Exploring the Utility of Gamified Learning to Support Academic Progress among ADHD-Diagnosed Children

Attention-deficit/hyperactivity disorder (ADHD) is one of the most prevalent mental diseases affecting children. ADHD symptoms include impulsivity (rash, unpredictable behavior), hyperactivity (excessive movement that is inappropriate for the setting), and inattention (inability to concentrate). ADHD can have a wide-ranging impact on a person's life, including academic and career achievement, interpersonal relationships, and daily functioning. ADHD is considered a chronic and disabling disorder. It was further divided into three distinct types: inattentiveness, hyperactivity-impulsivity, and a combination of the two, each needing a unique approach to learning and skill development. While various research has been conducted on the use of the SNAP-IV to identify children with ADHD in Sri Lanka and the challenges they face, there is a huge knowledge gap in the creation of effective learning solutions for Sri Lankan children diagnosed with ADHD. Parents required to complete the SNAP IV questionnaire via a web application is critical for effective intervention. A machine learning model integrated into the system analyzes the responses to identify specific ADHD subtypes. Subsequently, personalized mobile games were created to cater to the individual cognitive needs of each child. These games encompass exercises aimed at building focus, managing impulsivity, improving memory, and improving time management skills. This comprehensive approach, intertwining assessment, personalization, and academic enrichment within a gamified framework, seeks to offer a tailored and engaging solution for ADHD-diagnosed children. By addressing cognitive challenges and promoting academic growth, the research aims to contribute valuable insights into the effectiveness of gamified interventions for children with ADHD, specifically in the Sri Lankan context.

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Publication Details

Published
2024-08-08
DOI
https://doi.org/10.1145/3675888.3676047
Citations
2
Primary Topic
Attention Deficit Hyperactivity Disorder
Type
article
Field-Weighted Citation Impact
0.77
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article

Exploring the Utility of Gamified Learning to Support Academic Progress among ADHD-Diagnosed Children

Uthpala Samarakoon, Christan Fryer Cooraydas Chandra, Wishalya Tissera, Prathibha Sathyanjalee Ariyasena et al.
2 citations
Attention Deficit Hyperactivity Disorder
0.77
article

Exploring the Utility of Gamified Learning to Support Academic Progress among ADHD-Diagnosed Children

Uthpala Samarakoon, Christan Fryer Cooraydas Chandra, Wishalya Tissera, Prathibha Sathyanjalee Ariyasena, Nimthara Nuwangi Bandara Munasinghe, Prashanthi Anushika Dissanayake
article en
2 citations

Abstract

Attention-deficit/hyperactivity disorder (ADHD) is one of the most prevalent mental diseases affecting children. ADHD symptoms include impulsivity (rash, unpredictable behavior), hyperactivity (excessive movement that is inappropriate for the setting), and inattention (inability to concentrate). ADHD can have a wide-ranging impact on a person's life, including academic and career achievement, interpersonal relationships, and daily functioning. ADHD is considered a chronic and disabling disorder. It was further divided into three distinct types: inattentiveness, hyperactivity-impulsivity, and a combination of the two, each needing a unique approach to learning and skill development. While various research has been conducted on the use of the SNAP-IV to identify children with ADHD in Sri Lanka and the challenges they face, there is a huge knowledge gap in the creation of effective learning solutions for Sri Lankan children diagnosed with ADHD. Parents required to complete the SNAP IV questionnaire via a web application is critical for effective intervention. A machine learning model integrated into the system analyzes the responses to identify specific ADHD subtypes. Subsequently, personalized mobile games were created to cater to the individual cognitive needs of each child. These games encompass exercises aimed at building focus, managing impulsivity, improving memory, and improving time management skills. This comprehensive approach, intertwining assessment, personalization, and academic enrichment within a gamified framework, seeks to offer a tailored and engaging solution for ADHD-diagnosed children. By addressing cognitive challenges and promoting academic growth, the research aims to contribute valuable insights into the effectiveness of gamified interventions for children with ADHD, specifically in the Sri Lankan context.

Sri Lanka Institute of Information Technology (LK)
Quality Education
Openalex Percentile: Top 25%
Attention Deficit Hyperactivity Disorder
0.77
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