skip to main content
10.1145/3554364.3559121acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

Developing an edutainment game, taboo!, for children with ADHD based on socially aware design and VCIA model

Authors Info & Claims
Published:19 October 2022Publication History

ABSTRACT

This paper analyzes how the Socially Aware Design (SAwD) and Value-oriented and Culturally Approach (VCIA) design model can be used to develop an edutainment game for children with Attention Deficit Hyperactivity Disorder (ADHD). The SAwD approach seeks a design that considers new dimensions in human-computer interaction, such as cultural, emotional, and social aspects of the user's everyday experience. From this perspective, the game was based on the VCIA model, which includes the stakeholders in the design process, through participatory methodologies, considering their behavioral patterns, culture, and values, once they influence how technology is understood and used, and the way it impacts people's lives. Serious games have been used as part of the treatment of ADHD in children to improve focus and attention, stimulate concentration, and be a tool for enhancing learning in areas such as math, combining education and entertainment (edutainment). In this sense, the main objective of the research was to identify the stakeholder's values and the impact of these values on game design. The first step was to conduct a literature review followed by interviews with stakeholders to raise and compare their values, as required by the VCIA model, so that a game prototype could be developed, followed by an iterative validation process with the target audience.

References

  1. ABDA. 2016. Associação Brasileira de Déficit de Atenção. TDHA e o processo de aprendizagem. https://tdah.org.br/tdah-e-o-processo-de-aprendizagem/ [Online; accesso 08-Novembro-2020].Google ScholarGoogle Scholar
  2. Akili. 2020. Akili Announces FDA Clearance of EndeavorRx for Children with ADHD, the First Prescription Treatment Delivered Through a Video Game. https://www.akiliinteractive.com/news-collection/akili-announces-endeavortm-attention-treatment-is-now-available-for-children-with-attention-deficit-hyperactivity-disorder-adhd-al3pwGoogle ScholarGoogle Scholar
  3. Alessandra Rezende Dutra de Andrade. 2019. O acompanhamento não medicamentoso da criança diagnosticada com TDAH. Instituto de Psicologia, Universidade de Brasília., 129 pages. Dissertação (Mestrado em Processos de Desenvolvimento Humano e Saúde).Google ScholarGoogle Scholar
  4. American Psychiatric Association APA. 2014. DSM-5: Manual Diagnóstico e Estatístico de Transtornos Mentais. https://books.google.com.br/books?id=wSb3AwAAQBAJ. [Online; accesso 08-Novembro-2020].Google ScholarGoogle Scholar
  5. M. Cecilia Baranauskas, Clarisse de Souza, and Roberto Pereira. 2015. IG ranDIHC-BR --- Grand Research Challenges in Human-Computer Interaction in Brazil. Google ScholarGoogle ScholarCross RefCross Ref
  6. M. Cecilia C. Baranauskas. 2009. Socially Aware Computing. VI International Conference on Engineering and Computer Education - ICECE. Buenos Aires - Argentina (2009). http://docs.bvsalud.org/biblioref/2018/07/906163/anais_cbis_2016_artigos_completos-29-40.pdf "[Online; accesso 08-Novembro-2020]".Google ScholarGoogle Scholar
  7. Russel Barkley. 2008. Transtorno de Déficit de Atenção/Hiperatividade. Artmed Editora.Google ScholarGoogle Scholar
  8. Bryan Bergeron. 2006. Developing Serious Games (1 ed.). 1, Vol. 1. Charles River Media, Massachusetts.Google ScholarGoogle Scholar
  9. Imed Boughzala, Ikram Bououd, and Helene Michel. 2013. Characterization and Evaluation of Serious Games: A Perspective of Their Use in Higher Education., 844--852 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Thomas E Brown. 2009. ADHD comorbidities : handbook for ADHD complications in children and adults (1 ed.). American Psychiatric Pub., Washington, DC.Google ScholarGoogle Scholar
  11. González Calleros, Claudia Blanca, Josefina Guerrero-García, and Yadira Navarro-Rangel. 2020. UvaMate, un juego serio para el aprendizaje de matemáticas para niños con TDAH: Evaluación de usabilidad. Revista Colombiana de Computación 21, 1 (jun. 2020), 20--34. Google ScholarGoogle ScholarCross RefCross Ref
  12. Miriam Rosa Cristine Lacet. 2017. Diagnóstico de Transtorno de Déficit de Atenção e Hiperatividade (TDAH) e sua história no discurso social: desdobramentos subjetivos e éticos. Psicologia Revista 26, 2 (2017), 231--253. p.231--253 Google ScholarGoogle ScholarCross RefCross Ref
  13. FDA. 2020. Food and Drug Administration. <https://www.fda.gov/news-events/press-announcements/fda-permits-marketing-irst-game-based-digital-therapeutic-improve-attention-function-children-adhd [Online; accesso 08-Novembro-2020].Google ScholarGoogle Scholar
  14. J. Ford, V. Poe, and J. Cox. 1993. Attending behaviors of children with ADHD in math and reading using various types of software. Journal of Computing in Childhood Education (1993), 183--196.Google ScholarGoogle Scholar
  15. Marcelle Guimarães, Luís Carvalho, and Rosa Costa. 2007. Ambientes virtuais na prática educacional de crianças com Transtorno de Déficit de Atenção e/ou Hiperatividade. https://docplayer.com.br/11609851--Ambientes-virtuais-na-pratica-educacional-de-criancas-com-transtorno-de-deficit-de-atencao-e-ou-hiperatividade.html [Online; accesso 17-Fevereiro-2021].Google ScholarGoogle Scholar
  16. Marcelle Guimarães and Paula Ribeiro. 2010. Utilização de jogos virtuais na prática educacional de crianças com transtorno de déficit de atenção e/ou hiperatividade. SBGames: Anais eletrônicos. SBC: Florianópolis (09 2010). http://www.sbgames.org/papers/sbgames10/culture/short/short10.pdf "[Online; accesso 08-Novembro-2020]".Google ScholarGoogle Scholar
  17. E. Hall. 1959. The silent language. Anchor Books, New York.Google ScholarGoogle Scholar
  18. Edward M. Hallowell and John J. Ratey. 1999. Tendêcia à Distração: Identificação e Gerência do Distúrbio do Déficit de Atenção da Infância à Vida Adulta. Rocco, RJ.Google ScholarGoogle Scholar
  19. D. Kleiman, H. Humphrey, and P. Linday. 1981. Microcomputers and hyperactivity children. Creative Computing. Creative Computing (1981), 93--94.Google ScholarGoogle Scholar
  20. Scott H Kollins, Denton J DeLoss, Elena Cañadas, Jacqueline Lutz, Robert L Findling, Richard S E Keefe, Jeffery N Epstein, Andrew J Cutler, and Stephen V Faraone. 2020. A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial. Lancet Digital Health 2020 2014 (2 2020). Google ScholarGoogle ScholarCross RefCross Ref
  21. Fedwa Laamarti, Mohamad Eid, and Abdulmotaleb El Saddik. 2014. An Overview of Serious Games. International Journal of Computer Games Technology 2014 (10 2014). Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Carla Leitão, Cristiano Maciel, Lara Piccolo, Luciana Salgado, Patricia Souza, Raquel Prates, Roberto Pereira, and Vinicius Pereira. 2017. Human Values in HCI: a challenge for the GrandIHC-BR. 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Klaus Tiedemann Lucinete Messina. 2009. Avaliação da memória de trabalho em crianças com transtorno do déficit de atenção e hiperatividade (2 ed.). Vol. 20. Psicologia USP, SP.Google ScholarGoogle Scholar
  24. Vasconcelos Macêdo, Leite. 2013. A utilização de jogos matemáticos para crianças com TDAH. ENCONTRO NACIONAL DE EDUCAÇÃO MATEMÁTICA, XI, Curitiba. Anais eletrônicos (2013). http://sbem.iuri0094.hospedagemdesites.ws/anais/XIENEM/pdf/3453_1957_ID.pdf "[Online; accesso 08-Novembro-2020]".Google ScholarGoogle Scholar
  25. D.R. Michael and S. Chen. 2006. Serious Games: Games that Educate, Train and Inform. Thomson Course Technology. https://books.google.com.br/books?id=49kTAQAAIAAJGoogle ScholarGoogle Scholar
  26. NSCH. 2011. National Survey of Children's Health. https://www.cdc.gov/ncbddd/adhd/data.html#:~:text=The%20estimated%20number%20of%20children,children%20aged%206%E2%80%9311%20years [Online; accesso 08-Novembro-2020].Google ScholarGoogle Scholar
  27. Leandro Oliveira, Lucila Ishitani, and Ana Cardoso. 2013. Jogos Computacionais e Transtorno de Déficit de Atenção e Hiperatividade: Revisão Sistemática de Literatura.Google ScholarGoogle Scholar
  28. Patrícia Oliveira, Patrícia Zutião, and Elaine Mahl. 2020. Distúrbios e Transtornos de aprendizagem: aspectos teóricos, metodológicos e educacionais., 8--19 pages.Google ScholarGoogle Scholar
  29. Roberto Pereira and Maria Cecília Calani Baranauskas. 2015. A value-oriented and culturally informed approach to the design of interactive systems. International Journal of Human-Computer Studies 80 (2015), 66--82. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Rabindra Ratan and Ute Ritterfeld. 2009. Classifying serious games. Serious games: Mechanisms and effects (01 2009), 10--24.Google ScholarGoogle Scholar
  31. Wagner Sanchez and Luiz Kawamoto. 2016. Jogo para auxílio ao ensino de tabuada principalmente para crianças com TDAH. CONGRESSO BRASILEIRO DE INFORMÁTICA EM SAÚDE, XV, Goiânia (2016). http://docs.bvsalud.org/biblioref/2018/07/906163/anais_cbis_2016_artigos_completos-29-40.pdf "[Online; accesso 08-Novembro-2020]".Google ScholarGoogle Scholar
  32. Laura Silva, Diego Costa, and Ana Inocêncio. 2017. HAJED - TDAH: Heurísticas para Avaliação de Jogos Educacionais Digitais para Pessoas com TDAH. Anais do Workshop de Informática na Escola 23, 1 (2017), 915. Google ScholarGoogle ScholarCross RefCross Ref
  33. Renz Anthony Supangan, Leo Alfred S. Acosta, Jose Lorenzo S. Amarado, Eric B. Blancaflor, and Mary Jane C. Samonte. 2019. A Gamified Learning App for Children with ADHD. In Proceedings of the 2nd International Conference on Image and Graphics Processing (Singapore, Singapore) (ICIGP '19). Association for Computing Machinery, New York, NY, USA, 47--51. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Rosemary Tannock. 2007. The Educational Implications of Attention Deficit Hyperactivity Disorder. The Literacy and Numeracy Secretariat (Abril 2007), 4. http://www.edu.gov.on.ca/eng/literacynumeracy/inspire/research/Tannock.pdf [Online; accesso 06-junho-2021].Google ScholarGoogle Scholar
  35. Alasdair Vance, Jo Winther, and Kelly Rennie. 2011. Management of attention-deficit/hyperactivity disorder: The importance of psychosocial and medication treatments. Journal of paediatrics and child health 48 (01 2011), E33--7. Google ScholarGoogle ScholarCross RefCross Ref
  36. R Williams. 1979. Change and stability in values and values systems: a sociological perspective In: M.Rokeach(Ed.), Understanding Human Values: Individual and Societal: The Free Press., 15--46 pages.Google ScholarGoogle Scholar

Index Terms

  1. Developing an edutainment game, taboo!, for children with ADHD based on socially aware design and VCIA model

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      IHC '22: Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems
      October 2022
      482 pages
      ISBN:9781450395069
      DOI:10.1145/3554364

      Copyright © 2022 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 19 October 2022

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate331of973submissions,34%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader