a rate 1.44 times higher than students with ADHD and met screening criteria for problematic alcohol use at a rate of 1.54 times higher than students with ADHD. Other key findings were, first, that drinking to enhance positive affect (e.g., drinking because it is exciting), but not to cope with negative affect (e.g., drinking to forget your worries), predicted both heavy drinking and alcohol problems. Second, only protective behavioral strategies that emphasize alcohol avoidance predicted both heavy drinking and alcohol problems. Contrary to expectations, we found no ADHD-related moderation of effects of motives or protective strategies on our alcohol outcomes. Results of this study are limited by the small sample of students with ADHD but highlight tentative similarities and differences in effects of motives and strategies on drinking behaviors and alcohol problems reported by students with and without ADHD.


1993 ◽  
Vol 60 (2) ◽  
pp. 143-153 ◽  
Author(s):  
Sydney S. Zentall

This article summarizes the major academic problems of students with attention deficit hyperactivity disorder (ADHD) and addresses the extent to which these problems are secondary to ADHD, rather than a part of a co-occurring learning or cognitive disability. The article delineates the academic problems of students with ADHD in relation to their primary characteristics—how one influences the nature of the other. Treatment implications are discussed to indicate how educators might modify classroom settings to enhance the academic achievement of students with ADHD.


2021 ◽  
pp. 252-270
Author(s):  
Simone Aparecida Capellini ◽  
Isabela Pires Metzner ◽  
Noemi Del Bianco ◽  
Ilaria D’Angelo ◽  
Aldo Caldarelli ◽  
...  

This study is aimed to compare and relate the performance of students with Attention Deficit Hyperactivity Disorder (ADHD) and with good academic performance in the perceptual-visual-motor and reading processes, and to verify the eye movements' pattern of students with ADHD during reading. Twenty students from primary school, both male and female, and aged between eight and twelve years old, participated in this study. They were divided into two groups: Group I (GI): composed of 20 students with an interdisciplinary diagnosis of ADHD, and Group II (GII): composed of 20 students with an equal good academic performance according to gender, age group and education with GI. All students were submitted to the Reading Processes Assessment protocol (PROLEC), Developmental Test of Visual Perception 3 (DTVP 3). PROLEC text reading test was administered to the students, also through the computer support. During this activity, the Gazepoint GP3 Eye Tracker equipment was used, which records the eye movements and analyses their properties by using the Gazepoint Analysis UX Edition Software for capturing eye movement during reading. These procedures were applied individually with students from both groups. The results were statistically analyzed, and revealed that the difficulties of students with ADHD in the reading processes could be justified by the perceptual-visual-motor deficit, and the shorter fixing time for capturing the information of each word read. This compromises the ability to identify and decode words, leading to difficulty in accessing meaning at the level of words and texts.


2020 ◽  
Vol 29 (1) ◽  
pp. 42-51
Author(s):  
Garrett J. Roberts ◽  
Gloria E. Miller ◽  
Gavin W. Watts ◽  
Dina K. Malala ◽  
Brigette E. Amidon ◽  
...  

Many students with attention-deficit/hyperactivity disorder (ADHD) also have reading deficits. These reading deficiencies in students with ADHD are likely to be more severe than those of students with only reading difficulties. To intensify reading instruction to improve reading and behavioral outcomes for students with ADHD, this article describes research-based practices which can be integrated into the classroom reading instruction as well as foster family–school collaboration.


2019 ◽  
Vol 44 (5) ◽  
pp. 517-526 ◽  
Author(s):  
Elizaveta Bourchtein ◽  
Joshua M Langberg ◽  
Caroline N Cusick ◽  
Rosanna P Breaux ◽  
Zoe R Smith ◽  
...  

Abstract Objectives This study used a multi-informant approach to examine differences in types and rates of technology used by adolescents with and without attention-deficit/hyperactivity disorder (ADHD), associations between technology use and sleep/daytime sleepiness, and whether technology use was differentially related to sleep/daytime sleepiness in adolescents with and without ADHD. Methods Eighth graders with (n = 162) and without (n = 140) ADHD were recruited. Adolescents completed questionnaires assessing time spent using technology, sleep-wake problems, school-night time in bed, and daytime sleepiness. Parents and teachers reported on adolescents’ technology use and daytime sleepiness, respectively. Results Adolescents with ADHD had significantly greater total technology, television/movie viewing, video game, and phone/video chatting use than adolescents without ADHD. Adolescents with ADHD engaged in twice as much daily video game use compared to those without ADHD (61 vs. 31 min). Controlling for medication use, ADHD status, pubertal development, sex, and internalizing symptoms, greater parent- and adolescent-reported technology use was associated with more sleep-wake problems and less time in bed. ADHD status did not moderate the relations between technology use and these sleep parameters. In contrast, ADHD status moderated the association between parent-reported technology use and teacher-reported daytime sleepiness, such that this association was significant only for adolescents with ADHD. Conclusions Technology use, although more prevalent in adolescents with ADHD, is linked with more sleep problems and reduced school-night sleep duration regardless of ADHD status. Technology use is associated with teacher-rated daytime sleepiness only in adolescents with ADHD. Clinicians should consider technology usage when assessing and treating sleep problems.


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Cui Yin ◽  
Yawen Xiao ◽  
Wangqian Fu

The number of children with attention deficit hyperactivity disorder (ADHD) is increasing in China, whose inattention, disorganization, and impaired hyperactivity cause challenges for their study and teachers’ teaching activities in classroom. The study applied self-monitoring intervention for two children with ADHD learning in a primary school to improve their problem behaviors. We found self-monitoring intervention was likely to reduce their off-task behaviors, even for students with ADHD and ASD. Practical implication of the intervention is discussed in the paper.


Author(s):  
Andreia Espírito Santo ◽  
Rui Rijo ◽  
João Monteiro ◽  
Inês Henriques ◽  
Ana Matos ◽  
...  

In Portugal, there are between 35 000 to 75 000 children suffering from Attention Deficit Hyperactivity Disorder. The need to act prominently in children with these disorders suggests the creation of various serious games that can be executed with a computer, aiding affected children and assisting health professionals. This chapter presents two games that intend to help children to improve their capacity to speed information processing, enhance executive functions, and enhance use of working memory by performing a set of exercises presented in the form of educational games. It also enables the assisting physician to monitor the execution of these exercises. With the completion of the tasks of the games, children may, in an appealing way, improve their skills and thereby overcome their difficulties. This chapter presents the research methodology followed to the creation of the games, and the preliminary promising tests. Future research directions are also discussed.


Author(s):  
Jacqueline Guzmán ◽  
Regina Motz ◽  
Alberto Rodrigues da Silva

In this chapter, the authors analyze and discuss how the activity inside a social network impacts on the value of a Learning Object (LO) used in a collaborative e-learning platform. Recent works propose metrics for measuring LO reusability based on a variety of approaches. In this work, they combine and extend these approaches in order to design a valuation strategy which helps to identify the usage of LOs inside a social network. Their proposal is to identify the factors that are relevant for the valuation of a LO and determine which of them can be computed automatically from its context of usage, the level of success of its authors and its metadata. The authors’ analysis was performed on a particular social network called LOP (LO Poll) system, which strongly motivates the creation and collaborative valuation of LOs. They present preliminary conclusions obtained from an experiment performed in order to analyze the feasibility of the proposal.


2009 ◽  
Vol 50 (3) ◽  
pp. 251-256 ◽  
Author(s):  
Doug Hyun Han ◽  
Young Sik Lee ◽  
Churl Na ◽  
Jee Young Ahn ◽  
Un Sun Chung ◽  
...  

2018 ◽  
Vol 42 (02) ◽  
pp. 143-157
Author(s):  
Wendy Yeo ◽  
Ailsa Goh ◽  
Carol Tan

Facilitating the learning and engagement of students with attention-deficit/hyperactivity disorder (ADHD) in any classroom can be challenging. In this study, we examined the use of online daily behaviour report card (DBRC) to decrease off-task behaviour in students with ADHD who were studying at a public school for at-risk youths in Singapore. Using a multiple baseline design across participants, the study involved 3 adolescents with ADHD who exhibited a high level of off-task behaviour and had received numerous office discipline referrals. Aside from the involvement of classroom teachers, the online DBRC intervention was modified to involve an additional school mentor who supported the parents in monitoring and guiding the students. Results indicated that the online DBRC intervention had been effective in decreasing off-task behaviour in the 3 students. Implications of findings and directions for future studies are discussed.


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