Skip to main content

Effectiveness and Usability of a Developed Collaborative Online Tool for Children with ADHD

  • Conference paper
  • First Online:
Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2018, DLI 2018)

Abstract

This study evaluated the effectiveness and usability of a developed collaborative online tool (chit-chat) for children with Attention Deficit Hyperactivity Disorder (ADHD). We studied whether this tool influenced children’s Knowledge and experience exchange, motivation, behavioral abilities and social skills while using another learning tool, ACTIVATE. A total of seven Saudi children with ADHD aged from 6 to 8 years were assigned to the collaborative intervention using iPads. They were asked to play mini games that positively affect children with ADHD cognitively and behaviorally, then chat using our developed collaborative online tool, for three sessions. Progress points were measured and quantitatively analyzed before and after the intervention, thematic analysis was applied on the qualitative data. Participants showed improvements in overall performance when using the learning tool ACTIVATE. E-collaboration was found to be effective to children with ADHD and positively influencing their knowledge, experience, motivation and social skills.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Ali, A., Puthusserypady, S.: A 3D learning playground for potential attention training in ADHD: a brain computer interface approach. In: 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), pp. 67–70. IEEE, August 2015

    Google Scholar 

  • Bandura, A.: Human agency in social cognitive theory. Am. Psychol. 44(9), 1175 (1989)

    Article  Google Scholar 

  • Barajas, A.O., Al Osman, H., Shirmohammadi, S.: A serious game for children with autism spectrum disorder as a tool for play therapy. In: 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–7. IEEE, April 2017

    Google Scholar 

  • Bul, K.C., et al.: Development and user satisfaction of “Plan-It Commander”, a serious game for children with ADHD. Games Health J. 4(6), 502–512 (2015)

    Article  Google Scholar 

  • Clarke, V., Braun, V.: Thematic analysis. In: Michalos, A.C. (ed.) Encyclopedia of Critical Psychology, pp. 1947–1952. Springer, New York (2014). https://doi.org/10.1007/978-94-007-0753-5

    Chapter  Google Scholar 

  • Drigas, A., Kokkalia, G., Lytras, M.D.: ICT and collaborative co-learning in preschool children who face memory difficulties. Comput. Hum. Behav. 51, 645–651 (2015)

    Article  Google Scholar 

  • DuPaul, G.J., Stoner, G.: ADHD in the Schools: Assessment and Intervention Strategies. Guilford Publications, New York (2014)

    Google Scholar 

  • Fiers, J.: The effects of peer tutoring on math fact fluency of elementary students with emotional and behavioral disorders. Doctoral dissertation, Western Illinois University (2017)

    Google Scholar 

  • Genlott, A.A., Grönlund, Ă….: Closing the gaps – improving literacy and mathematics by ICT-enhanced collaboration. Comput. Educ. 99, 68–80 (2016)

    Article  Google Scholar 

  • Holt, S., Yuill, N.: Tablets for two: how dual tablets can facilitate other-awareness and communication in learning disabled children with autism. Int. J. Child-Comput. Interact. 11, 72–82 (2017)

    Article  Google Scholar 

  • Huang, C.S., Su, A.Y., Yang, S.J., Liou, H.H.: A collaborative digital pen learning approach to improving students’ learning achievement and motivation in mathematics courses. Comput. Educ. 107, 31–44 (2017)

    Article  Google Scholar 

  • Järvelä, S., et al.: Enhancing socially shared regulation in collaborative learning groups: designing for CSCL regulation tools. Educ. Technol. Res. Dev. 63(1), 125–142 (2015)

    Article  Google Scholar 

  • Klingberg, T., et al.: Computerized training of working memory in children with ADHD-a randomized, controlled trial. J. Am. Acad. Child Adolesc. Psychiatry 44(2), 177–186 (2005)

    Article  Google Scholar 

  • Kroesbergen, E.H., Van Luit, J.E., Maas, C.J.: Effectiveness of explicit and constructivist mathematics instruction for low-achieving students in the Netherlands. Elementary Sch. J. 104(3), 233–251 (2004)

    Article  Google Scholar 

  • Lipponen, L., Rahikainen, M., Lallimo, J., Hakkarainen, K.: Patterns of participation and discourse in elementary students’ computer-support collaborative learning. Learn. Instr. 13, 487–509 (2003). https://doi.org/10.1016/s0959-4752(02)00042-7

    Article  Google Scholar 

  • McHale, T.J.: Delayed maturation of neuropsychological abilities in ADHD: a developmental comparison between children, adolescents, and adults. Doctoral dissertation (UMI No. 3449435), Fielding Graduate University, Santa Barbara, CA (2010)

    Google Scholar 

  • McKnight, L.: Designing for ADHD in search of guidelines. In: IDC 2010 Digital Technologies and Marginalized Youth Workshop (2010)

    Google Scholar 

  • Nielsen, J.: Why You Only Need to Test with 5 Users. NNGroup, Nielsen Norman Group, USA (2000). https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/. Accessed 02 Jan 2017

  • Nielsen, J.: Usability Engineering. Elsevier, Amsterdam (1994)

    MATH  Google Scholar 

  • Raskind, M., Margalit, M., Higgins, E.: “My LD’’: children’s voices on the internet. Learn. Disabil. Q. 29(4), 253–268 (2006)

    Article  Google Scholar 

  • Rief, S.F.: How to Reach and Teach Children and Teens with ADD/ADHD. Wiley, Hoboken (2016)

    Google Scholar 

  • Ronimus, M., Kujala, J., Tolvanen, A., Lyytinen, H.: Children’s engagement during digital game-based learning of reading: the effects of time, rewards, and challenge. Comput. Educ. 71, 237–246 (2014)

    Article  Google Scholar 

  • Sinnari, D., Krause, P., Abulkhair, M.: Effects of e-games on the development of Saudi Children with attention deficit hyperactivity disorder cognitively, behaviourally and socially: an experimental study. In: Antona, M., Stephanidis, C. (eds.) Universal Access in Human-Computer Interaction. Methods, Technologies, and Users. LNCS, vol. 10907, pp. 598–612. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-92049-8_44

    Chapter  Google Scholar 

  • Tsuei, M.: Mathematics synchronous peer tutoring system for students with learning disabilities. J. Educ. Technol. Soc. 17(1), 115–127 (2014)

    Google Scholar 

  • Van Popta, E., Kral, M., Camp, G., Martens, R.L., Simons, P.R.J.: Exploring the value of peer feedback in online learning for the provider. Educ. Res. Rev. 20, 24–34 (2017)

    Article  Google Scholar 

  • Vasalou, A., Khaled, R., Holmes, W., Gooch, D.: Digital games-based learning for children with dyslexia: a social constructivist perspective on engagement and learning during group game-play. Comput. Educ. 114, 175–192 (2017)

    Article  Google Scholar 

  • Wilkes-Gillan, S., Cantrill, A., Cordier, R., Barnes, G., Hancock, N., Bundy, A.: The use of video-modelling as a method for improving the social play skills of children with attention deficit hyperactivity disorder (ADHD) and their playmates. Br. J. Occup. Ther. 80(4), 196–207 (2017)

    Article  Google Scholar 

  • Xie, L., Antle, A.N., Motamedi, N.: Are tangibles more fun? Comparing children’s enjoyment and engagement using physical, graphical and tangible user interfaces. In: Proceedings of the 2nd International Conference on Tangible and Embedded Interaction, pp. 191–198. ACM, February 2008

    Google Scholar 

  • Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9, 772–775 (2006)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Doaa Sinnari .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Sinnari, D., Krause, P., Abulkhair, M. (2019). Effectiveness and Usability of a Developed Collaborative Online Tool for Children with ADHD. In: Brooks, A., Brooks, E., Sylla, C. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2018 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 265. Springer, Cham. https://doi.org/10.1007/978-3-030-06134-0_52

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-06134-0_52

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-06133-3

  • Online ISBN: 978-3-030-06134-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics