Abstract
There are a growing number of children with attention-deficit/hyperactivity disorder (ADHD). Research has shown that these children process information quite differently from others. A lot of ADHD-diagnosed children (especially inattentive type ADHD) are more of a visual learner, easily distracted, struggle to follow instructions, are easily forgetful and more importantly have low self-esteem. Parents are often overwhelmed by the amount of information they receive on how to handle their child’s symptoms and learning style. In this project, we propose a novel way to increase the self-esteem of ADHD-diagnosed children through use of computer games. We came up with a set of design principles that can be applied to any game to make it suitable for ADHD children, especially with the aim of increasing their self-esteem. Our game design was applied to an existing open-source mobile game (GLtron). The results of a pilot study showed that users enjoyed playing the game and found it valuable for increasing players’ self-esteem.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
HELPGUIDE. (2015). ADD/ADHD in children: Signs and symptoms of attention deficit disorder in kids. http://helpguide.org/mental/adhd_add_signs_symptoms.htm. Accessed March 2015.
Gilbert, P. (1998). Helping children cope with attention deficit disorder. Great Britain: Sheldon Press.
National Resource centre on ADHD, Psychosocial Treatment for Children and Adolescents with ADHD. (2015). http://www.help4adhd.org/en/treatment/behavioral/WWK7. Accessed February 2015.
Goldstein, S., & Goldstein, M. (1998). Managing attention deficit hyperactivity disorder in children. USA: Wiley.
Nylund, D. (2002). Treating huckleberry finn. San Francisco: Jossey-Bass.
ADHD in Children. (2014). http://www.webmd.com/add-adhd/childhood-adhd/adhd-children. Accessed December 2014.
Hallowell, E. M., & Ratey, J. J. (1996). Attention deficit disorder. Great Britain: Fourth Estate Limited.
González, J. L., Guitiérrez, F. L., & Cabrera, M. (2007). Diseño de videojuegos colaborativos a la Educación Especial. Universidad de Granada.
Alankus, G., Lazar, A., May, M., & Kelleher, C. (2010). Towards customizable games for stroke rehabilitation. In Proceedings of CHI 2010. ACM Press.
Chen, G., Baghaei, N., Sarrafzadeh, H., Manford, C., Marshall, S., & Court, G. (2011). Designing games to educate diabetic children. In Proceedings of ACM Conference of the Australian CHI Special Interest Group (OZCHI), Canberra, Australia.
Consolvo, S., Everitt, K., Smith, I., & Landay, J. (2006). A design requirements for technologies that encourage physical activity. In Proceedings of CHI 2006. ACM Press.
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). NEAT-o-games: blending physical activity and fun in the daily routine. ACM Computers in Entertainment, 6, 2.
Ahmadi Olounabadi, A., & Mitrovic, A. (2012). Towards an ITS for improving social problem solving skills of ADHD children. In Proceedings of ITS 2012 (pp. 603–605).
CogniFit. (2015). https://www.cognifit.com. Accessed April 2015.
Braingame Brian. (2015). http://www.gamingandtraining.nl. Accessed April 2015.
Gongsook, P., Peijnenborgh, J., Sallustro, C., Van der Spek, E., Hu, J., Bellotti, F., et al. (2014). A diagnostic tool on time perception of children with ADHD. In: A. De Gloria (ed.), Games and learning aliance. Lecture Notes in Computer Science (Vol. 8605, pp. 400–405). Berlin Heidelberg: Springer.
Kirriemuir, J. (2002). A survey of the use of computer and video games in classrooms. Internal report for Becta (British Educational Communications and Technology Agency).
Rieber, L., Luke, N., & Smith, J. (1998). Project KID DESIGNER: Constructivism at work through play.
Sedig, K., Klawe, M., & Westrom, M. (2001). Role of interface manipulation style and scaffolding on cognition and concept learning in learnware. ACM Transactions on Computer-Human Interaction, 1(8), 34–59.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.
Sedig, K. (2007). Toward operationalization of ‘flow’ in mathematics learnware. Journal of Computers in Human Behavior, 23, 2064–2092.
Malone, T. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Palo Alto: Xerox.
Baghaei, N., Casey, J., de Vivar, D., & Harris, G. (2012). COMAC: educational games for children with ADD/ADHD. In APCHI’12 Proceedings of the 10th Asia Pacific conference on Computer human interaction, Matsue, Japan, August 28–31.
Gardner, H. (1993). Frames of mind: The theory of multiple intelligences. New York: Basic Books.
Acknowledgements
The authors would like to thank Marcus Williams, Abdolhossein Sarrafzadeh and David de Vivar for their contributions during the earlier stages of this project. They would also like to thank Adrian Blok for implementing the modified version of the mobile game. This research is funded by Unitec Faculty Research Committee.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer Science+Business Media Singapore
About this paper
Cite this paper
Baghaei, N., Casey, J., Ahmad, Y., Liang, HN., Yu, Z. (2016). Designing Mobile Games for Improving Self-esteem in Children with ADHD. In: Li, Y., et al. State-of-the-Art and Future Directions of Smart Learning. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-287-868-7_6
Download citation
DOI: https://doi.org/10.1007/978-981-287-868-7_6
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-287-866-3
Online ISBN: 978-981-287-868-7
eBook Packages: EducationEducation (R0)