Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.

Antecedentes: El objetivo del presente estudio ha sido poner a prueba un programa de tratamiento en formato Serious Games (SG) para mejorar la atención en niños de Cataluña, España, con Trastorno por Déficit de Atención/Hiperactividad (TDAH). Las actividades adaptadas al formato SG consistieron en (...

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Autores:
Gallardo Vergara, René
Monserrat Gallardo, Mónica
Tipo de recurso:
Article of investigation
Fecha de publicación:
2023
Institución:
Universidad Católica de Colombia
Repositorio:
RIUCaC - Repositorio U. Católica
Idioma:
eng
OAI Identifier:
oai:repository.ucatolica.edu.co:10983/30430
Acceso en línea:
https://hdl.handle.net/10983/30430
https://doi.org/10.14718/ACP.2023.26.2.4
Palabra clave:
ADHD
Serious Games
attention
treatment
cognitive disorder
TDAH
Serious Games
atención
tratamiento
desorden cognitivo
Rights
openAccess
License
Acta Colombiana de Psicología - 2023
id UCATOLICA2_868c0154d426d23797b4b19dcf1e38c0
oai_identifier_str oai:repository.ucatolica.edu.co:10983/30430
network_acronym_str UCATOLICA2
network_name_str RIUCaC - Repositorio U. Católica
repository_id_str
dc.title.spa.fl_str_mv Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
dc.title.translated.eng.fl_str_mv Serious Games to Improve Attention in Boys and Girls with Attention Deficit Hyperactivity Disorder (ADHD): A Pilot Study.
title Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
spellingShingle Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
ADHD
Serious Games
attention
treatment
cognitive disorder
TDAH
Serious Games
atención
tratamiento
desorden cognitivo
title_short Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
title_full Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
title_fullStr Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
title_full_unstemmed Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
title_sort Serious Games para mejorar la atención en niños y niñas con trastorno por déficit de atención e hiperactividad (TDAH): un estudio piloto.
dc.creator.fl_str_mv Gallardo Vergara, René
Monserrat Gallardo, Mónica
dc.contributor.author.spa.fl_str_mv Gallardo Vergara, René
Monserrat Gallardo, Mónica
dc.subject.eng.fl_str_mv ADHD
Serious Games
attention
treatment
cognitive disorder
topic ADHD
Serious Games
attention
treatment
cognitive disorder
TDAH
Serious Games
atención
tratamiento
desorden cognitivo
dc.subject.spa.fl_str_mv TDAH
Serious Games
atención
tratamiento
desorden cognitivo
description Antecedentes: El objetivo del presente estudio ha sido poner a prueba un programa de tratamiento en formato Serious Games (SG) para mejorar la atención en niños de Cataluña, España, con Trastorno por Déficit de Atención/Hiperactividad (TDAH). Las actividades adaptadas al formato SG consistieron en (1) selección de estímulos, (2) marcar dibujos iguales, (3) ocho diferencias, (4) figuras ocultas, (5) comparar textos, (6) comparar medidas y formas, (7) poner llaves modelo, (8) laberintos y (9) memorización de dibujos. Método: Se utilizó un diseño pretest-postest con una cohorte de 30 niños entre 8 y 10 años con diagnóstico de TDAH, con un 20% de niñas (n = 6) y un 80% de niños (n = 24) con una edad media de 9.4 años (DE = 0.63; rango de 8 a 10 años). La mitad de la muestra participó en un programa de mejora de la atención durante 9 sesiones de entre 30-45 minutos cada una en formato de Serious Games. Se les presentó una serie de desafíos de juego con varios escenarios virtuales a través de un monitor. La otra mitad de la muestra hizo el mismo programa de mejora de la atención, pero en formato lápiz y papel. Resultados: Los niños del grupo de Serious Games progresaron y mejoraron más durante el tratamiento, como lo demuestra el promedio de errores de comisión (p = .02), en comparación con los niños del grupo de lápiz y papel. Ambos grupos también mejoraron en la puntuación total y en la escala de concentración de la prueba D2 (ambos p < .001). Conclusiones: El entrenamiento atencional a través de programas en formato Serious Games parece tener un mayor efecto que el entrenamiento atencional en formato lápiz y papel sobre los errores de comisión.  
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-05-29 15:54:25
2023-06-04T17:33:48Z
dc.date.available.none.fl_str_mv 2023-05-29 15:54:25
2023-06-04T17:33:48Z
dc.date.issued.none.fl_str_mv 2023-05-29
dc.type.spa.fl_str_mv Artículo de revista
dc.type.coar.eng.fl_str_mv http://purl.org/coar/resource_type/c_2df8fbb1
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dc.type.content.eng.fl_str_mv Text
dc.type.driver.eng.fl_str_mv info:eu-repo/semantics/article
dc.type.local.eng.fl_str_mv Journal article
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dc.identifier.doi.none.fl_str_mv 10.14718/ACP.2023.26.2.4
dc.identifier.eissn.none.fl_str_mv 1909-9711
dc.identifier.issn.none.fl_str_mv 0123-9155
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/10983/30430
dc.identifier.url.none.fl_str_mv https://doi.org/10.14718/ACP.2023.26.2.4
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dc.language.iso.eng.fl_str_mv eng
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dc.relation.bitstream.none.fl_str_mv https://actacolombianapsicologia.ucatolica.edu.co/article/download/4072/4635
dc.relation.citationedition.spa.fl_str_mv Núm. 2 , Año 2023 : Acta Colombiana de Psicología
dc.relation.citationendpage.none.fl_str_mv 49
dc.relation.citationissue.spa.fl_str_mv 2
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spelling Gallardo Vergara, Renéab760e11-711f-4f94-ae7b-6fc270e9088dMonserrat Gallardo, Mónicab94356a9-9327-4f70-837a-1b43f91651d12023-05-29 15:54:252023-06-04T17:33:48Z2023-05-29 15:54:252023-06-04T17:33:48Z2023-05-29Antecedentes: El objetivo del presente estudio ha sido poner a prueba un programa de tratamiento en formato Serious Games (SG) para mejorar la atención en niños de Cataluña, España, con Trastorno por Déficit de Atención/Hiperactividad (TDAH). Las actividades adaptadas al formato SG consistieron en (1) selección de estímulos, (2) marcar dibujos iguales, (3) ocho diferencias, (4) figuras ocultas, (5) comparar textos, (6) comparar medidas y formas, (7) poner llaves modelo, (8) laberintos y (9) memorización de dibujos. Método: Se utilizó un diseño pretest-postest con una cohorte de 30 niños entre 8 y 10 años con diagnóstico de TDAH, con un 20% de niñas (n = 6) y un 80% de niños (n = 24) con una edad media de 9.4 años (DE = 0.63; rango de 8 a 10 años). La mitad de la muestra participó en un programa de mejora de la atención durante 9 sesiones de entre 30-45 minutos cada una en formato de Serious Games. Se les presentó una serie de desafíos de juego con varios escenarios virtuales a través de un monitor. La otra mitad de la muestra hizo el mismo programa de mejora de la atención, pero en formato lápiz y papel. Resultados: Los niños del grupo de Serious Games progresaron y mejoraron más durante el tratamiento, como lo demuestra el promedio de errores de comisión (p = .02), en comparación con los niños del grupo de lápiz y papel. Ambos grupos también mejoraron en la puntuación total y en la escala de concentración de la prueba D2 (ambos p < .001). Conclusiones: El entrenamiento atencional a través de programas en formato Serious Games parece tener un mayor efecto que el entrenamiento atencional en formato lápiz y papel sobre los errores de comisión.  Background: The objective of this study was to test a treatment program in Serious Games (SG) format to improve attention in children from Catalonia, Spain, with Attention Deficit Hyperactivity Disorder (ADHD). The activities adapted to the SG format consisted of (1) stimulus selection, (2) mark equal drawings, (3) eight differences, (4) hidden figures, (5) compare texts, (6) compare measures and shapes, (7) put model keys, (8) labyrinths and (9) memorization of drawings. Method: A pretest-posttest design was used with a cohort of 30 children between 8 and 10 years old diagnosed with ADHD, with 20% girls (n = 6) and 80% boys (n = 24) with a mean age of 9.4 years (SD = 0.63; range of 8 to 10 years). Four schools and a clinical center from Catalonia, Spain participated in the sample composition. Half of the sample participated in an attention improvement program for nine sessions of 30-45 minutes each in Serious Games format. They were presented with a series of game challenges with various virtual scenarios through a monitor. The other half did the same attention improvement program in pencil and paper format. Results: The children in the Serious Games group progressed and improved more during treatment, as shown by the average number of errors of commission (p =.02) than those in the pencil and paper group. Both groups also improved in the total score and concentration scale of the D2 test (p < .001). Conclusions: Attentional training through programs in Serious Games format seems to have a more significant effect on commission errors than attentional training in pencil and paper format.application/pdf10.14718/ACP.2023.26.2.41909-97110123-9155https://hdl.handle.net/10983/30430https://doi.org/10.14718/ACP.2023.26.2.4engUniversidad Católica de Colombiahttps://actacolombianapsicologia.ucatolica.edu.co/article/download/4072/4635Núm. 2 , Año 2023 : Acta Colombiana de Psicología4923326Acta Colombiana de PsicologíaAhmadi, A., Mitrovic, A., Najmi, B., & Rucklidge, J. (2015). TARLAN: a simulation game to improve social problem-solving skills of ADHD children. Artificial Intelligence in Education. Lecture Notes in Computer Science, 9112, 328-337. https://doi. org/10.1007/978-3-319-19773-9_33 Alchalabi, A.E., Shirmohammadi, S., Eddin, A.N., & Elsharnoubi, M. (2018). FOCUS: detecting ADHD patients by an EGG-Bases Serious Game. 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