Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
BackgroundMany adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxie...
Main Authors: | , , , , , |
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Format: | Article |
Language: | English |
Published: |
JMIR Publications
2020-03-01
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Series: | JMIR Mental Health |
Online Access: | http://mental.jmir.org/2020/3/e16066/ |