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An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder.

Wrońska N, Garcia-Zapirain B, Mendez-Zorrilla A - Int J Environ Res Public Health (2015)

Bottom Line: Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds.A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool.Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced.

View Article: PubMed Central - PubMed

Affiliation: International Faculty of Engineering, Lodz University of Technology, Żwirki 36, Łódź 90-924, Poland. nwronska@deusto.es.

ABSTRACT
Attention Deficit Hyperactivity Disorder (ADHD), with a worldwide prevalence of 5.29%-7.1%, is one of the most common neurodevelopmental disorders among children and adolescents. Apart from typical symptoms like inattention, hyperactivity and impulsiveness, patients also evidence attention deficit problems with reading comprehension. This in turn causes poor school performance and widens the gap with peers without ADHD. This paper presents a novel and interactive tool based on Serious Games for Health, whose aim is not only to improve comprehension, but also hold the user's attention. This tool is geared towards assessing reading quality and is intended for iPad devices. Preliminary results obtained from the experiment performed to evaluate the game are included in this report. A group of six typically developing children from Colegio Vizcaya aged between 8 and 12 took part in the evaluation of motivation, satisfaction and usability of the same therapy in the new media. Results obtained by participants playing the game were analysed together with questionnaires concerning the usability of the system. Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds. A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool. Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced. Older participants completed the first game faster than the younger ones, but age was not influential in subsequent games.

No MeSH data available.


Related in: MedlinePlus

Process diagram of the game.
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ijerph-12-06261-f006: Process diagram of the game.

Mentions: Figure 6 contains a detailed description of the predefined process included in the general diagram of low-level design-the flowchart of the game. Due to the fact that all nine exercises have the same operation principle, only one game is shown, which then can be replicated. The window with the following elements appears just after starting the game: text (on top of the view), pictures (below the text), labels (below the pictures) and draggable buttons (on the right side of the view). Depending on the game, different numbers of the above elements are displayed. At this stage, the user’s task is to read the text carefully and decide about the correct solutions. Next, using draggable buttons, the user can drag the button itself and drop it on the picture or label. Drop action causes the change in picture or label in accordance with the feature prescribed for the button. After completing all tasks, the next view with results and correct answers is displayed. Only if the number of points is equal to the maximum or (maximum-1) can the user proceed to the next exercise. Otherwise, the game must be repeated until the score is high enough to pass to the next exercise. Both moving on to the next exercise and playing again initiates the process involving sending the results to the database. The last block in the flowchart stands for the predefined processes of the remaining eight games.


An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder.

Wrońska N, Garcia-Zapirain B, Mendez-Zorrilla A - Int J Environ Res Public Health (2015)

Process diagram of the game.
© Copyright Policy
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4483700&req=5

ijerph-12-06261-f006: Process diagram of the game.
Mentions: Figure 6 contains a detailed description of the predefined process included in the general diagram of low-level design-the flowchart of the game. Due to the fact that all nine exercises have the same operation principle, only one game is shown, which then can be replicated. The window with the following elements appears just after starting the game: text (on top of the view), pictures (below the text), labels (below the pictures) and draggable buttons (on the right side of the view). Depending on the game, different numbers of the above elements are displayed. At this stage, the user’s task is to read the text carefully and decide about the correct solutions. Next, using draggable buttons, the user can drag the button itself and drop it on the picture or label. Drop action causes the change in picture or label in accordance with the feature prescribed for the button. After completing all tasks, the next view with results and correct answers is displayed. Only if the number of points is equal to the maximum or (maximum-1) can the user proceed to the next exercise. Otherwise, the game must be repeated until the score is high enough to pass to the next exercise. Both moving on to the next exercise and playing again initiates the process involving sending the results to the database. The last block in the flowchart stands for the predefined processes of the remaining eight games.

Bottom Line: Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds.A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool.Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced.

View Article: PubMed Central - PubMed

Affiliation: International Faculty of Engineering, Lodz University of Technology, Żwirki 36, Łódź 90-924, Poland. nwronska@deusto.es.

ABSTRACT
Attention Deficit Hyperactivity Disorder (ADHD), with a worldwide prevalence of 5.29%-7.1%, is one of the most common neurodevelopmental disorders among children and adolescents. Apart from typical symptoms like inattention, hyperactivity and impulsiveness, patients also evidence attention deficit problems with reading comprehension. This in turn causes poor school performance and widens the gap with peers without ADHD. This paper presents a novel and interactive tool based on Serious Games for Health, whose aim is not only to improve comprehension, but also hold the user's attention. This tool is geared towards assessing reading quality and is intended for iPad devices. Preliminary results obtained from the experiment performed to evaluate the game are included in this report. A group of six typically developing children from Colegio Vizcaya aged between 8 and 12 took part in the evaluation of motivation, satisfaction and usability of the same therapy in the new media. Results obtained by participants playing the game were analysed together with questionnaires concerning the usability of the system. Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds. A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool. Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced. Older participants completed the first game faster than the younger ones, but age was not influential in subsequent games.

No MeSH data available.


Related in: MedlinePlus