HOW WEARABLE COMPUTING CAN HELP YOUNG CHILDREN WITH ADHD TO LEARN Camila Gernhardt Nakamura Design & Technology, Parsons 6 E. 16th St., 12th floor, New York, NY 10011 [email protected] ABSTRACT New technologies can enable children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) and teachers to contour the disorder and make it possible to create a healthy environment to end the struggle that is to learn in the present educational methods. This paper presents a discussion about the disease itself, the learning methods and the emerging possibilities of devices that can cope with these children allowing them to learn in an interesting and productive way. KEYWORDS: WEARABLE COMPUTING ; CHILDREN; ADHD; LEARNING; FOCUS; INTRODUCTION Attention Deficit Hyperactivity Disorder (ADHD) is defined as a chronic behavior disorder by medicine and one of the most common childhood disorder. This disorder can affect children significantly especially when it comes to their performance at school because those children have difficulty Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. May 11, 2015, New York, New York, USA Copyright 2015 Camila Gernhardt Nakamura staying focused on specific matters and paying attention and can cause problems to other peers with their difficulty controlling their behavior and due hyperactivity. [1] The problem with ADHD is that usually is diagnosed late or sometimes the person will go through a lifetime without knowing they have this deficit. They struggle with simple tasks such as reading a small text but at the same time can focus for hours in a subject that caught their attention. ADHD is identified as cognitive medical condition but at the same time these children should not be taken as wrong just as different. [2] Once understood it is possible to affirm that ADHD is open to innovation. Technological interventions can change how these children behave and how they relate to the subjects they are exposed to in the classroom. This paper will explore the design space to develop wearable technologies in two different fields, emotional and didactic ways, to cope with young children in order to make it possible for them to deal with the symptoms that ADHD presents and have a successful learning life. In this case it is extremely important to understand not only the singularities of these disorder but also analyze in the current model of education the learning curve of a regular child and oppose to a child that suffers with ADHD. Not less important, once it is 1 being suggested the use of technology as support on the daily lives of children it becomes essential to discuss how technology can influence in their development. The present paper will also analyze different types of new technologies being developed and tested in order to understand what and how those could help children with ADHD. CHILDREN, MODERN WORLD, LEARNING AND TECHNOLOGY Times have changed and so did the kind of stimuli available for children in the daily basis. Children are growing up with access to information through various types of media. They are bright and have their own way of understanding the world. Regarding to learning it is necessary to observe the child in a way to realize that there is no single pattern of development and so there is not an ideal child. There are different contexts, different cultures and different possibilities, creating different childhoods for each one of them. Every child is unique. [3] Still it is essential to find the specific needs of each child in the group and this is only possible if the caregiver observe and listen to what the they have to say. Adriana Friedmann points out the importance of records in these case studies so that they can be processed later, out of context and even with a new point of view. During her speech, Friedmann explains some considerations when applying activities and in the process of learning in early childhood, whereas, as said before, children are under the influence of many media and for this reason are constantly changing. [4] We live in a society where even though we know the importance learning have in our lives we still spent less time, effort and money than we should to encourage this children to be good citizens and to have a brighter future. We are teaching most of them in an outdated form making them feel bored and discouraged. We are putting brand new technology in their hands before they can even talk. We are trying to make them quiet and not listening to what they have to say. Seeing the importance that technology has in our society and in how we are developing to be the human becoming that Clive Dilnot mentions [5]. Accordingly to him we have to use the artificial as a world of possibilities where we can cope with it and build a better future. However lately we are bringing the technology to a pedestal and letting it take over our lives forgetting that in fact it is built to be most likely extensions and not substitutes of our own skills. These facts should be our biggest concern regarding to our children because a proper development during childhood is essential for the adult they will become. Thus the learning is a continuous process which will bring consequences in the life of every individual and it is not only what is taught at school. Therefore, access to the right activities that provide good incentives for children is essential for achieving the proper results. In the documentary “The importance of play”, Sue Palmer explains how with the more stimulation the child receives those early years - especially through songs and stories - more chances they have to become balanced citizens, responsible and productive. With that is essential to comprehend that the development of the intellectual is completely related to the motor development in a child [3]. The world we live in today is constantly changing and due to accelerated development is full of new technologies. So much that when it comes to discuss how technology have a role in our lives we realize that every change is seen as life savers for some and as life threatening to others. The truth is it can be either way depending on how people act in the presence of change. Especially regarding its influence on children development things can get even more difficult it is then that begin to appear different types of opinions on the subject by the media, educators and even parents. Plowman and McPake (2013)[6] analyzed some of 2 these myths closely following the development of children aged 3 and 4 years in the presence of technologies like computers, mobile phones and tablets. They got into a conclusion that can in fact help the development of a child helping their social skills and fueling their creativity. Thus we arrive at the result that technology can cover four main areas of learning extending knowledge, helping to develop the operational learning when the child understand how to use the products, showing disposition to learn when they gain selfconfidence and self-esteem for succeeding and at least helping to fulfill everyday tasks. in children during the first years of school, from 6 to 12 years old, once these symptoms can also describe any regular toddler making diagnosis difficult before those years. From these facts we can most certainly agree that technology is not a villain in children’s lives; on the contrary it can be quite aggrandizing. But it is extremely important to realize that the use of technology by itself is not, in any way, guarantee learning success. It is necessary that the material, applications and selected programs provide challenges besides just fun for them. Accordingly to Richard Friedman for the New York Times ADHD can be viewed not as a disease but as a set of behavioral traits that don’t match the expectations of our contemporary culture. That because once these patient understands themselves it becomes possible to create situations such as environments and interests that make them able to not only work properly but usually even better than someone without the disorder. [9] Considering all the above, the design possibilities and liabilities are countless; from developing toys, apps or better tools for teaching in school. Still most certainly user-centered design is the method to be applied to assist in development of a child, because that seeks to understand interests and needs so that design extremely functional objects and is essential that good design is present so that a person can handle it without instructions. Besides knowing the user, it is necessary to design for the misuse, thinking beforehand that sometimes the product will not be used the way it was designed. ADHD ADHD affects over 18 million people in the country. From the years of 2003 until 2011 there was a 41% increase of children diagnosed with ADHD and it has been increasing since then [7]. People with ADHD have trouble paying attention, are hyperactive and frequently impulsive acting before thinking. The diagnose is more common This illness is frequently connected to abnormalities of the transmission of dopamine in the brain. “Dopamine is a crucial chemical for concentration or sustained attention, working memory and motivational processes in the brain and acting as a chemical transmitter between brain cells by combining with specialized receptors on nerve cells.” [8] With a similar opinion from another perspective, Michael Ruff, M.D, a clinical associate professor of pediatrics at Indiana University, believes that the modern way of life has a great impact on the brain because children develop from early ages immersed in the information overload and get accustomed to rapid tempo that does not adjust well to the slow pace of a classroom. They have this sense of urgency and unrest having a disorder aggravated by the modern world and its technologies. [10] On the other hand, trying to perceive the disorder from the eyes of a patient or from a close relative can be clarifying in many levels. For an example, Stephen Tonti, a major at Carnegie Mellon explain that ADHD people have difficulty in completing tasks that do not excite them at the same time they can have hyper focus on things that does excite them, taking them from the underachiever label to the overachiever one. From his view it is also important to understand that this so called disease does not need fixing and that it is not 3 possible to cure it because it is a difference in the cognition people have, their attention is different. Because of that it is extremely important to allow ADHD diagnosed people the freedom to express themselves by any method they feel comfortable in. We should let children to teach themselves. [11] Rebecca Hession, wife and mother of ADHD diagnosed people, points out on how these individuals are simply different from others. These children do not fit in the industrial age factory model of education where everything is generalist and children are taught as all having the same abilities when sometimes they just don’t match the criteria utilized in this process. Thereupon children struggle with school life and frequently feel discouraged. In numbers, 20% of these children will grow up and repeatedly skip school; others 35% will drop out; 30% will repeat a subject or the year and 20% are expelled. This because children with attention disorder without the proper care will make a teacher job more difficult and this education system does not match the need of the children that can be extremely interested, even obsessed, to some kind of topics and completely demotivated by others. [2] HOW WEARABLE COMPUTING CAN HELP The evolution of the computer science towards the body is eminent. The intention is to empower the body with an extension of its intellect and its senses aiming for a possible flawless version of ourselves [12]. To be able to achieve that with ADHD children it is possible to take two different directions that most likely would complement each other: the emotional aspect understanding what the children is feeling during classes, lectures and exposed to certain subjects; and the didactic aspect that is basically create new dynamics to teach children making it possible for them to identify themselves with the content which will most certainly benefit all children inside the classroom. EMOTIONAL The next step to this achievement is understanding not only the physiological signals of our bodies but using it to analyze, map and understand our emotional responses. Our bodies are the primary interface to the world. Is how we are able to communicate with others and to the world. There is no denying that the evolution of the technologies is culminating to be held on the body and to gather each time more personal data. Lately the goal is to give computers ability to pay attention to how the user feels and use that information to adapt itself to what the users needs. Thereat what can be called affective wearables overlap with medical wearables at the time where both may need sensors to gather data as to anxiety or distress [13]. “Recent findings on emotions have shown that the mechanisms associated with emotions are not only tightly intertwined neurologically with the mechanisms responsible for cognition, but that they also play a central role in decision making, problem solving, communicating, negotiating, and adapting to unpredictable environments. Emotions are now therefore considered as organizing and energizing processes, serving important adaptive functions.” [14] Because of that measuring and understanding emotions can be extremely useful in the daily basis not only in the health care service but also for education, helping a child to stay focused and motivated sensing their attention; saving real time data by its affective qualities, that can help teachers to understand the learning curve and attention of a student; or even to deal with mood swings, helping a person to calm down, cheer up or focus through music or visuals. Some examples of how these measurements can be achieved are going to be analyzed in the following pages, providing the first impressions on these groundbreaking technologies. 4 XOX One example of these kind of wearable computing is from XOX - emotional technologies. Xox is an integrated system that involves a server, a cloud and a sensory wristband with a number of biometric sensors. The sensory wristband is designed to be worn in the upper wrist where intimate data is read through a number of biometric sensors. The system is aimed to show designers and producers allowing them to access the audience intimate data that is processed in real time that shines RGB lights accordingly to the mapped data and is also transmitted to the server so it can be analyzed posteriorly. [15] find out the most effective ways to caught their attention. Also, the wristband would probably have to be slightly modified losing off the feedback lights, otherwise that would easily take off the attention of the children. Another important thing for the directed treatment care of each student is to have them specified in the software to see their development. EMOTIV Emotiv is a 5-channel and wireless headset that records brainwaves, transforming them into understandable data and being easy to control and giving the freedom for the person to move around. It can measure and keep track of different emotions such as focus, engagement, interest, excitement, affinity, relaxation, and stress. Also it recognizes facial expressions as blink, wink, surprise and smile that can be fundamental to understand a human being reaction to happenings. [16] FIGURE 01 - XOX WRISTBAND THAT READS PHYSIOLOGICAL DATA However a modified version of the same wristband could be used to monitor first grade students during the year to pinpoint those who have certain difficulty in different topics and subjects providing the teacher with a rich data sheet with the evolution of each student in the classroom. This sensors could be mapped to provide different kinds of feedback depending on what is is necessary to learn about the child for an example a software could measure the level of attention the child is having contrasting to what and in which way - what kinds of media - the professor is teaching. In this way it is possible to FIGURE 02 - EMOTIV IS ABLE TO READ DIFFERENT FEELINGS AND FACIAL EXPRESSIONS TRANSLATING IT IN UNDERSTANDABLE DATA 5 Although it is really difficult to have consistent signals from the brain mostly because of the location on the brain can vary from person to person the breakthrough Emotiv was to create an algorithm that unfolds the cortex, mapping the signals closer to its source, and therefore making it capable to make readable data even with different people. [17] This device can be useful due to the fact the brain is one of the most complex systems in our bodies. Being able to read it in its most pure form without the interference of external interference such as questions and words can be extremely advantageous regarding children once it makes it easier to reach out to them when certain feelings become hard to explain. iCalm Devices with sensors have being used already in studies such as “Measuring Arousal During Therapy for Children with Autism and ADHD” [18] to help children better communicate their internal emotional state so caregivers better empathize to their situations. iCalm is a sock like device to be used around the ankles that can measure the arousal of children during all kinds of situations. That creates a graph and combined with footage of the therapy can be analyzed to understand if the arousal is from frustration or pleasure. For children diagnosed with ADHD this kind of device can be extremely useful for them to get to know their own frustrations and barriers. Most times the self-knowledge can help to improve their ability to communicate to others those feelings and even help them to behave differently towards those situations. With measurements like this children can better communicate with their parents, professors and their therapists about what frustrates or excites them. At the same time it becomes easier for those who take care of them to provide proper stimuli and understanding. Given the strong connection between affect and cognitions allied to the increasing development of technologies the desire and possibility to enable our wearables with affective qualities is extremely desirable. Understanding in a deeper level the effects of emotions in the during the process of learning will empower parents and teachers to better deal with children with ADHD allowing them to achieve goals of being more focused and productive having effective learning. DIDACTIC As said before, times have changed. The methods used before in that so called industrial age of education it is no longer effective. The results of these methods can be compared to the reptilian brain that simply shuts down when it feels threaten. Examinations and rigid authorities inside a classroom does that to children in general, let alone to those with ADHD. Encouragement seems to be the key for learning. We need to understand the child. We need to make learning a pleasure environmental to bring back their confidence and imagination. [19] FIGURE 03 - ICALM MEASURES AROUSAL IN CHILDREN WITH COGNITIVE DEFICIENCY Sugata Mitra have the opinion that we should treat learning as a product of a self. Letting the 6 FIGURE 04 - KHAN ACADEMY IS BASED IN A SERIES OF VIDEO CLASSES, WITH PRACTICING AND COACHING FOR PEOPLE TO LEARN DIVERSE SUBJECTS. educational process to self-organize and with that learning will emerge. The idea is to let the process happen and not make it happen. The teacher will only set the process in motion, creating the sparkle for the students and let them resolve. It is all about making education sexy and interesting. These ideas can be executed through different types of learning dashboards and even through wearable technology that allows children to simulate certain kinds of nature behaviors and learn subjects acting on it. To understand some of those possibilities there will be explored some of the recent outcomes that target new methods for education and once again contrasted to the benefits for students with ADHD. Khan Academy Salman Khan believes that is possible to use technology to do exactly the opposite of many people thinks it does: re-humanize. Using videos and other media viewed at home he created the Khan Academy [20], replacing the one side lectures in class it is about changing the idea of the “one size fits all” and allowing the children to learn on their own pace. Allowing them to work in class, having the teacher available and discussing topics with their peers is humanizing the experience while now they actually have time to interact with each other. At the same time with this system it is possible to record data of how the students are dealing with the subjects, how many times they are watching and pausing, arming the teachers with as much data as possible in a way they can analyze diagnose what’s wrong with the students so they can make their interaction as productive as possible. [21] This is one way to motivate students with different cognition to learn at the same time that it is possible to keep track on them analyzing where they are making the best development. BeeSim The called Participatory Simulations are a very effective way of integrating complex systems in the learning environment, allowing student to have a first person perspective of those. Usually these 7 computational simulations are focused in older children or teens because they are challenging concepts for a younger crowd. However, BeeSim builded up with devices such as lily pads and other smaller coded parts was able to approach the subject in a very successful way. [22] BeeSim stimulates children to model the behaviours of the honeybee nectar collector. In this participatory simulation the students are divided in two groups of dueling hives and have to follow a set of rules to be declared winners. “Children have a finite amount of time (45 seconds) to collect and deposit nectar and a finite storage capacity (3 units). During the allotted time, a child runs from flower to flower and tries to collect nectar”. This way several fundamental characteristics for children development are explored among them cooperation, competitive edge, dexterity and time management beyond making them understand the complex system of a hive. FIGURE 05 - CHILDREN USING FORAGERBEES TO COLLECT NECTAR FROM FLOWERS AND DEPOSIT AT THE BEEHIVE. Above all things this kind of method allows students to move around the space taking off the burden of sitting still for hours straight which is extremely difficult for kids with ADHD. These ideas can be executed through different types of learning dashboards and even through wearable technology that allows children to simulate certain kinds of nature behaviors and learn subjects acting on it. SIFTEO FIGURE 06 - STIFEO INTERACTIVE CUBES 8 Sifteo are interactive blocks that composes new ways to play. Through downloadable games, the connection through all the faces of the block is explored to make the cubes interact with one another and provide several reactions. The games often brings well known characters that excite children to play with. The fit of the blocks create the possibility for the game to develop once the screen is really small and only this junction makes the next part of the screen to appear. Because of that Sifteo explores the logical thinking seeking for continuity of the game, forcing people to think fast and with objectivity. [23] FIGURE 07 - STIFEO TEENAGE MUTANT NINJA TURTLES INTERACTIVE GAME Also other explorations of the blocks is to use it as inert play cubes, stacking them and using other materials combined with it to explore even more those interactions. The images inside the screens will then respond to physics having acceleration and gravity making the play even more exciting. happen the easiest [24]. Because of that these kind of stimuli can bring a rewarding feeling for students with ADHD, being possible to develop all kinds of materials for it in a playful and dynamic way which allows children to move around while playing and expressing themselves in a singular way. CONCLUSION Adopting those types of technologies cited throughout this paper would make learning more exciting, making things more obvious and easier for the students. Learning should be something that is done with a cooperation of the student and the faculty working together not to memorize but create the knowledge. Children should feel they have a reason to learn it, allowing them to chose what is important and valuable is also a way to give them power to be unique. This self-directed knowledge will help them to have more passion and information about what they really want to do in the future. This way also children can collaborate among each other in a way that will humanize more those relationships[24]. At this point is possible to affirm that children struggling with ADHD needs special attention. They are often seen as underachievers when actually they have extremely difficulty in focusing in tasks that may seem ordinary to many. It is essential that every child be seen as an unique creature with different needs and capabilities. For that a change in the educational system is more than urgent. The adoption of computing technology developed focusing the user centered design would benefit not only those with ADHD but every child in school once this flow of information can be given in a more interesting, interactive way with a distinct pace. Not least important it is indispensable that teachers act as mentors in a way children can be comfortable and leveled with them to reach for help. The idea behind the company according with David Merry, president and co-founder of Sifteo, is that when the learning experience is playful or explorational oriented it puts people’s minds into a relaxed state where learning can actually 9 REFERENCES 1. What is Attention Deficit Hyperactivity Disorder (ADHD, ADD). Accessed March 13, 2015. 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