Tássio José Gonçalves Gomes, Wilk Oliveira dos Santos, L. Marques, P. Brito, I. Bittencourt
{"title":"儿童和青少年ADHD时间管理和任务游戏化应用程序设计的软件需求","authors":"Tássio José Gonçalves Gomes, Wilk Oliveira dos Santos, L. Marques, P. Brito, I. Bittencourt","doi":"10.1145/3330204.3330218","DOIUrl":null,"url":null,"abstract":"Attention Deficit Hyperactivity Disorder has been one of the most studied topics in school-age children in face of their day-life difficulties. At the same time, gamification, which uses game mechanics in a non-game context, is an used strategy to engage people in reaching their goals in different contexts. Thus, this paper aims to present software guidelines for the design of gamified educational technologies to patients with this deficit. The requirements were compiled based on the results of a study conducted with parents, psycho-pedagogues, psychologists and speech therapists. Two main guideline categories were found: (i) behavioral strategies and (ii) gamification elements used, the first being composed of 17 strategies and the second by 12 gamification elements. From these categories and data analysis, 16 system requirements were proposed for the development of gamified applications to people with Attention Deficit Hyperactivity Disorder.","PeriodicalId":348938,"journal":{"name":"Proceedings of the XV Brazilian Symposium on Information Systems","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD\",\"authors\":\"Tássio José Gonçalves Gomes, Wilk Oliveira dos Santos, L. Marques, P. Brito, I. Bittencourt\",\"doi\":\"10.1145/3330204.3330218\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Attention Deficit Hyperactivity Disorder has been one of the most studied topics in school-age children in face of their day-life difficulties. At the same time, gamification, which uses game mechanics in a non-game context, is an used strategy to engage people in reaching their goals in different contexts. Thus, this paper aims to present software guidelines for the design of gamified educational technologies to patients with this deficit. The requirements were compiled based on the results of a study conducted with parents, psycho-pedagogues, psychologists and speech therapists. Two main guideline categories were found: (i) behavioral strategies and (ii) gamification elements used, the first being composed of 17 strategies and the second by 12 gamification elements. From these categories and data analysis, 16 system requirements were proposed for the development of gamified applications to people with Attention Deficit Hyperactivity Disorder.\",\"PeriodicalId\":348938,\"journal\":{\"name\":\"Proceedings of the XV Brazilian Symposium on Information Systems\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-05-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the XV Brazilian Symposium on Information Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3330204.3330218\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the XV Brazilian Symposium on Information Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3330204.3330218","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD
Attention Deficit Hyperactivity Disorder has been one of the most studied topics in school-age children in face of their day-life difficulties. At the same time, gamification, which uses game mechanics in a non-game context, is an used strategy to engage people in reaching their goals in different contexts. Thus, this paper aims to present software guidelines for the design of gamified educational technologies to patients with this deficit. The requirements were compiled based on the results of a study conducted with parents, psycho-pedagogues, psychologists and speech therapists. Two main guideline categories were found: (i) behavioral strategies and (ii) gamification elements used, the first being composed of 17 strategies and the second by 12 gamification elements. From these categories and data analysis, 16 system requirements were proposed for the development of gamified applications to people with Attention Deficit Hyperactivity Disorder.