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Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

BACKGROUND: Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situation...

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Detalles Bibliográficos
Autores principales: Bossenbroek, Rineke, Wols, Aniek, Weerdmeester, Joanneke, Lichtwarck-Aschoff, Anna, Granic, Isabela, van Rooij, Marieke M J W
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7139423/
https://www.ncbi.nlm.nih.gov/pubmed/32207697
http://dx.doi.org/10.2196/16066