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Game-Based Self-Management: Addressing Inattention during Independent Reading and Written Response
Journal of Applied School Psychology ( IF 1.1 ) Pub Date : 2019-09-14 , DOI: 10.1080/15377903.2019.1660748
Judith R. Harrison 1, 2 , Courtney Kwong 1 , Steven W. Evans 2 , Corey Peltier 3 , Leslie Mathews 3 , Tasia Chatman 4
Affiliation  

Abstract Self-management is a strategy with emerging evidence of effectiveness that has been utilized to address impairment associated with attention deficit hyperactivity disorder (ADHD); however, few studies have been conducted with students with ADHD. The results of the minimal research available suggests that self-management with youth with ADHD is less robust than with students without ADHD. Gamification of self-management tools has the potential to increase positive outcomes with young adolescents with ADHD. The present study utilized a withdrawal design (ABAB) with four 6th and 7th grade students with ADHD to evaluate the effectiveness of a game-based self-management application on task engagement, accuracy, and completion in reading. Results indicated a functional relationship between game-based self-management and task engagement, accuracy, and completion with moderate to large effects overall (Tau-U, NAP, BC-SMD). Implications are discussed.

中文翻译:

基于游戏的自我管理:解决独立阅读和书面回应中的注意力不集中

摘要自我管理是一种具有新的有效性证据的策略,已被用于解决与注意力缺陷多动障碍(ADHD)相关的损伤。然而,很少有多动症的学生进行研究。最少的研究结果表明,患有多动症的年轻人的自我管理能力不如没有多动症的学生。自我管理工具的游戏化有可能增加患有ADHD的青少年的积极结果。本研究利用四名六年级和七年级ADHD学生的退出设计(ABAB)来评估基于游戏的自我管理应用程序在任务参与,准确性和阅读完成方面的有效性。结果表明,基于游戏的自我管理与任务投入之间存在功能关系,准确度和完整度,并具有中等到较大的整体效果(Tau-U,NAP,BC-SMD)。讨论了含义。
更新日期:2019-09-14
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