Turkish Journal of Computer and Mathematics Education
Journal license

Journal

Turkish Journal of Computer and Mathematics Education


Volume
& Issue

Volume 12, Issue 3


Published
on

April 5, 2021


Pages

1502-1508


DOI

Article

Measuring the Effectiveness of Exergames among Gen Z using Kinect Sensor and EEG


Authors

Nurhafizah Moziyana Mohd Yusop* Affiliation:
Computer Science Department, Faculty of Defence Science and Technology, National Defence University of Malaysia, Kem Sungai Besi, 57000, Kuala Lumpur, Malaysia
, Nursyuhadah Zulfakur Affiliation:
Computer Science Department, Faculty of Defence Science and Technology, National Defence University of Malaysia, Kem Sungai Besi, 57000, Kuala Lumpur, Malaysia
, Yuhanim Hani Yahaya Affiliation:
Computer Science Department, Faculty of Defence Science and Technology, National Defence University of Malaysia, Kem Sungai Besi, 57000, Kuala Lumpur, Malaysia
, Mohd Fahmi Mohamad Amran Affiliation:
Computer Science Department, Faculty of Defence Science and Technology, National Defence University of Malaysia, Kem Sungai Besi, 57000, Kuala Lumpur, Malaysia
and Siti Rohaidah Ahmad Affiliation:
Computer Science Department, Faculty of Defence Science and Technology, National Defence University of Malaysia, Kem Sungai Besi, 57000, Kuala Lumpur, Malaysia


Abstract

Nowadays, generation Z are not interested in applying the traditional method in sports or learning activity. General observation found that primary students nowadays are eagerly using technology during learning or sports activity. Exergames using Kinect is one of the solutions to encourage the interest of generation z. This research focusses on the Effectiveness of Exergames using Kinect Sensor among primary students. The research also uses EEG measurement to prove the attention level of students during this activity. The emphasis of this paper is the student's performance and their level of focus. The signals from the EEG set are acquired while the students are playing the games and the Kinect sensor will be able to sense their movements during the session. The Kinect sensor can sense the users' whole body movement and physical activity that makes it more flexible in terms of area of monitoring. Finding from previous research shows that Exergames using Kinect Sensor is more fun and relaxing to increase the attention level of primary students.


Keywords

Kinect sensor, EEG, Exergames


Citation

Yusop, N. M. M., Zulfakur, N., Yahaya, Y. H., Amran, M. F. M., & Ahmad, S. R. (2021). Measuring the effectiveness of exergames among gen z using kinect sensor and EEG. Turkish Journal of Computer and Mathematics Education, 12(3), 1502–1508.

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