Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya

Attention Deficit Hyperactivity Disorder (ADHD) or commonly known as ADHD is a mental disorder that can affect children or adults. There are three types of ADHD, inattentive, hyperactive and impulsive. ADHD is classified as the most common neurobehavioral condition of childhood. Children with ADHD s...

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Main Author: Yahya, Qistina
Format: Thesis
Language:English
Published: 2019
Subjects:
Online Access:http://ir.uitm.edu.my/id/eprint/25005/
http://ir.uitm.edu.my/id/eprint/25005/1/PPb_QISTINA%20YAHYA%20CS%20A%2019_5.pdf
id uitm-25005
recordtype eprints
spelling uitm-250052019-09-11T05:09:24Z http://ir.uitm.edu.my/id/eprint/25005/ Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya Yahya, Qistina QA Mathematics Instruments and machines Electronic computers. Computer science Computer software Application software Children's software Attention Deficit Hyperactivity Disorder (ADHD) or commonly known as ADHD is a mental disorder that can affect children or adults. There are three types of ADHD, inattentive, hyperactive and impulsive. ADHD is classified as the most common neurobehavioral condition of childhood. Children with ADHD shows symptoms such as not being able to sit still, having troubles in focusing on a task and easily distracted. Children with ADHD usually do not know how to differentiate between good and bad behaviours. Sometimes, their actions can lead to serious injuries due to their behaviours. Through an observation that has been conducted, there are a few problems regarding this matter. First, the children have troubles in differentiating whether a behaviour is good or bad. Next, the children have problems in working their coordination and attention effectively. Moreover, it has been found out during the interview conducted that the teachers do not have an interactive medium to teach the children regarding their cognitive functions and their behaviours. The significance of this project is to assist children with ADHD to develop the cognitive skills better. This project would also teach the children on good and bad behaviours. Moreover, this project would be able to assist the teachers to teach their students in a more interactive manner. Recent studies also showed that mobile games can help the development of ADHD children as a pedagogy. This project will act as a teaching tool in an interactive way. The methodology used to assist this project is Mobile Application Development Life Cycle (MADLC) which consisted of five phases: concept phase, requirements analysis phase, design phase, development phase and testing phase. 2019-01 Thesis NonPeerReviewed text en http://ir.uitm.edu.my/id/eprint/25005/1/PPb_QISTINA%20YAHYA%20CS%20A%2019_5.pdf Yahya, Qistina (2019) Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya. Degree thesis, Universiti Teknologi MARA Cawangan Perak Kampus Tapah.
repository_type Digital Repository
institution_category Local University
institution Universiti Teknologi MARA
building UiTM Institutional Repository
collection Online Access
language English
topic QA Mathematics
Instruments and machines
Electronic computers. Computer science
Computer software
Application software
Children's software
spellingShingle QA Mathematics
Instruments and machines
Electronic computers. Computer science
Computer software
Application software
Children's software
Yahya, Qistina
Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
description Attention Deficit Hyperactivity Disorder (ADHD) or commonly known as ADHD is a mental disorder that can affect children or adults. There are three types of ADHD, inattentive, hyperactive and impulsive. ADHD is classified as the most common neurobehavioral condition of childhood. Children with ADHD shows symptoms such as not being able to sit still, having troubles in focusing on a task and easily distracted. Children with ADHD usually do not know how to differentiate between good and bad behaviours. Sometimes, their actions can lead to serious injuries due to their behaviours. Through an observation that has been conducted, there are a few problems regarding this matter. First, the children have troubles in differentiating whether a behaviour is good or bad. Next, the children have problems in working their coordination and attention effectively. Moreover, it has been found out during the interview conducted that the teachers do not have an interactive medium to teach the children regarding their cognitive functions and their behaviours. The significance of this project is to assist children with ADHD to develop the cognitive skills better. This project would also teach the children on good and bad behaviours. Moreover, this project would be able to assist the teachers to teach their students in a more interactive manner. Recent studies also showed that mobile games can help the development of ADHD children as a pedagogy. This project will act as a teaching tool in an interactive way. The methodology used to assist this project is Mobile Application Development Life Cycle (MADLC) which consisted of five phases: concept phase, requirements analysis phase, design phase, development phase and testing phase.
format Thesis
author Yahya, Qistina
author_facet Yahya, Qistina
author_sort Yahya, Qistina
title Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
title_short Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
title_full Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
title_fullStr Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
title_full_unstemmed Brain training via mobile board game application for ADHD children using gamification / Qistina Yahya
title_sort brain training via mobile board game application for adhd children using gamification / qistina yahya
publishDate 2019
url http://ir.uitm.edu.my/id/eprint/25005/
http://ir.uitm.edu.my/id/eprint/25005/1/PPb_QISTINA%20YAHYA%20CS%20A%2019_5.pdf
first_indexed 2023-09-18T23:13:51Z
last_indexed 2023-09-18T23:13:51Z
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