"Microcirculation Instant Feedback" Gamification Intervention Classroom Implementation Problem for ADHD Students

The proportion of children with ADHD in school classrooms continues to rise, and there is a serious mismatch between the traditional teaching methods and procedures and the attentional characteristics of students with ADHD. This paper discusses the adaptability of a classroom intervention based on the concept of gamification for children with Attention Deficit Hyperactivity Disorder (ADHD) and its sustainability in actual classrooms. The study shows that gamificational interventions can effectively enhance the attention and classroom engagement of children with ADHD through point reward mechanisms, immediate feedback, and tiered incentives. However, practical applications still face difficulties in design, implementation, and evaluation, such as the balance between task difficulty and time, teachers' emotional management, and home-school cooperation. Therefore, it is recommended to develop a simple and easy-to-use gamificational teaching toolkit and establish a lightweight "student-teacher-parent" collaborative assessment cycle to ensure the dynamic adaptability and long-term effectiveness of the interventions, so as to improve the learning outcomes and classroom experiences of children with ADHD.

Authors

Publication Details

Journal
Lecture Notes in Education Psychology and Public Media
Published
2025-10-02
DOI
https://doi.org/10.54254/2753-7048/2025.ns27406
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

"Microcirculation Instant Feedback" Gamification Intervention Classroom Implementation Problem for ADHD Students

Zhifang He
Lecture Notes in Education Psychology and Public Media
Educational Games and Gamification
article

"Microcirculation Instant Feedback" Gamification Intervention Classroom Implementation Problem for ADHD Students

Zhifang He
article en

Abstract

The proportion of children with ADHD in school classrooms continues to rise, and there is a serious mismatch between the traditional teaching methods and procedures and the attentional characteristics of students with ADHD. This paper discusses the adaptability of a classroom intervention based on the concept of gamification for children with Attention Deficit Hyperactivity Disorder (ADHD) and its sustainability in actual classrooms. The study shows that gamificational interventions can effectively enhance the attention and classroom engagement of children with ADHD through point reward mechanisms, immediate feedback, and tiered incentives. However, practical applications still face difficulties in design, implementation, and evaluation, such as the balance between task difficulty and time, teachers' emotional management, and home-school cooperation. Therefore, it is recommended to develop a simple and easy-to-use gamificational teaching toolkit and establish a lightweight "student-teacher-parent" collaborative assessment cycle to ensure the dynamic adaptability and long-term effectiveness of the interventions, so as to improve the learning outcomes and classroom experiences of children with ADHD.

Lecture Notes in Education Psychology and Public MediaVol. 123(1)
Openalex Percentile: Top 71%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.