Towards The Engagement of Children with ADHD Using Sifteo Cube Technology

I. Ahmad, S. M. Aliyu, Hafsa Kabir Ahmad
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引用次数: 2

Abstract

This paper examines the impact of Sifteo Cube Technology in engaging children with attention deficit hyperactivity disorder (ADHD). ADHD is an early childhood neurodevelopmental disorder which starts as early as five years of age. The core symptoms are inattentiveness, impulsiveness, and hyperactivity. By identifying the history of games development and ADHD, the researchers explored the viability of using the kinesthetic technology of Sifteo Cubes to engage these children. Engaging children with ADHD can lead to better management of the children, administering of learning materials, or aid other therapeutic methods. To carry out this research, an adventure game playable on the Sifteo Cubes using open-source games development kit called Wildflower was developed and evaluated with children with ADHD for qualitative analysis. Results obtained from video capture and ethnography proved favourable. Sifteo Cubes can effectively engage the children for an average of 20 minutes. The results show that Sifteo Cubes is effective is in engaging children with ADHD.
使用Sifteo Cube技术促进ADHD儿童的参与
本研究探讨了Sifteo Cube技术对儿童注意力缺陷多动障碍(ADHD)的影响。多动症是一种早期儿童神经发育障碍,早在五岁时就开始了。核心症状是注意力不集中、冲动和多动。通过确定游戏开发和ADHD的历史,研究人员探索了使用Sifteo Cubes的动觉技术来吸引这些孩子的可行性。与患有多动症的儿童接触可以更好地管理儿童,管理学习材料,或帮助其他治疗方法。为了开展这项研究,我们使用开源游戏开发工具包开发了一款可在Sifteo Cubes上玩的冒险游戏Wildflower,并对患有ADHD的儿童进行了定性分析。从视频捕捉和人种学获得的结果证明是有利的。Sifteo立方体可以有效地吸引孩子们平均20分钟。结果表明,Sifteo Cubes在吸引多动症儿童方面是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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