Background. Attention deficit/hyperactivity disorder (ADHD) is a highly prevalent childhood disorder with symptoms of inattention, impulsivity, and hyperactivity. EEG neurofeedback training (NFT) is a new intervention modality based on operant conditioning of brain activity, which helps reduce symptoms of ADHD in children. Methods and Procedures. To examine the efficacy of NFT in children with ADHD, an experimental longitudinal design with pre-post comparison was adopted. A total of 30 children in the age range of 6 to 12 years diagnosed as ADHD with or without comorbid conditions were assigned to treatment group (TG; n = 15) and treatment as usual group (TAU; n = 15). TG received EEG-NFT along with routine clinical management and TAU received routine clinical management alone. Forty sessions of theta/beta NFT at the C3 scalp location, 3 to 4 sessions in a week for a period of 3.5 to 5 months were given to children in TG. Children were screened using sociodemographic data and Binet-Kamat test of intelligence. Pre-and postassessment tools were neuropsychological tests and behavioral scales. Follow-up was carried out on 8 children in TG using parent-rated behavioral measures. Results. Improvement was reported in TG on cognitive functions (sustained attention, verbal working memory, and response inhibition), parent- and teacher-rated behavior problems and on academic performance rated by teachers. Follow-up of children who received NFT showed sustained improvement in ADHD symptoms when assessed 6 months after receiving NFT. Conclusion. The present study suggests that NFT is an effective method to enhance cognitive deficits and helps reduce ADHD symptoms and behavior problems. Consequently, academic performance was found to be improved in children with ADHD. Improvement in ADHD symptoms induced by NFT were maintained at 6-month follow-up in children with ADHD.
Alpha-theta NFT has a beneficial effect on symptom reduction as well as perceived stress. It also has a beneficial effect on levels of serum cortisol, corroborating these findings.
Introduction Quality of life (QOL) is strongly affected following traumatic brain injury (TBI). There is a strong need to explore the use of new developments in neuropsychological rehabilitation such as electroencephalogram (EEG) neurofeedback training (NFT) on QOL in TBI patients.
Objective The objective was to study the effect of EEG NFT on QOL in TBI patients in the context of spontaneous recovery.
Methodology A sample of 60 TBI patients was assigned to an NFT group (n = 30) and a treatment as usual (TAU) group (n = 30). Twenty sessions of α/θ NFT at the occipital 1 and 2 scalp locations were given to the NFT group. The NFT protocol used was dependent on (4–7 Hz) θ and (8–12 Hz) α activity with the aim of decreasing the θ/α ratio. Pre- and postassessments of QOL were recorded on the World Health Organization quality of life questionnaire (WHOQOL)–BREF.
Results This study results indicate significant enhancement of QOL in the NFT group as compared with the TAU group. The improvement scores indicate that the 12- to 18-month postinjury NFT group had significantly less improvement on QOL as compared with the < 6-month NFT group.
Conclusion EEG NFT helps improve QOL in TBI patients. Early intervention is more effective in improving QOL than later intervention.
Multiple studies have stated that autonomous sensory meridian response (ASMR) induces relaxation. ASMR is defined as a static tingling-like sensation across the scalp and back of the head, experienced by some people in response to specific audio and visual triggers like tapping, whispering, and slow hand movements. This study explores the relaxation states and the stress states on which ASMR videos have the highest impact. Data from 60 college students with a mean age of 22 years and a standard deviation of 1.12 were collected for this study, among which 30 were assigned to an experimental group and 30 were assigned to a control group single blindly. The relaxation states and stress states were measured using Smith Relaxation Scale Inventory (SRSI) for the pretest and Smith Relaxation Posttest Inventory (SRPI) for the posttest. The experimental group watched an ASMR video, and the control group watched a neutral video between the pretest and posttest. SPSS version 16 was used for data analysis. The result suggested a significant increase in sleepiness after watching the ASMR video (significant difference).
Game-based learning is one of the sustainable education methods for future professionals from the higher education learning environment. To attain these innovative and sustainable teaching pedagogies, the components of games and simulations need to be incorporated into the teaching-learning content. The integration of neuroscience and cognitive concepts has become an essential feature in understanding various phenomena in game-based learning with regard to higher education learning environments. Several neural and cognitive processes are involved while engaging in such activities. These activities have played a pivotal role in the pedagogy and teachers had to think on their feet while engaging students in higher education as well. Game-based learning has proven to be a very effective method of engaging higher education students.
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