Use of digital games and school-aged children with ADHD: possibilities, limits, and challenges
Digital games; Education; ADHD; Teacher; Classroom.
This study explores the incorporation of digital games in classrooms, with a special focus on students with Attention Deficit Hyperactivity Disorder (ADHD). The research aims to clarify the knowledge necessary for teachers to integrate digital games, which progressively challenge and develop the player's executive functions, thereby contributing to the cognitive, affective, and behavioral enhancement of students with the disorder. Using the Design Science Research (DSR) method across five iterations, the study extensively analyzed existing literature, developed, and validated an innovative Didactic Guide for educators, based on content analysis of interviews with global experts in digital games and ADHD. This guide was validated by 14 expert judges in Education, Pedagogy, Psychology, and Digital Games, using the Delphi Technique. The practical phase involved conducting a training workshop with 18 teachers from a public school in Maceió/AL, followed by classroom observations with three participating teachers. This practical application allowed for a direct test of the effectiveness of the guidelines proposed in the Didactic Guide. The research findings highlight the effectiveness of digital games in improving interaction, engagement, and executive abilities of students with ADHD. Furthermore, the need for adaptable and sensitive teaching approaches to the unique characteristics of these students was evidenced. The research provides significant insights for educators, underscoring the importance of overcoming pedagogical and infrastructural challenges in incorporating digital games in formal educational environments. It is concluded that the adoption of digital games represents a valuable pedagogical approach, particularly effective in enriching the educational experience of students with ADHD. This thesis contributes to the field of Education, providing practical and theoretical guidelines for educators seeking to integrate innovative digital games into their teaching practices.