THE USE OF 2D VIDEO GAMES FOR CHILDREN WITH ADHD AND IMPROVING TEACHERS’ INTERCULTURAL COMPETENCE

According to current data, a sizeable share of countries' populations are now multicultural. It is believed that culture significantly impacts the creation of therapeutic materials, practice models, methods for assessment, and client collaboration. Additionally, recent articles include the importance of understanding a child's needs in the context of the culture at significant


INTRODUCTION
Drigas & Driga (2019) claim that Attention Deficit Hyperactivity illness (ADHD) is a complicated neurological illness for which there is currently a paucity of scientific knowledge about its causes and effective treatments. Some factors, including the family's socioeconomic standing, the mother's presence of psychiatric disease, and smoking and alcohol use during pregnancy, are significant. Lack of attention and impulsivity are the main signs and symptoms of ADHD, caused by problems with the brain's executive function-controlling regions. These abilities, including memory and attention, form the basis for someone's organizational skills, capacity for task focus, emotional regulation, and selfevaluation.
A therapy based on improving cognitive and metacognitive abilities is necessary to manage the Maslow's pyramid of needs is topped by the seventh level, "self-actualization". Meeting lowerlevel wants, such as those for survival, security, social approval, and self-esteem, is necessary to reach this becoming condition (MASLOW, 1943;1987). Individuals with ADHD won't be able to master the necessary cognitive and socio-emotional skills that will enable them to successfully integrate into society until they can meet their needs, develop their capacity for emotional intelligence, and enhance their technologies have proven to be equally successful as therapeutic tools.

2D VIDEO GAMES
The impact of the EmoGalaxy video game on the social skills of kids with ADHD was examined by Hakimirad et al., (2019). Children with ADHD were included in the study's population, divided into two groups (experiment and control). Twenty boys between the ages of 7 and 12 were chosen, and the control group and the experimental group were randomly assigned into two groups of ten each. The control group received no special treatment, while the experimental group participated in fifteen (15)  Brian assists students in finding solutions to these issues.
The child's drive to finish the program is increased with the help of an external support system.
A central database receives the data from each training session. Teachers get online comments on the student's development based on this information. Forty children (8-12 years old) diagnosed with ADHD participated in the study. They were split into two groups: the experimental group, which received treatment using "Braingame Brian" (n = 18), and the control group, which received no treatment at all (n = 22). Parents and instructors were given questionnaires to complete before and after the intervention In order to enhance reading and comprehension abilities in kids with ADHD (WROŃSKA et al.,

2015)
, unveiled a brand-new interactive game. The iPad game LyC (Lectura y Comprensión) was made using methods from serious games that promote good health. Six kids, two boys and four girls, aged 8 to 12 years, with typical development and who had not been given an ADHD diagnosis, comprised the control group in that study. The XCode 5 programming environment, the SQLite and MySQL databases, an Apple iPad 2 running iOS 7.2, and the development environment were all used to create the game.
According to the website's Programa de Entrenamiento de instrucciones Escritas Nivel Medio (2013), its material was centered on reading comprehension and picture analysis activities. The game has three phases, and the application is made up of nine interactive activities with varying degrees of difficulty.
The player must first read the text because it contains essential information. The next step is for him to understand and use the data. The player must then choose the correct response from the options questionnaire was given to the kids just after they finished the game so that we could assess the game's usability. Ten statements made up the questionnaire, and each one had to be rated on a Likert scale from 1 (strongly disagree) to 5 (strongly agree) (WROŃSKA et al., 2015).
The results demonstrated that the game is simple to play and finish, which was supported by the SUS questionnaire's score. The primary conclusions of the study were that during the initial game phase, players studied how to play and found the rules to need to be clarified. Additionally, as the game ADHD, were given prior to the game. The first one, Ranette, has the child color a frog whenever they hear a particular sound ("GO") and stop when they hear another sound ("STOP"). The 10-minute test involves sustained attention, selective attention (the students had to choose the target sound), and suspension (the students had to control their impulsivity to continue). The second test, Number Stroop, uses stimuli that evoke two different and inconsistent responses, one of which-the answer that isn't chosen-is more impulsive than the other because it's an automated reaction that is frequently given.
Keeping track of the mistakes made throughout the exam measures the control and suspension of actions.
The information acquired from the children without ADHD revealed that their performance in the antonyms task mirrored the outcomes of the usual tests used to diagnose ADHD in the exact domains The study's findings indicated that children with ADHD tended to make more skipped jumps and jumps near the gap. As a result, there was a significant correlation between the participants' distraction and the SWAN subscale's assessment of ADHD symptoms and expected behavior. According to the academics that wrote this report, this game has numerous primaries. In contrast to other methods that take longer than 15 minutes, this evaluation takes around seven minutes to complete. Due to its timeconstrained nature, this feature makes the game particularly interesting in therapeutic contexts. Second, since a standard PC or other device, such as a tablet or smartphone, is suitable, this evaluation approach does not require complicated or expensive technology, such as virtual reality equipment. As a result, the findings of the research and the characteristics of this particular video game make it an excellent tool for aiding professionals in diagnosing ADHD (DELGADO-GÓMEZ et al., 2020).

INTERCULTURAL COMPETENCIES IN TEACHERS
For teachers to be fully equipped to apply intercultural education, the right competencies must

TEACHER TRAINING FOR INTERCULTURAL EDUCATION
To enable a consistent application of intercultural principles in direct educational practice, a A teacher training program for intercultural competence should cover the following in order to foster the development of the aforementioned competencies: 1) a historical perspective on migration information and patterns, as well as migration in general; 2) a detailed ethno-sociological investigation that compares various cultural reference systems that prospective instructors may find in their pupils; 3) a research-based media approach to help teachers better understand the media, use it to illustrate a particular topic, and incorporate different media representations of specific topics into the (1) Beliefs about one's cultural competence, which relates to teachers' perceptions of their abilities to appreciate cultural diversity in the classroom;

JOURNAL HEALTH AND TECHNOLOGY -JHT ISSN 2764-7625 THE USE OF 2D VIDEO GAMES FOR CHILDREN WITH ADHD AND IMPROVING TEACHERS' INTERCULTURAL COMPETENCE
(2) Beliefs about the cultural context and environment, such as Beliefs about the effectiveness of the teaching process used in schools with a wide range of cultural and ethnic backgrounds;

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(3) Beliefs regarding cultural knowledge and content that are connected to teaching contentwhat should be taught to students in the context of course instruction; (4) Beliefs regarding culturally sensitive teaching methodologies; (5) Beliefs regarding students from diverse ethnic backgrounds and their families. The viewpoints above will impact how a teacher reacts to children who identify as members of minority groups. Teachers could also help children see the benefits of cultural variety by fostering these attitudes

2.
Creating culturally appropriate curricula (incorporating information about other ethnic and cultural groups into the curriculum and allowing students to engage in a critical review of the social norms governing one's interactions with people from different cultures).

3.
Demonstrating consideration for people from other cultures and making an effort to foster a learning community in the classroom (by fostering an environment in the classroom that is suitable for students of different ethnic backgrounds, demanding excellence from all students, and placing emphasis on a holistic approach and integrative learning).

4.
Intercultural communication (respect for the unique linguistic characteristics of students, awareness of how students' intellectual development is culturally coded and heavily influenced by cultural socialization concerning communication styles, and respect for the various communication preferences of students).

5.
Respecting ethnic diversity in the classroom by integrating various students' learning styles into teaching methods (GAY, 2002).
In order to realize intercultural education and ensure academic success for all students, it is essential to offer instructors the tools they need to include the provided components in the design and v.2, n.3, 2023 implementation of the teaching material for all courses. Naturally, it should be remembered that the information provided needs to be more comprehensive and may be enlarged.

JOURNAL HEALTH AND TECHNOLOGY -JHT ISSN 2764-7625 THE USE OF 2D VIDEO GAMES FOR CHILDREN WITH ADHD AND IMPROVING TEACHERS' INTERCULTURAL COMPETENCE Aikaterini Doulou, Athanasios Drigas, Charalampos Skianis
To create culturally and linguistically appropriate classroom environments, instructors must be

METHOD
A literature review and meta-analysis are the research methodology used. Search engines including PsychInfo, ERIC, Pubmed, Academic Search Premier, Science Direct, and GateResearch were specifically used to find research. The search was conducted using the terms "ADHD", "Ethnic Minorities", "Video Games", "Intercultural Education", "Emotional Intelligence", and "Metacognition In the context of contemporary education and upbringing, the teaching profession may be highly complex, necessitating both high-quality formal education for teaching staff members and ongoing professional growth via practice. To effectively implement intercultural education, the teaching staff must be trained to help students build their intercultural abilities. The ability of the teaching staff to implement intercultural education depends on how they were trained for the required field; teachers' intercultural education training can be achieved both during initial teacher education and through various professional development strategies. Therefore, the critical area for social development should be the need to improve educational standards and teacher professional development.