This paper describes the planning and the implementation of a serious game (SG) for the improvement of attention skills in children with Attention Deficit-Hyperactivity Disorders (ADHD) to promote learning and autonomous management of impulsive behaviors and to inhibit irrelevant thoughts. The SG, called Antonyms, is a personal computer videogame consisting of a series of activities, each eliciting the tendency to respond in an immediate, inadequate way based on the Dual Pathway Model proposed by Sonuga-Barke. Children must block such a tendency, reflect upon the situation and find the nonintuitive solution to foster self-regulation skills. Antonyms consists of three mini-games in a single framework. It is designed for educational and rehabilitation settings. The expected outcome is an increase in the ability to keep attention focused on the relevant elements of situations that children face in their everyday life

(2017). Antonyms: A serious game for enhancing inhibition mechanisms in children with Attention Deficit/Hyperactivity Disorder (ADHD) . Retrieved from https://hdl.handle.net/10446/311070

Antonyms: A serious game for enhancing inhibition mechanisms in children with Attention Deficit/Hyperactivity Disorder (ADHD)

Crepaldi, Maura;
2017-01-01

Abstract

This paper describes the planning and the implementation of a serious game (SG) for the improvement of attention skills in children with Attention Deficit-Hyperactivity Disorders (ADHD) to promote learning and autonomous management of impulsive behaviors and to inhibit irrelevant thoughts. The SG, called Antonyms, is a personal computer videogame consisting of a series of activities, each eliciting the tendency to respond in an immediate, inadequate way based on the Dual Pathway Model proposed by Sonuga-Barke. Children must block such a tendency, reflect upon the situation and find the nonintuitive solution to foster self-regulation skills. Antonyms consists of three mini-games in a single framework. It is designed for educational and rehabilitation settings. The expected outcome is an increase in the ability to keep attention focused on the relevant elements of situations that children face in their everyday life
2017
Colombo, Vera; Baldassini, Davide; Mottura, Stefano; Sacco, Marco; Crepaldi, Maura; Antonietti, Alessandro
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10446/311070
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