Next Article in Journal
Relationship between Urinary Pesticide Residue Levels and Neurotoxic Symptoms among Women on Farms in the Western Cape, South Africa
Previous Article in Journal
Class 1 Integrons and the Antiseptic Resistance Gene (qacEΔ1) in Municipal and Swine Slaughterhouse Wastewater Treatment Plants and Wastewater—Associated Methicillin-Resistant Staphylococcus aureus
Article Menu

Export Article

Open AccessArticle
Int. J. Environ. Res. Public Health 2015, 12(6), 6261-6280;

An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder

International Faculty of Engineering, Lodz University of Technology, Żwirki 36, Łódź 90-924, Poland
The Deustotech-LIFE (eVIDA) Research Group, Faculty of Engineering, University of Deusto, Bilbao 48007, Spain
Author to whom correspondence should be addressed.
Academic Editor: Paul B. Tchounwou
Received: 30 March 2015 / Revised: 22 May 2015 / Accepted: 26 May 2015 / Published: 2 June 2015
Full-Text   |   PDF [1069 KB, uploaded 3 June 2015]   |  


Attention Deficit Hyperactivity Disorder (ADHD), with a worldwide prevalence of 5.29%–7.1%, is one of the most common neurodevelopmental disorders among children and adolescents. Apart from typical symptoms like inattention, hyperactivity and impulsiveness, patients also evidence attention deficit problems with reading comprehension. This in turn causes poor school performance and widens the gap with peers without ADHD. This paper presents a novel and interactive tool based on Serious Games for Health, whose aim is not only to improve comprehension, but also hold the user’s attention. This tool is geared towards assessing reading quality and is intended for iPad devices. Preliminary results obtained from the experiment performed to evaluate the game are included in this report. A group of six typically developing children from Colegio Vizcaya aged between 8 and 12 took part in the evaluation of motivation, satisfaction and usability of the same therapy in the new media. Results obtained by participants playing the game were analysed together with questionnaires concerning the usability of the system. Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds. A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool. Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced. Older participants completed the first game faster than the younger ones, but age was not influential in subsequent games. View Full-Text
Keywords: attention deficit disorder; serious games; comprehension; iPad attention deficit disorder; serious games; comprehension; iPad

Figure 1

This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

Share & Cite This Article

MDPI and ACS Style

Wrońska, N.; Garcia-Zapirain, B.; Mendez-Zorrilla, A. An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder. Int. J. Environ. Res. Public Health 2015, 12, 6261-6280.

Show more citation formats Show less citations formats

Related Articles

Article Metrics

Article Access Statistics



[Return to top]
Int. J. Environ. Res. Public Health EISSN 1660-4601 Published by MDPI AG, Basel, Switzerland RSS E-Mail Table of Contents Alert
Back to Top