首页> 外文会议>International conference on human-computer interaction;International conference on universal access in human-computer interaction >Effects of E-Games on the Development of Saudi Children with Attention Deficit Hyperactivity Disorder Cognitively, Behaviourally and Socially: An Experimental Study
【24h】

Effects of E-Games on the Development of Saudi Children with Attention Deficit Hyperactivity Disorder Cognitively, Behaviourally and Socially: An Experimental Study

机译:电子游戏对沙特儿童认知,行为和社交障碍多动症发育的影响:一项实验研究

获取原文

摘要

Attention Deficit Hyperactivity Disorder (ADHD) is a set of behavioural characteristics disorder, such as inattentiveness, hyperactivity and/or impulsiveness. It can affect people with different intelligent abilities, and it may affect their academic performance, social skills and generally, their lives. Usually, symptoms are not clearly recognized until the child enters school, most cases are identified between the ages 6 to 12. In the kingdom of Saudi Arabia (KSA), ADHD is a widely spread disorder among young children. Usually, they suifer from distraction and lack of focus, and hyperactivity, which reduce their academic achievements. As technology have been used in classrooms to facilitate the information delivery for students, and to make learning fun; some of these technologies have actually been applied in many schools in KSA with normal students, but unfortunately no studies were reported by the time of writing this paper. Specifically, there are no studies done for using any type of technology to help Saudi students with ADHD reaching up their peers academically. Because of that, our focus in this study is to investigate the effect of using technology, particularly e-games, to improve Saudi children with ADHD cognitively, behaviourally and socially. As well as evaluating the interaction between those children with the game interface. Thus, the investigation done through exploring the interaction of web-based games that runs on Tablets. The respondents are 17 ADHD children aged from 6-12 in classroom settings. The study involves focussing on interface of the games stimulate different executive functions in the brain, which is responsible for the most important cognitive capacities, such as: Sustained Attention, Working Memory, and Speed of Processing. Ethnographic method of research was used, which involved observing students' behaviour in classroom, to gather information and feedback about their interaction with the application. National Institutes of Health (NIH) tests were used in pre- and post- intervention to measure improvements in attention, processing speed and working memory. Students' test scores of main school subjects were taken pre- and post-intervention to measure enhancement in academic performance. Results show that using the application significantly improve cognitive capacities for participants, which affected their academic grades in Math, English and Science, as well as its positive influence on their behaviour. In addition, the application's interface was found easy to use and subjectively pleasing. As a conclusion, the application considered effective and usable.
机译:注意力缺陷多动障碍(ADHD)是一系列行为特征障碍,例如不关注,多动症和/或冲动。它可以影响具有不同智能能力的人,可能会影响他们的学术表现,社交技能,一般,他们的生活。通常,在儿童进入学校之前,症状没有明确识别,大多数情况是在6至12岁之间确定的。在沙特阿拉伯王国(KSA),ADHD是幼儿中的广泛传播障碍。通常,他们从分心和缺乏焦点和焦点,和多动症,减少了他们的学术成就。由于技术已被用于教室,以促进学生的信息交付,并使学习乐趣;其中一些技术实际上已经应用于KSA的许多学校,普通学生,但遗憾的是,在撰写本文时没有报告研究。具体而言,没有研究使用任何类型的技术来帮助沙特学生与ADHD学习同行。因此,我们在本研究中的重点是调查使用技术,特别是电子游戏的效果,改善沙特儿童的adhd认知,行为和社会。除了评估游戏界面的儿童之间的互动。因此,通过探索在平板电脑上运行的基于网络的游戏的互动来完成调查。受访者是课堂设置6-12岁的17名ADHD儿童。该研究涉及聚焦在游戏的界面上,刺激大脑中的不同执行功能,这负责最重要的认知能力,例如:持续关注,工作记忆和加工速度。使用了研究的民族图方法,涉及观察学生在课堂上的行为,收集信息和反馈与申请的互动。国家卫生研究院(NIH)试验用于措施,以衡量关注,加工速度和工作记忆的改进。学生的考试成绩主要是在干预后和后期进行措施,以衡量学业成绩的增强。结果表明,使用该应用程序显着提高参与者的认知能力,这影响了他们的数学,英语和科学的学术等级,以及对其行为的积极影响。此外,易于使用和主观令人愉悦的应用程序的界面。作为结论,申请被认为有效和可用。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号