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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
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON25823
Enrollment
90
Registered
2015-03-08
Start date
2015-01-19
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 6-13 with elevated ADHD symptoms are randomly assigned to the intervention or control condition. 2. Children in the intervention condition

Sponsors

Radoud University Nijmegen, Behavioural Science Institute
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Children of special education schools between the ages of 6-13; 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 children and parents

Design outcomes

Primary

MeasureTime frame
1. Pre-Post Scores on the neuro-psychological tasks assessing: -Selective attention/Impulsivity/Motor Inhibition (Go-No-Go task) -Fine and Gross 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 to a friend.

Contacts

Public ContactJoanneke Weerdmeester

Montessorilaan 3 kamer A. 6.11a

j.w.weerdmeester@gmail.com+31 (0)24 3612551

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)