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Adventurous Dreaming Highflying Dragon: A Randomized Control Trial (RCT) testing the Effectiveness of a Full-Body Video Game on Decreasing Attention Deficit Hyperactive Disorder (ADHD) Symptoms

Adventurous Dreaming Highflying Dragon: A Randomized Control Trial (RCT) testing the Effectiveness of a Full-Body Video Game on Decreasing Attention Deficit Hyperactive Disorder (ADHD) Symptoms

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON23695
Enrollment
90
Registered
2015-01-20
Start date
2015-02-02
Completion date
Unknown
Last updated
2024-02-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

ADHD, school-aged children, intervention, videogame

Interventions

1.Children of special education schools between the ages of 6-12 with elevated ADHD symptoms are randomly assigned to the intervention or control condition. 2. Children in the intervention condition

Sponsors

Radboud University Nijmegen, Behavioural Science Institute
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Children of special education schools between the ages of 6-12; 2. Screening participation: passive consent from parents; 3. Elevated ADHD symptoms. Participants with a subclinical to clinical score on the teacher-rated AVL (Scholte & Ploeg, 2005), which is 36 or above, will be included; 4. After screening: active consent from parents

Exclusion criteria

Exclusion criteria: No passive or active consent from adolescents and parents

Design outcomes

Primary

MeasureTime frame
1. Pre-Post Scores on the neuro-psychological tasks assessing: -Selective attention & Impulsivity (Go-No-Go task) -Motor inhibition (Statue sub-test of the NEPSY; Korkman, Kirk, & Kemp, 1998) -Motor skills (MOVEMENT ABC-2 NL; Smits-Engelsman, 2010) 2. Pre-post scores on the AVL questionnaire assessing teacher-observed ADHD symptoms (Scholte & Ploeg, 2005).

Secondary

MeasureTime frame
1. In-game improvement using data saved in the game e.g. duration of play, correct-incorrect responses and response times. 2. Game evaluation; how much they liked the game, how difficult the game was to them, whether they felt they learned something, and whether they would recommend it.

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)