Cargando…

Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder

The aim of this study was to develop an Indonesian computer-based game prototype, including feasibility testing, targeted on attention deficit/hypersensitivity disorder (ADHD) clinical symptoms and executive function. The study comprised five steps. The first to third steps used an exploratory quali...

Descripción completa

Detalles Bibliográficos
Autores principales: Wiguna, Tjhin, Ismail, Raden Irawati, Kaligis, Fransiska, Minayati, Kusuma, Murtani, Belinda Julivia, Wigantara, Ngurah Agung, Pradana, Kent, Bahana, Raymond, Dirgantoro, Bayu Prakoso, Nugroho, Eko
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8319002/
https://www.ncbi.nlm.nih.gov/pubmed/34345741
http://dx.doi.org/10.1016/j.heliyon.2021.e07571
_version_ 1783730369784184832
author Wiguna, Tjhin
Ismail, Raden Irawati
Kaligis, Fransiska
Minayati, Kusuma
Murtani, Belinda Julivia
Wigantara, Ngurah Agung
Pradana, Kent
Bahana, Raymond
Dirgantoro, Bayu Prakoso
Nugroho, Eko
author_facet Wiguna, Tjhin
Ismail, Raden Irawati
Kaligis, Fransiska
Minayati, Kusuma
Murtani, Belinda Julivia
Wigantara, Ngurah Agung
Pradana, Kent
Bahana, Raymond
Dirgantoro, Bayu Prakoso
Nugroho, Eko
author_sort Wiguna, Tjhin
collection PubMed
description The aim of this study was to develop an Indonesian computer-based game prototype, including feasibility testing, targeted on attention deficit/hypersensitivity disorder (ADHD) clinical symptoms and executive function. The study comprised five steps. The first to third steps used an exploratory qualitative research design. The Delphi technique with FGD was applied to collect qualitative data. During the study, seven experts participated in ten FGDs. Feasibility testing was conducted as a one group pre- and post-test design that included ten children with drug-naïve ADHD without other mental or physical disorders. Feasibility data were collected before and after 20 training sessions with the Indonesian computer-based game prototype. The framework analysis was performed for qualitative data. Quantitative data were analyzed using the paired t-test, Pearson's correlation and Spearman's rank-order correlation. Outputs of the exploratory qualitative study were the Indonesian computer-based game prototype constructs and general agreements of the prototype,. The Indonesian computer-based game prototype construct comprised six components: reward-related processing, control inhibition, improved sustained attention, specific timing, increased arousal, and improved emotional regulation. After 20 sessions of training, several indicators decreased significantly, such as CATPRS-teacher rating (18.5 [5.31] vs. 12.9 [5.51], p = 0.047), BRIEF-GEC (64.80 [10.21] vs. 57.50 [7.51], p = 0.02), BRIEF-MI (66.1 [7.61] vs. 58.4 [7.56], p = 0.014), BRIEF-Initiate (66.6 [10.15] vs. 54.1 [6.49], p = 0.008), BRIEF-Working Memory (68.0 [6.89] vs. 60.9 [10.05], p = 0.02), and BRIEF-Organization of Material (60.7 [12.88] vs. 49.3 [11.79], p = 0.04). There was a low to moderate correlation between CATPRS-teacher and -parent rating and several BRIEF domains. Feasibility testing output also included the training procedure guideline. The present study indicated that the Indonesian computer-based game prototype could be used as a framework to develop a fixed computer-based game intervention for children with ADHD. However, further randomized controlled studies need to be conducted to show its effectiveness.
format Online
Article
Text
id pubmed-8319002
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher Elsevier
record_format MEDLINE/PubMed
spelling pubmed-83190022021-08-02 Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder Wiguna, Tjhin Ismail, Raden Irawati Kaligis, Fransiska Minayati, Kusuma Murtani, Belinda Julivia Wigantara, Ngurah Agung Pradana, Kent Bahana, Raymond Dirgantoro, Bayu Prakoso Nugroho, Eko Heliyon Research Article The aim of this study was to develop an Indonesian computer-based game prototype, including feasibility testing, targeted on attention deficit/hypersensitivity disorder (ADHD) clinical symptoms and executive function. The study comprised five steps. The first to third steps used an exploratory qualitative research design. The Delphi technique with FGD was applied to collect qualitative data. During the study, seven experts participated in ten FGDs. Feasibility testing was conducted as a one group pre- and post-test design that included ten children with drug-naïve ADHD without other mental or physical disorders. Feasibility data were collected before and after 20 training sessions with the Indonesian computer-based game prototype. The framework analysis was performed for qualitative data. Quantitative data were analyzed using the paired t-test, Pearson's correlation and Spearman's rank-order correlation. Outputs of the exploratory qualitative study were the Indonesian computer-based game prototype constructs and general agreements of the prototype,. The Indonesian computer-based game prototype construct comprised six components: reward-related processing, control inhibition, improved sustained attention, specific timing, increased arousal, and improved emotional regulation. After 20 sessions of training, several indicators decreased significantly, such as CATPRS-teacher rating (18.5 [5.31] vs. 12.9 [5.51], p = 0.047), BRIEF-GEC (64.80 [10.21] vs. 57.50 [7.51], p = 0.02), BRIEF-MI (66.1 [7.61] vs. 58.4 [7.56], p = 0.014), BRIEF-Initiate (66.6 [10.15] vs. 54.1 [6.49], p = 0.008), BRIEF-Working Memory (68.0 [6.89] vs. 60.9 [10.05], p = 0.02), and BRIEF-Organization of Material (60.7 [12.88] vs. 49.3 [11.79], p = 0.04). There was a low to moderate correlation between CATPRS-teacher and -parent rating and several BRIEF domains. Feasibility testing output also included the training procedure guideline. The present study indicated that the Indonesian computer-based game prototype could be used as a framework to develop a fixed computer-based game intervention for children with ADHD. However, further randomized controlled studies need to be conducted to show its effectiveness. Elsevier 2021-07-13 /pmc/articles/PMC8319002/ /pubmed/34345741 http://dx.doi.org/10.1016/j.heliyon.2021.e07571 Text en © 2021 The Author(s) https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Research Article
Wiguna, Tjhin
Ismail, Raden Irawati
Kaligis, Fransiska
Minayati, Kusuma
Murtani, Belinda Julivia
Wigantara, Ngurah Agung
Pradana, Kent
Bahana, Raymond
Dirgantoro, Bayu Prakoso
Nugroho, Eko
Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title_full Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title_fullStr Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title_full_unstemmed Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title_short Developing and feasibility testing of the Indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
title_sort developing and feasibility testing of the indonesian computer-based game prototype for children with attention deficit/hyperactivity disorder
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8319002/
https://www.ncbi.nlm.nih.gov/pubmed/34345741
http://dx.doi.org/10.1016/j.heliyon.2021.e07571
work_keys_str_mv AT wigunatjhin developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT ismailradenirawati developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT kaligisfransiska developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT minayatikusuma developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT murtanibelindajulivia developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT wigantarangurahagung developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT pradanakent developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT bahanaraymond developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT dirgantorobayuprakoso developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder
AT nugrohoeko developingandfeasibilitytestingoftheindonesiancomputerbasedgameprototypeforchildrenwithattentiondeficithyperactivitydisorder