The full text of this article hosted at iucr.org is unavailable due to technical difficulties.

Distinguishing and Improving Mouse Behavior With Educational Computer Games in Young Children With Autistic Spectrum Disorder or Attention Deficit/Hyperactivity Disorder: An Executive Function‐Based Interpretation

Baukje Veenstra

Corresponding Author

Department of Developmental Psychology, University of Groningen

Baukje Veenstra, Department of Developmental Psychology, University of Groningen, Grote Kruisstraat 2/1, 9712 TS Groningen, the Netherlands; e‐mail:

B.Veenstra@rug.nl

.
Search for more papers by this author
Paul L. C. van Geert

Department of Developmental Psychology, University of Groningen

Search for more papers by this author
Bieuwe F. van der Meulen

Department of Special Needs, Education and Child Care, University of Groningen

Search for more papers by this author
First published: 09 February 2012
Cited by: 4

Abstract

In this exploratory multiple case study, it is examined how a computer game focused on improving ineffective learning behavior can be used as a tool to assess, improve, and study real‐time mouse behavior (MB) in different types of children: 18 children (3.8–6.3 years) with Autistic Spectrum Disorder (ASD), Attention Deficit/Hyperactivity Disorder (ADHD), or comorbid ASD and ADHD, and 5 effectively learning (EL) children (3.5–3.8 years). The children's MB processes, for example “Errors” and “Reaction times,” were interpreted in terms of executive functions (EFs). Trajectories of averaged MB were compared among the groups of ASD, ADHD, comorbid, and EL children. Clinical groups showed differences in their MB, which were similar to the expected differences based on EF tests. In addition, a case study of a typical ASD, ADHD, and EL child was included in order to demonstrate typical individual MB patterns across time. MB processes might therefore provide a window into the processes of EF (dys)functioning.

Number of times cited: 4

  • , Examining Motivational Game Features for Students With Learning Disabilities or Attention Disorders, Handbook of Research on Immersive Digital Games in Educational Environments, 10.4018/978-1-5225-5790-6.ch009, (232-259)
  • , Supporting executive functions during children's preliteracy learning with the computer, Journal of Computer Assisted Learning, 32, 5, (468-480), (2016).
  • , The role of executive control in young children's serious gaming behavior, Computers & Education, 82, (432), (2015).
  • , Video Games for Children and Adolescents With Special Educational Needs, Zeitschrift für Psychologie, 10.1027/2151-2604/a000138, 221, 2, (79-89), (2013).