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Research Question: In what ways can technology be beneficial to students in the classroom who have ADHD.

Thesis Statement: Technology in the classroom has been shown to improve classroom behavior, promote
learning in the classroom, and improve memory and executive functioning skills for students with ADHD.

Evidence1/Theme 1 Evidence 2/Theme 2 Evidence 3/Theme 3


Improving classroom and at Promote learning -Strengthen Executive Functioning
home behavior. (EF) Skills and improve memory.  

Support 1 Support 1 Support 1


-MOBERO – A mobile tool -Videogames encourage Executive Functioning
(downloaded on mobile learning and can help improve -Results from a qualitative study
device) to establish healthy academic performance involving children with ADHD and
morning and bedtime especially in children with their teachers showed that concerns
routines. Through a structured experience of academic failure, from the children outweighed the
list of icons and text, the child a frequent issue for ADHD advantages for using smartwatch
is guided through each sufferers. (Coma-Roselló, T., technology and suggested that an
activity. The last activity is a 2021) application should mimic the current
reward that consists of a -There is a need to improve the practices of self-regulation taught at
physical fluorescent star, adaptability of the games to their school and be able to monitor
which the child can place on a enable children with ADHD to self-reflection of mood and behavior.
chart. (Sonne, T., 2016) mediate, plan, and focus their These findings suggest that wearables
-Virtual rewards motivated attention. With the aid of a can potentially be used as
students to remain focused on facilitator, the mediating interventions supporting the executive
morning and evening function of learning-games can function of children with ADHD.
routines. Paper rewards therefore be applied in the (Tavakoulnia, A. 2019)
would become lost or development of the executive -Goals and Rewards- Children and
destroyed reported parents. functions that are key to teachers suggested that providing goals
(Sonne, T., 2016) learning. (Coma-Roselló, T., and a rewards dynamic could help the
2021) children with their EF.
(Tavakoulnia, A. 2019)
Children with Attention Deficit and
Hyperactivity Disorder (ADHD)
experience a deficit in cognitive
processes responsible for goal-directed
behaviors, known as executive
functioning (EF). In an effort to assist
them, we developed TangiPlan – a
prototype of a tangible assistive
technology intended to improve EF
during morning routines.
(ZUCKERMAN, O. 2015)
Research Question: In what ways can technology be beneficial to students in the classroom who have ADHD. 

Thesis Statement: Technology is becoming a more prominent tool in the classroom for students and teachers, some
parents wonder if technology is hindering students who have ADHD. Technology in the classroom has been shown
to improve classroom behavior, promote learning in the classroom, and improve memory and executive
functioning skills for students with ADHD.

Evidence1/Theme 1 Evidence 2/Theme 2 Evidence 3/Theme 3


Improving classroom and at Promote learning -Strengthen Executive Functioning
home behavior. (EF) Skills and improve memory.  

Support 2 Support 2 Support 2


Limiting disruptive behaviors- Having students, with ADHD, Gaming intervention improves
Using a Wii controller as a work with concept mapping executive functioning in ADHD.
modern form of technology. software to help improve their
Students who have ADHD are writing in the classroom has Students who participated in a study
able to wear the controller on been shown to be beneficial for on computer games focused for
their wrist during class. their learning. students with ADHD showed that there
was a significant increase in executive
The purpose of the control is to Concept mapping showed to be functioning skills (Brown 2012).
alert students when they are
beneficial in the classroom
standing and being ‘disruptive’
because students were engaged Students participated in 25 different
in the classroom.. The
with their learning. The concept sessions of a game called Braingame
researchers are wanting to
mapping program was Brain. The games focused on
eliminate the amount time
interactive and gave executive function skills for students.
students have stood up in the
classroom. encouragement to students when
they received correct answers. Parents reported that their children had
The researchers set the controller The screen would be in bright reduced ADHD behaviors after
to sense specific movements, colors when students were participating in the Braiingame Brain
specifically the controller correct (Riga 2015). software (2012).
moving from a horizontal
position to a vertical position Students were not only engaged The games helped with students
(Shih 2014). The controller using the concept mapping working memory, which would allow
would vibrate, making students program, but their learning on them to be more successful in their
aware they are up and should sit creative writing. Concept learning.
back in their seats. mapping software gave students
who have ADHD a visual
The results of the study were representation of ideas and
positive and the students in the could show students the
study found they were not connection between ideas, again
standing up in class as much, increasing engagement and
becoming a less of a distraction learning. (Riga 2015)/
for themselves and their peers.
Research Question: In what ways can technology be beneficial to students in the classroom who have ADHD. 

Thesis Statement: Technology is becoming a more prominent tool in the classroom for students and teachers, some
parents wonder if technology is hindering students who have ADHD. Technology in the classroom has been shown
to improve classroom behavior, promote learning in the classroom, and improve memory and executive
functioning skills for students with ADHD.

Evidence1/Theme 1 Evidence 2/Theme 2


Improving classroom and at Promote learning
home behavior.

Support 3 Support 3
Self-regulation & Self-
motivation Mobile augmented reality also
known as MAR is an assistive
2 studies that used an app technology for students to help
increase learning in the classroom.
called Score It were able to
monitor students with
This study used a MAR called
ADHD and see if the app Aurasma, a free app that can be
allowed for students to downloaded from the Apple store
become more self-regulated or Google Play store (Lin 2016).
and self-motivated in the
classroom. In this study, students held a cell
phone over a picture, using the
Students who have ADHD Aurasma app, and it created a
can fall short in their video for students to help them
academics and behaviors understand the words they are to
learn in the classroom
because they are lacking
self-regulation and/or self-
For students with ADHD, this
motivation in their lives MAR application helped increase
(Vogelgesang 2014). learning by allowing interactive
media to play a role in their
The Score It app improved learning (2016).
student engagement,
improving their behaviors There was an increase of learning
and academics using a MAR technology in the
(Vogelgesang 2014). classroom for students with
ADHD. The augmented reality
gave students who have ADHD
Students are able to
visual and auditory quest to help
evaluate their own
them understand the words being
behaviors using the app, presented to them which allowed
making themselves self- them to retain words and their
aware of the unwanted meanings (2016).
behaviors in the classroom.
Students are able to rate
their behaviors with a goal
of trying to improve
behaviors.

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