Professional Documents
Culture Documents
Margaret Beyer
Amy Trainer
Towson University
December 8, 2021
Attention deficit hyperactivity disorder and technology in the classroom 2
Abstract
Many students have been diagnosed with attention deficit disorder. Having students who are
easily distracted in the classroom can cause issues with classroom management. With technology
becoming more prevalent in today’s classrooms, many ask how technology can be beneficial to
students in the classroom rather than a distraction. Research shows that technology improves
classroom behavior, promotes learning, and improves memory and executive functioning skills
for students with attention deficit disorder. The research conducted in this paper shows that
incorporating technology is very beneficial for students who have attention deficit disorder. This
paper explores different applications and gaming tools that show benefits in the classroom.
Attention deficit hyperactivity disorder and technology in the classroom 3
Visual Map
Attention deficit hyperactivity disorder and technology in the classroom 4
Attention deficit hyperactivity disorder and technology in the classroom 5
Attention deficit hyperactivity disorder and technology in the classroom 6
Literature Review
Introduction
In what ways can technology be beneficial to students in the classroom who have
attention deficit hyperactivity disorder. According to the CDC, over six million school-aged
children have been diagnosed with attention deficit hyperactivity disorder. With many school-
aged students diagnosed with attention deficit hyperactivity disorder and the rise of technological
distractions, such as cellphones, teachers wonder how they can accommodate students in the
classroom. Researchers completed several studies to investigate how technology can be used in
the classroom as well as at home. Studies have shown that technology in the classroom improves
student behavior, promotes learning, and improves memory and executive functioning skills.
Students with attention deficit hyperactivity disorder (ADHD) often lack self-control over
their behaviors. These behaviors can often overlap from home to classroom and vice versa.
ADHD affects children’s quality of life significantly: for example, seventy percent of third
graders with ADHD reported no close friends in one study (Sonne et al., 2016). To assist
teachers, parents, and students, various assistive technology devices have been researched to
positively change the behavior and executive functioning skills of students with ADHD.
smartphone to establish healthy bedtime and morning routines with families and reinforce
executive functioning skills; this device assists children and parents as well, as it notifies parents
fifteen minutes before bedtime that they should soon begin the bedtime routine (Sonne et al.,
2016). Parents are responsible for getting items ready for their children to begin the bedtime
routine for the children to get optimal sleep. After parents complete their portion of the bedtime
Attention deficit hyperactivity disorder and technology in the classroom 7
routine, the child will receive a fifteen-minute countdown clock on the MOBERO application.
The device gives icons and text that guides a student through bedtime activities. The child
receives stars based on their progress for the morning and evening routines. Students view the
activity they need to complete, the time allowed, and the time lapsed. ADHD students often lose
track of time by being distracted, so this feature keeps them on time and gives them the
autonomy to manage their own time with reminders from parents (Sonne et al., 2016). Sonne et
al.’s found that families who participated in this study reported improved morning and evening
routines and less frustration. Parents reported that their child embraced MOBERO very quickly
and that it became some help for the child to comprehend the activities around the morning and
Rewards, both virtual and tangible, are effective motivators. Many students with ADHD
suffer from low self-esteem and self-worth, but achievements could be visible for themselves,
family, and friends by using rewards (Sonne et al., 2016). For this study, some rewards were
built around family time; for example, if a child earned a reward, the reward would be used to
build child-parent relationships by playing a game, crafting, or building an item. Overall, this
study showed that using MOBERO significantly reduced the frustration level of parents, and
children’s ADHD symptoms and sleep habits improved. Furthermore, the quality of life for
families and children with ADHD improved by supplementing medical treatments with assistive
technology (Sonne et al., 2016). Additionally, one month after Sonne et al.’s (2016) study was
conducted, the same researchers conducted a second study that followed four of the original
families for four weeks. Some families reported that their children were keeping up with the
routine in the absence of the MOBERO. Still, others reported that their children could not sustain
the morning and bedtime routines without the application. In addition, parents felt that the
Attention deficit hyperactivity disorder and technology in the classroom 8
routines and directions were more clearly explained by using the device. Overall, one month
after the initial study, the MOBERO application instilled more routines for morning and bedtime
and felt MOBERO positively impacted their families; in addition, using technology like
MOBERO can reduce the symptoms of ADHD and be used as a tool to improve executive
Sometimes, teachers can struggle with classroom management skills, especially when it
comes to students with ADHD staying at their desks. A student who is constantly up and moving
around in a classroom can cause a significant distraction. In recent studies, using high-tech
commercial products in combination with software technology was shown to be effective when
used as assistive technology in the classroom (Shih et al., 2014). In one study, Shih et al. (2014)
observed two students with ADHD who have difficulties staying seated during a class period.
Both students were observed having four to five minutes of movement at a time during a forty-
five-minute class period (Shih et al., 2014). This movement was very distracting to both students
and teachers in the classroom and took away from instructional time. The two students then held
Wii remotes during instructional time; the remotes were collaborated to vibrate when they sensed
any type of acceleration and vertical movement (Shih et al., 2014). The vibration keyed the
students in on their movement and redirected them to sit back down. In the study, the students
successfully used the Wii remotes to help redirect. As a result, their behavior improved in the
classroom; the students averaged less than two minutes of movement during class compared to
the four to five minutes as in the baseline. Shih et al.’s (2014) study showed that with the use of
modern technology and a game console students are familiar with, students who have ADHD in
Score It is a self-monitoring app that helps both students and teachers with classroom
behaviors. The app allows students to monitor their classroom behaviors and monitor their
behavior goals using simple graphs. Vogelgesang et al. and Bruhn et al. (2016) explained, in two
separate studies, that many students with ADHD struggle with both self-monitoring and self-
regulation skills. Both researchers completed separate studies on using the Score It app to see if
the app would help improve classroom behaviors, specifically with students who have been
diagnosed with ADHD. Vogelgesang et al. (2016) examined students scoring themselves while
using the app on different tasks such as following teacher instructions, working on assigned
tasks, using the appropriate materials, asking for assistance, and other classroom rules and
procedures. Throughout the study, students were able to rate themselves on a letter scale, from A
Meanwhile, in Bruhn’s et al. (2016) study, the students were able to earn points based on
classroom behaviors and expectations. The teacher was also able to give the students separate
points. Once the student and teacher entered their scores, they could see what each other
answered. This transparency is an excellent way for students to see what the teacher observes,
adding additional self-motivation and regulation support. Both studies using the app Score It
showed positive results in student behaviors and self-monitoring and regulation skills. Students
need to have these skills in school and the real world, and using proper technology is a method
that helps students, especially those with ADHD, is a jump start for these critical skills.
Promote Learning
teaching strategies. However, children with ADHD often lack social and linguistic skills and
avoid games that require cooperation. Games stimulate motivation and the desire to learn. Video
Attention deficit hyperactivity disorder and technology in the classroom 10
games encourage learning and can help improve academic performance, especially in children
with the experience of academic failure (Coma-Rosello et al., 2020). Images and sounds are
enticing when playing video games. Comma-Rosello et al. (2020) used tangible tabletop games
where physical objects were touched and manipulated when played in groups or individually.
The table has a projector and can project animations and images onto a table that looks much like
a standard table. This qualitative study observed the attention process and planning improvement
in children with ADHD (Coma-Rosello et al., 2020). The four games students played on the table
were riddles, memory, mazes, and stories, each with varying difficulty levels.; children ages
three to fourteen participated in this study and played the four tabletop games (Coma-Rosello et
al., 2020). In the study, there was support from educators while some students played
individually, and others played in groups of three or four. The educators encouraged students’
alternative thinking and ways to improve their attention while playing (Coma-Rosello et al.,
2020). With the suggestions of the educators, the developers improved the games. Researchers
observed that children learned best when it was easy to understand (Coma-Rosello et al., 2020).
Children were able to either read or listen to the directions, which assisted them in their success;
offering layered accommodations improved the way students retained information (Coma-
Rosello et al., 2020). Coma-Rosello et al. (2020) found riddles were more challenging for some
students because of the content, and the students needed educators to give some background
information to understand the content. Educators suggested to researchers that the maze section
of the gaming be made with varying difficulty levels so that students could challenge themselves
(Coma-Rosello et al., 2020). Students felt a sense of accomplishment when they were able to be
successful in these games (Coma-Rosello et al., 2020). These games encouraged various aspects
of ADHD, such as planning, regulation of behaviors, and goal-seeking and achieving. Educators
Attention deficit hyperactivity disorder and technology in the classroom 11
also suggested feedback with emojis to promote positive encouragement. Throughout this
research, Comma-Rosello et al. used mediation to assist students in understanding the games by
educators encouraging and redirecting through dialogue. Students were motivated when they
chose the correct answers in the games and this encouragement became a learning motivation.
When designing interactive table games, children’s interests and prior knowledge must also be
considered (Coma-Rosello et al., 2020). Researchers found that interactive games can improve
attention processes and planning, as well as social skills and educational outcomes in ADHD
children.
Concept mapping is essential in all classroom environments. All students can benefit
from additional support in their learning. The idea of concept mapping is similar to using graphic
organizers in a traditional classroom. Riga and Papayiannis’s (2015) study used an online
concept mapping program noted as a form of information and communication technology. This
study aimed to use an interactive, online concept map to engage students who have ADHD to
help them better understand concepts, specifically drama. While students were learning, they
could answer different questions, similar to mini-quizzes, and when students answered correctly,
the screen would light up for students (Riga & Papayiannis, 2015). During this research, once
students finished the lesson, they could see the entire concept map based on the work they had
finished. They then used concept mapping to help them with descriptive writing; when asked to
reflect, the students felt they could concentrate on what they were learning using this concept
mapping program (Riga & Papayiannis, 2015). For students who have ADHD, online concept
mapping is very beneficial because the program broke down concepts and still had strategies,
such as the screen lighting up when the students received the correct answers. Students reported
feeling more focused while using the program and retaining the information. Being innovative
Attention deficit hyperactivity disorder and technology in the classroom 12
with technology can increase students’ learning, especially those who have ADHD in the
classroom.
Mobile augmented reality (MAR) is an umbrella term that refers to using multimedia in
an interactive learning environment (Lin et al., 2016). With growing technology and multiple
MAR routes that staff can take into the classroom, such as pictures or animation, students can
interact with their learning and improve their classroom skills and knowledge. Lin et al. (2016)
completed a study on how using MAR techniques in the classroom can improve learning for
students with ADHD; students could use a MAR application called Aurasma. This program is a
tool where students can hold their phones over a picture and watch an interactive video. The
videos teach students about different vocabulary words taught currently in the classroom. The
study results showed that students could retain more information using the Aurasma app as a
form of MAR and as assistive technology (Lin et al., 2016). Providing auditory and visual cues
for students with ADHD is very beneficial and can genuinely help students who need additional
Students with ADHD feel the adverse effects of their disability as soon as they wake up
in the morning. Struggling to follow a routine and realizing that one action affects the following
are complex concepts for students to comprehend. Even though this same behavior repeats each
day, ADHD students find themselves unable to make those appropriate choices to rectify their
behaviors. Instead, they find themselves on a “merry-go-round” of sorts that never stops. One
thirteen-year-old female reported that she awakes each morning after two alarms, barely has
enough time to brush her hair, forgets items at home, and needs something to eat before taking
her Ritalin. Meanwhile, her parents are in the car yelling that they are late. She runs to the car
Attention deficit hyperactivity disorder and technology in the classroom 13
with her shoes in her hand and her bag open with items falling out and more items needing to go
in her bag. This inability to plan, organize and execute a task is due to a lack of executive
functioning skills. Executive function is responsible for many skills like attention, working
prioritizing, and impulsivity. These skills are how humans exist and conduct themselves
throughout their lives and are needed in all aspects of life, whether at home or school.
In Israel, Zuckerman et al. (2015) conducted research to use assistive technology to help
middle school children with ADHD improve executive functioning skills, specifically, time
management in their morning routines. TangiPlan, a prototype, has six tangible objects and
applications that one can use on a tablet (Zuckerman et al., 2015). Each of the six objects
represents a task that needs to be accomplished during the morning routine (Zuckerman et al.,
2015). The tangible objects, 3D-printed objects in the shape of a square pyramid, connect to the
tablet application via a web server that connects to the tablet application; the electronic
components embedded inside the objects include a Spark Core board with an on-board Wi-Fi
capability, a NeoPixel RGB LED Stick, and a Lithium-Ion battery (Zuckerman et al., 2015).
Students plan the time needed to complete each task and then execute those tasks in the study.
Time management is the primary goal, and the task of planning begins the night before, which
requires children to update their tasks each evening (Zuckerman et al., 2015). The tablet
indicates how long each task took, and if the task took longer than expected, that task is
highlighted in red; if a task took a shorter amount of time, the program highlighted the task in
green (Zuckerman et al., 2015). This technology allows students to plan, organize and execute
Zuckerman et al.’s (2015) research examined two thirteen-year-old children with ADHD
and the support of their parents. Both students reported positive effects of Tangiplan organizing
their time for success. This technology made students self-aware of their shortcomings and
helped them get on track to be successful (Zuckerman et al., 2015). The device was not intrusive,
and its lights on the tangible object provided another extrinsic regulator. However, both
students’ one complaint about this study was the technical problems (Zuckerman et al., 2015).
However, the future of this assistive technology device holds promise for ADHD students. With
improvements and modifications to the device, more studies could be conducted with larger
samples of students. This device ultimately helped improve the executive function of both
students.
recognize when they become agitated, frustrated, angry, and overstimulated. For some students,
medications decrease symptoms of ADHD, while others have limitations to the effectiveness of
pharmacological treatments (Tavakoulnia et al., 2019). ADHD presents itself in two ways, either
through inattention and impulsivity and/or executive functioning disorder (EF). Wearable
Technology can benefit students with ADHD. Wearing technology could be advantageous
because of its convenience and portability; it also provides signals that build self-regulation and
executive function throughout the day. Students in California participated in qualitative research
that examined the design of an application for the smartwatch (Cibrian et al., 2020).
monitoring health, self-efficacy, and feelings and supporting cognitive, social, and motor skills
(Cibrian et al., 2020). The study examined using smartwatches and cognitive behavioral therapy
by awarding the wearer a positive virtual reward for a calm heartbeat. Students actively
Attention deficit hyperactivity disorder and technology in the classroom 15
answered questions about three goals; healthcare, school, and socialization which would benefit
students in regulating behaviors throughout the day and, most importantly, in the classroom;
children self-reflected on topics they felt most beneficial to include in an application (Cibrian et
al., 2020). A large piece of ADHD is mood fluctuation, and students would receive an award for
answering a survey about their moods during the day. The application would detect a fast
heartbeat and send a message to the child about taking cleansing breaths. Children sketched
icons of what they would like to see and the areas that would benefit them with regards to their
mood stabilization. Daily goals would improve EF as daily rewards would be given to the
students to improve behavior. Students were included in rating the visual icons they would see
on the smartwatch. They preferred the most straightforward and accessible options and icons for
receiving feedback. The application would have to be concise and to the point, as not to add
further distraction to the individual. Teachers and parents were concerned that students would be
distracted by the notifications on the smartwatches but were informed they could manage the
alerts. The results from this study will allow designers to develop the smartwatch application to
evaluate the efficacy in improving the EF of children with ADHD. (Tavakoulnia et al., 2019)
Many students today love gaming. It is a fun way for students to escape from reality and
pass the time. Van der Oord et al. (2012) took the gaming initiative and provided an intervention
with students who have ADHD to help improve executive functioning skills. Students who
participated in this study worked with a computer program called Braingame Brian. The game
was named after the main character. In this online world Brian lived in, students performed tasks
with activities on inhibition and cognitive flexibility in a fixed order (Van der Oord et al., 2012).
These results showed that there were significant improvements in executive functions compared
to before participating in the online game (Van der Oord et al., 2012). When students are
Attention deficit hyperactivity disorder and technology in the classroom 16
engaged in an online game, they may not realize they are learning and improving skills.
Executive functioning skills are essential lifelong skills, and students who have ADHD can
struggle with these skills. Using online gaming will engage those students and improve those
lifelong skills.
and relate to the daily experiences of individuals with ADHD. This professional development is
geared towards teachers and staff members who specifically work with students who have
ADHD. Students do not need to have a 504 or IEP to be diagnosed with ADHD, meaning
teachers and staff from all content areas and levels would participate. Before beginning the
workshops, teachers will write down their definition of ADHD and keep it throughout the
workshop. ADHD affects the whole child in every aspect of their life: emotionally, socially,
mentally, and physically. Students with ADHD work much harder compared to their peers on
various tasks. This workshop will provide insight into what it feels like to work much harder on
a task and understand what a person is feeling with ADHD. Through these workshops, teachers
will reflect on students with ADHD and how they can help those students in the classroom with
● Tools Needed: Plastic Sunglasses, plastic glasses without lenses, article to read, questions
In workshop one, participants will work in pairs. Each participant will receive a pair of
glasses. One pair of glasses will have no lenses, while the other pair will be smudged sunglasses
with minimal visibility. The facilitator will give the pair a task: they first need to read a one-page
scholarly article and answer two questions about the article. While participants are reading the
article, the participant with the sunglasses will be distracted by a floating instructor in the class.
This instructor will ask the participant random questions unrelated to the assignment. Ultimately,
the participants with the sunglasses will have difficulty completing the assignment because of the
number of distractions, the concentration needed to read the article, and the struggle to see
Next, teachers will discuss the difficulties they experienced while participating in the
1. Was this assignment more challenging for the participant with sunglasses than the
4. Did this activity make you think differently about students with ADHD in your class?
Finally, the participants will watch a Ted Talk presented by Jessica McCabe. McCabe
(2017) is a thirty-year-old woman who describes growing up with ADHD and the ramifications
caused by this disability. She speaks about how inferior she felt to her peers, and even though
she is knowledgeable, she performed poorly because of the lack of executive functioning skills.
Attention deficit hyperactivity disorder and technology in the classroom 18
Her video speaks volumes about the enormous burden that ADHD inflicts on individuals. After
participants view this short Ted Talk, they will discuss what was most profound about the talk.
After this workshop, the instructor will inform participants about another workshop that
is available that encourages the use of technology to assist individuals with ADHD.
Table 1
Workshop One Activities
Activity One Activity Two Activity Three
15 minutes 10 minutes 30 minutes
Hands-on experiment with Teachers discuss the Watch 2017 Ted Talk by
teachers in pairs. difficulty and discuss Jessica McCabe, who has
questions about the ADHD. Have teachers
experiment. discuss their feelings about
the video.
Link in References
Games
● Objective: Participants will explore technology that would benefit their students at home
In this workshop, participants will work with their grade levels on exploring various
applications that would benefit students with ADHD. Teachers will first watch a video,
Advantages of Technology in the Classroom (Mir, 2016). Then, Mrs. Beyer and Mrs. Trainer
will speak about the research on the MOBERO device, the Smartphone, Smartwatch, and
Tabletop game prototypes. Next, the instructors will discuss the benefits of technology and the
ADHD child. Finally, participants will explore various applications on the iPad, Chromebook,
Attention deficit hyperactivity disorder and technology in the classroom 19
and Smartphone that could assist students with ADHD in the classroom. Often, teachers do not
have extra time to explore and discuss software with fellow teachers. Therefore, this PD provides
valuable time for exploration with support, as well as information about the various prototypes.
Table 2
Workshop 2 Activities
Activity One Activity Two Activity Three
10 minutes 10 minutes 40 minutes
● Objective: Participants will understand how the Score It app can help teachers monitor
student behavior and use the app to target students who have ADHD specifically.
● Tools Needed: iPad, internet access, sticky notes, pencils/pens, Score It video, and Score
It website
In this workshop, teachers will work in a variety of grouping: individually, in pairs, and
in a whole-group discussion. First, the workshop facilitator will ask teachers their definition of
self-regulation and self-motivation and how we help students with their self-motivation and self-
regulation skills. Then, teachers will turn and talk about what they feel could help them in the
After having this discussion, the participants will watch a video on how to use the Score
It app (Weebly, n.d.). This 8-minute video shows teachers how to use both the student and
teacher sides of the app. In addition, it gives step-by-step instructions on setting up a classroom,
Attention deficit hyperactivity disorder and technology in the classroom 20
The final part of this workshop would entail teachers sandboxing the app and exploring
the Score It information site (Good, 2017). This time allows participants to experience the
program and engage tactilely, increasing the retention of the benefits. Finally, the participants
3. How can this app be beneficial specifically towards my students who have ADHD?
Table 3
Workshop Three Activities
Activity One Activity Two Activity Three
10 minutes 10 minutes 40 minutes
● Objective: Participants will be able to learn about concept mapping and begin to create a
concept map they can use in any classroom but will be specifically targeted towards
helping students who have ADHD be able to stay on track, learn new concepts, and retain
new information.
● Tools Needed: Laptop, access to Lucidchart (free concept mapping account), internet
In this workshop, teachers would learn how to use concept maps in the classroom to help
students in their learning process. Teachers would need to front-load the information into the
Attention deficit hyperactivity disorder and technology in the classroom 21
concept map for students for this method to be successful. Teachers would first watch the
YouTube video on how concept mapping is beneficial in the classroom. After watching the video
and gathering ideas, they would partner and discuss their initial thoughts on concept mapping.
After completing the discussion, the facilitator would lead the group in why concept
mapping is vital in the classroom, specifically for those students with ADHD. They would
explain concept mapping breaks down ideas and concepts for students and allows them to retain
the information. Concept mapping also allows students to connect different ideas to understand a
specific concept better. More advanced participants can create self-paced concept mapping
activities for students. These activities would allow students to learn and demonstrate their
knowledge of the topic. Teachers can also scaffold concept mapping for students who have
learning disabilities.
Participants would then be introduced to the site called Lucid. Participants would need to
create a free account and choose their content area(s) and their grade level(s). At this point,
participants should be able to sandbox the Lucid site to find maps that would work best for their
classroom and students. There are some premade activities for different subjects and grades
readily available that participants can take and make changes as necessary. Participants can also
Finally, participants would complete a 3-2-1 exit ticket before leaving. Here, they would
write three things they learned, two things that surprised them, and one question they may still
Table 4
Workshop Four Activities
Activity One Activity Two Activity Three
15 minutes 10 minutes 40 minutes
Attention deficit hyperactivity disorder and technology in the classroom 22
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Centers for Disease Control and Prevention. (2021, September 23). Data and statistics about
ADHD. Centers for Disease Control and Prevention. Retrieved December 4, 2021, from
https://www.cdc.gov/ncbddd/adhd/data.html.
Cibrian, F. L., Lakes, K. D., Tavakoulnia, A., Guzman, K., Schuck, S., & Hayes, G. R. (2020).
Supporting self-regulation of children with ADHD using wearables: Tensions and design
Coma-Roselló, T., Blasco-Serrano, A. C., Garrido Laparte, M. Á., & Aguelo Arguis, A. (2021).
Correction to: Mediation criteria for interactive serious games aimed at improving
learning in children with attention deficit hyperactivity disorder (ADHD). Research and
tu.researchport.umd.edu/10.1186/s41039-021-00146-y
Dilts, B., & Sun, K. (2021). A more versatile concept map maker. Lucidchart. Retrieved
https://www.youtube.com/watch?v=miFf781z1y4
https://www.youtube.com/watch?v=vl0OBLCujRQ
Lin CY., Yu WJ., Chen WJ., Huang CW., Lin CC. (2016) The effect of literacy learning via
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mobile augmented reality for the students with ADHD and reading disabilities. In:
and Context Diversity. UAHCI 2016. Lecture Notes in Computer Science, vol 9739.
McCabe, J., & Ted Talk. (2017, October 7). Failing at normal: An ADHD success
YouTube. https://www.youtube.com/watch?v=Ii9hQnIBO_k
Riga, A., & Papayiannis, N. (2015). Investigating the impact of concept mapping software on
Shih, C.-H., Wang, S.-H., & Wang, Y.-T. (2014). Assisting children with Attention Deficit
with a Nintendo Wii remote controller through an active reminder and preferred reward
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Attention deficit hyperactivity disorder and technology in the classroom 26
Appendix A
Figure A2: Sample motion of how the Wii remote would sense student movement.
Attention deficit hyperactivity disorder and technology in the classroom 27
Appendix B
\
Attention deficit hyperactivity disorder and technology in the classroom 28
Appendix C
skills.
Attention deficit hyperactivity disorder and technology in the classroom 29
Appendix D
Appendix E
Figure E1: MAR- Student using the Aurasma app over a picture.
Appendix F
Appendix G