PSychoph 9
My choice
Answer
Hyperactive child or ADHD child
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by symptoms of inattention, impulsivity and hyperactivity that are inconsistent with a child’s developmental level and cause impairment to their functioning (Young & Smith, 2017, p. xx).
American psychiatry association stated ADHD is around 5% in children and 2.5% in adults. Boys are diagnosed with ADHD up to four times more than girls during the childhood, whereas in adulthood females are just as likely to be diagnosed as males (Young & Smith, 2017, p. xx).
This child has trouble paying attention, hyperactive hyperverbal, and controlling impulsive behaviors. According to DSM-5, ADHD is a neurodevelopmental disorder defined by impairing levels of inattention, disorganization, and/or hyperactivity-impulsivity. Inattention and disorganization entail inability to stay on task, seeming not to listen, and losing materials, at levels that are inconsistent with age or developmental level. Hyperactivity-impulsivity entails overactivity, fidgeting, inability to stay seated, intruding into other people’s activities, and inability to wait—symptoms that are excessive for age or developmental level.
THERAPEUTIC APPROACHES
GAME-BASED LEARNING THERAPY
Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient group. a serious game designed to enhance behavior strategies for children with ADHD to improve their daily life functioning has not been scientifically evaluated in the literature. We developed a serious game intervention for children with ADHD to teach and reinforce daily life skills, such as time management, plaiming/organizing, and cooperation skills.
This game improve on primary outcome measures of time management, planning/organizing, and cooperation skills compared to participants in the crossover control group. Client improve on secondary outcome measures of working memory, social skills (ie, responsibility, assertiveness, and self-control) and self-efficacy because these skills were also trained within the overall game environment. We further hypothesized that treatment effects would be maintained at 10-week follow-up for the group that played the serious game for the first 10 weeks of the study.
BEHAVIOR THERAPY
is a type of psychotherapy that aims to help a person change his or her behavior. It might involve practical assistance, such as help organizing tasks or completing schoolwork, or working through emotionally difficult events. Behavioral therapy also teaches a person how to:
1. monitor his or her own behavior
1. give oneself praise or rewards for acting in a desired way, such as controlling anger or thinking before acting
Therapists may also teach children social skills, such as how to wait their turn, share toys, ask for help, or respond to teasing. Learning to read facial expressions and the tone of voice in others, and how to respond appropriately can also be part of social skills training.
Cognitive behavioral therapy can also teach a person mindfulness techniques, or meditation. A person learns how to be aware and accepting of one’s own thoughts and feelings to improve focus and concentration. The therapist also encourages the person with ADHD to adjust to the life changes that come with treatment, such as thinking before acting, or resisting the urge to take unnecessary risks ("Attention-deficit/Hyperactivity disorder," n.d.).
Medication is methylphenidate
The most commonly used stimulants are:
1. methylphenidate hydrochloride (Ritalin, Ritalin SR, and Ritalin LA)
1. dextroamphetamine sulfate (Dexedrine or Dextrostat)
1. a dextroamphetamine/amphetamine formulation (Adderall)
1. methylphenidate (Concerta, Daytrana)
1. atomoxetine (Strattera, marketed as a “non-stimulant,” although its mechanism of action and potential side effects are essentially equivalent to the “psychostimulant” medications)
EXPECTED OUTCOME