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.

Highlights

  • Attention-Deficit/Hyperactivity Disorder is an early childhood developmental disorder and is a prevalent mental disorder affecting children and adolescents (Bruce et al 2017)

  • The results from ethnography and analysis of video captured show that kinesthetic games technology such as Sifteo Cube Technology can be used to retain the attention of children with attention deficit hyperactivity disorder (ADHD) and can, serve as an alternative method of teaching them

  • The results show that the inhibitory performance of children with ADHD is like that of Typically Developing (TP) children on commercial games

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Summary

INTRODUCTION

Attention-Deficit/Hyperactivity Disorder is an early childhood developmental disorder and is a prevalent mental disorder affecting children and adolescents (Bruce et al 2017). Stimulants, Antidepressants, and Antihypertensive agents, can be used to the treat core symptoms of ADHD (Bokhari & Schneider 2011; Kollins et al 2011; Mick et al 2011; Rangel & José 2014; Schnoebelen et al 2010) These medications have many side effects, especially for children (Barkley & Murphy 2006). In general, are very useful in capturing and retaining the attention and motivation of children, very often for several hours. The results from ethnography and analysis of video captured show that kinesthetic games technology such as Sifteo Cube Technology can be used to retain the attention of children with ADHD and can, serve as an alternative method of teaching them.

LITERATURE REVIEW
RELATED WORK
METHODOLOGY
PROCEDURE
EVALUATION AND USABILITY STUDY
At least 2 or more functions of the
One of the cubes that contain the
This is satisfactory by the flashing red arrow
RESULTS AND DISCUSSION
CONCLUSION AND FUTURE WORK
Full Text
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