Publications by authors named "Raymond Bahana"

Executive function influences children's learning abilities and organizes their cognitive processes, behaviors, and emotions. This cross-sectional study examined whether an Indonesian Computer-Based Game (ICbG) prototype could be used as a Computer-Based Game Inventory for Executive Function (CGIEF) in children and adolescents. The study was conducted with 200 children, adolescents, and their parents.

View Article and Find Full Text PDF
Article Synopsis
  • * It involves a two-stage process: the first stage utilizes the Delphi technique to translate DSM-5 ADHD symptoms into observable behaviors in classroom settings, gathering expert consensus through multiple rounds.
  • * The second stage focuses on developing a machine learning-based ADHD-VR diagnostic tool by conducting focus groups to refine the behavioral activities for implementation in VR, ultimately aiming to improve diagnostic accuracy.
View Article and Find Full Text PDF

The aim of this study was to develop an Indonesian computer-based game prototype, including feasibility testing, targeted on attention deficit/hypersensitivity disorder (ADHD) clinical symptoms and executive function. The study comprised five steps. The first to third steps used an exploratory qualitative research design.

View Article and Find Full Text PDF

Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder among children resulting in disturbances in their daily functioning. Virtual reality (VR) and machine learning technologies, such as deep learning (DL) application, are promising diagnostic tools for ADHD in the near future because VR provides stimuli to replace real stimuli and recreate experiences with high realism. It also creates a playful virtual environment and reduces stress in children.

View Article and Find Full Text PDF