Improving cognitive skills using game based cognitive exercise.
IMPROVING COGNITIVE SKILLS USING GAME BASED COGNITIVE EXERCISE
MOHD A’MIRUL HAZIQ B. ZULKIFLI
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BORANG PENGESAHAN STATUS TESIS* JUDUL: __________________________________________________________ __________________________________________________________ SESI PENGAJIAN: Saya mengaku membenarkan tesis Projek Sarjana Muda ini disimpan di Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan seperti berikut:
1. Tesis dan projekadalah hak milik Universiti Teknikal Malaysia Melaka. 2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan
membuat salinan untuk tujuan pengajian sahaja.
3. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi.
4. ** Sila tandakan (/)
________ SULIT (Mengandungi maklumat yang berdarjah keselamatan atau kepentingan Malaysia seperti yang termaktub di dalam AKTA RAHSIA RASMI 1972)
________ TERHAD (Mengandungi maklumat TERHAD yang telah ditentukan oleh organisasi/badan di mana penyelidikan dijalankan)
________ TIDAK TERHAD
__________________________ ___________________________
(TANDATANGAN PENULIS) (TANDATANGAN PENYELIA)
Alamat tetap: __________________ ___________________________ ________________________________ Nama Penyelia
________________________________ Tarikh: ___________________ Tarikh: ___________________ CATATAN: * Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM).
** Jika tesis ini SULIT atau TERHAD, sila lampirkan surat daripada pihak berkuasa.
2013 / 2014
IMPROVING COGNITIVE SKILLS USING GAME BASED
MOHD A’MIRUL HAZIQ B. ZULKIFLI COGNITIVE EXERCISE
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IMPROVING COGNITIVE SKILLS USING GAME BASED COGNITIVE EXCERCISE
MOHD A’MIRUL HAZIQ BIN ZULKIFLI
This report is submitted in partial fulfillment of the requirements for the Bachelor of Computer Science (Multimedia Interactive)
FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA
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DECLARATION
I hereby declare that this project report entitled
IMPROVING COGNITIVE SKILLS USING GAME BASED COGNITIVE EXERCISE
is written by me and is my own effort and that no part has been plagiarized without citations.
STUDENT : ___________________________________ Date: __________ (MOHD A’MIRUL HAZIQ BIN ZULKIFLI)
SUPERVISOR : ___________________________________ Date: __________ (SYARIFFANOR BINTI HISHAM)
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DEDICATION
Alhamdulillah, praise to the almighty Allah S.W.T. I would like to dedicate this thesis to my beloved parents, Huzanah binti Basiran and Zulkifli bin Mohd Miswan
for the support and unending love. To all lecturer, especially my supervisor, Syariffanor binti Hisham, my friends, Muhammad Afiq bin Rosli and Mohamed
Azharudin bin Habeeb Mohamed, and people whom got involves helping in completing this project. Thank you very much.
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ACKNOWLEDGEMENTS
First of all I would like to give my thanks to my project supervisor, Syariffanor binti Hisham for her support, guidance, encouragement and patience during the whole process of completing this project. Thank you so much for all the help and acceptance as your PSM student.
Special thanks Muhammad Afiq bin Rosli and Mohamed Azharudin bin Habeeb Mohamed for being a great partner by helping out, inspire the idea and giving constructive critics throughout the project. Not forgetting to the other friends, Mohammad Taufik bin Mohd Noh and Muhammad Firdhaus bin Rahmat that involve with the testing part of the project.
Lastly I would like to thanks Universiti Teknikal Malaysia Melaka, for giving me the platform and opportunity to perform this project.
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ABSTRACT
Cognitive skills refers to the brain capability in problem solving, remembering things, focusing attention and using intelligence in daily life. These skills can be improve by doing certain kind of specific exercise. Children especially, has a lot potential in developing their brain ability. These specific exercise have been evolve as time passed, and in this era where technology is rapidly growing, video game would be the best method to do cognitive exercise. This thesis discussed about improving cognitive skills using game based exercise, where several types of cognitive exercises and games were studied to obtain the needed cognitive elements that have been implemented into the developed game. Mathematic questions were used in this developed game to improve children’s cognitive skills. The project’s gameplay and level hierarchy designed accordingly to the targeted user, which is children aged from 10 to 12 years old. Mathematics questions used in this project were created based on the targeted user education level. This game was developed using the prototype model, where this model was the most suitable to develop this game in a short time. Testing was conducted after the game has completely developed. Test plan was created before the testing is conducted. Testing results were recorded and analyzed. The game was proven to improve children’s cognitive skills, where the project’s objectives was met based on analysis made. Improvement for future was proposed in this thesis even though the project has been completed.
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ABSTRAK
Kemahiran kognitif merujuk kepada keupayaan otak dalam menyelesaikan masalah, mengingati sesuatu perkara, menumpukan perhatian dan menggunakan kepintaran akal dalam kehidupan seharian. Kemahiran ini boleh ditingkatkan dengan melakukan latihan tertentu. Kanak-kanak terutamanya, mempunyai potensi yang tinggi untuk mengembangkan keupayaan otak mereka. Latihan tertentu ini telah berkembang sepanjang zaman, dan era ini, di mana teknologi berkembang pesat, permainan video mampu menjadi kaedah terbaik untuk mereka melakukan latihan kognitif. Tesis ini membincangkan tentang meningkatkan kemahiran kognitif menggunakan latihan berasaskan permainan video, di mana sebahagian jenis permainan video dan latihan kognitif dikaji untuk mendapatkan elemen kognitif yang diperlukan yang telah dilaksanakan di dalam permainan video yang dibina. Soalan matematik digunakan di dalam permainan video yang dibina untuk meningkatkan kemahiran kognitif kanak-kanak. Corak permainan dan tahap kesukaran direka mengikut sasaran pengguna, iaitu kanak-kanak berumur 10 hingga 12 tahun. Soalan matematik yang digunakan di dalam projek ini direka berdasarkan tahap pembelajaran sasaran pengguna. Permainan video ini dibina menggunakan model prototaip, di mana ia merupakan model yang paling sesuai untuk membina permainan video ini di dalam masa yang singkat. Ujian dijalankan selepas permainan video telah siap dibina. Pelan ujian direka sebelum ujian dijalankan. Dapatan ujian diambil dan dianalisa. Permainan video ini telah terbukti untuk meningkatkan kemahiran kognitif kanak-kanak, di mana objektif projek telah pon dicapai berdasarkan analisa yang dilakukan. Penambahbaikan di masa hadapan telah dicadangkan di dalam tesis ini walaupun projek ini telah selesai.
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TABLE OF CONTENTS
CHAPTER SUBJECT PAGE
DECLARATION II
DEDICATION III
ACKNOWLEDGEMENTS IV
ABSTRACT V
ABSTRAK VI
TABLE OF CONTENTS VII
LIST OF TABLES XI
LIST OF FIGURES XII
LIST OF ABBREVIATIONS XIV
CHAPTER I INTRODUCTION
1.1 Project Background 1 1.2 Problem Statement 2 1.3 Objectives 2
1.4 Scope 2
1.4.1 Module 3 1.4.2 Target User 3 1.4.3 Game Content 3 1.4.4 Platform 3 1.5 Project Significant 4 1.6 Conclusion 4
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CHAPTER II LITERATURE REVIEW AND PROJECT METHODOLOGY
2.1 Introduction 5 2.2 Facts and Findings 5 2.2.1 Domain 5 2.2.2 Existing System 7 2.2.3 Comparison of Existing System 7 2.3 Project Methodology 13 2.4 Project Requirement 16 2.4.1 Software Requirement 16 2.4.2 Hardware Requirement 16 2.5 Project Schedule and Milestones 17 2.6 Conclusion 18 CHAPTER III ANALYSIS
3.1 Introduction 19 3.2 Current Scenario Analysis 19 3.3 Requirement Analysis 20 3.3.1 Project Analysis 20
3.3.1.1 Requirement
Gathering 20 3.3.1.2 Technical Analysis 24 3.4 Conclusion 24 CHAPTER IV DESIGN
4.1 Introduction 25 4.2 System Architecture 25 4.3 Preliminary Design 26 4.3.1 Storyboard Design 26 4.3.2 Character Profile 30
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4.4 User Interface Design 30 4.5 Conclusion 42
CHAPTER V IMPLEMENTATION
5.1 Introduction 43 5.2 Media Creation 43 5.2.1 Production of Text 43 5.2.2 Production of Graphic 44 5.3 Media Integration 45 5.4 Product Configuration Management 45
5.4.1 Configuration Environment
Setup 45 5.4.2 Version Control Procedure 46 5.5 Implementation Status 46 5.6 Conclusion 46 CHAPTER VI TESTING
6.1 Introduction 47 6.2 Test Plan 47 6.2.1 Test User 48 6.2.2 Test Environment 48 6.2.3 Test Schedule 49 6.3 Test Strategy 49 6.4 Test Design 50 6.4.1 Test Description 50 6.5 Test Results and Analysis 56 6.5.1 Integration Result 56 6.5.2 First Pre-Test Result 60 6.5.3 First Game Test Result 61 6.5.4 Second Pre-Test Result 61
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6.5.5 Second Game Test Result 62 6.5.6 Usability Test Result 63 6.5.7 Result Analysis 63 6.6 Conclusion 66 CHAPTER VII CONCLUSION
7.1 Observation on Weaknesses and Strengths
Strengths 67 7.1.1 Weaknesses 67 7.1.1.1 Interaction 67 7.1.1.2 Engagement 68 7.1.2 Strengths 68 7.1.2.1 Feedback 68 7.1.2.2 Ease of Use and
Interface Design 68 7.2 Propositions for Improvement 69 7.2.1 Interaction 69 7.2.2 Content 69 7.2.3 Game Design 69 7.3 Contribution 70 7.4 Conclusion 70 REFERENCES 71 APPENDIX A 72
APPENDIX B 73
APPENDIX C 74
APPENDIX D 75
APPENDIX E 76
APPENDIX F 77
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LIST OF TABLES
TABLE TITLE PAGE
2.1 Description of existing games/training 12
2.2 Features comparison of existing games/training 13
2.3 Project milestone 17
5.1 Configuration environment setup 45
5.2 Time period planned for the project development process
process 46
6.1 Integration test 51
6.2 Integration test 52
6.3 Integration test 53
6.4 Integration test 54
6.5 Usability question divided by sections 56
6.6 Integration test result 57
6.7 Integration test result 58
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LIST OF FIGURES
DIAGRAM TITLE PAGE
2.1 Start Lumosity game 8
2.2 First question 8
2.3 Inside and Outside Memory game 9
2.4 Brain Teaser: Brain exercise for weekend questions 10
2.5 Start Cognitive Fun game 11
2.6 Cognitive tests: Visual reaction time 11
2.7 Prototyping Model 14
3.1 Proposed project Hierarchy level 21
3.2 Skills VS Stress graph 23
4.1 System architecture of proposed game 26
4.2 Flowboard of Second idea 28
4.3 Sketches of main character in game 30
4.4 Main character 30
4.5 First interface of First module for First idea 31 4.6 Second interface of First module for First idea 31 4.7 Third interface of First module for First idea 32
4.8 Start Scene 33
4.9 Choose your mode Scene 33
4.10 Choose your level Scene (Brain mode) 34
4.11 Choose your level Scene (Time mode) 35
4.12 Brain easy Scene 36
4.13 Brain medium Scene 37
4.14 Brain hard Scene 37
4.15 Time easy Scene 38
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4.17 Time hard Scene 39
4.18 Game over Scene 40
4.19 Saved game Scene 40
4.20 Leaderboard Scene 41
5.1 Example of the use of AR CENA and AR ESSENCE font
with different size 44 5.2 Example of vector graphic used in game 44 6.1 Bar chart of Students VS Marks and Students VS
Answered Time (minute) for First Pre-Test result 60 6.2 Bar chart of Student VS Score for First Game
Test result 61 6.3 Bar chart of Students VS Marks and Students VS
Answered Time (minute) for Second Pre-Test result 62 6.4 Bar chart of Student VS Score for Second Game Test result 63
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LIST OF ABBREVIATIONS
DDR3 - Double Data Rate Type 3 fps - Frame Per Second
kbps - Kilobits Per Second MB - Megabyte
GB - Gigabyte HD - High Definition GHz - Gigahertz MHz - Megahertz
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CHAPTER I
INTRODUCTION
1.1 Project Background
Nowadays, video games have been more popular, moreover with the existence of smartphones, and affordable price for laptop, computer and console. Children are exposed to video games at early ages. Often parents are worried about their children’s learning performance due to have obsession on playing video games. However, not all video games helps them improve their cognitive skills. Although researchers have suggested that video games may help strengthen a range of cognitive skills, from Rick Nauert (2013), their children’s learning performance dropped might because of the weak cognitive skills. Due to this, most of the children feeling frustrated doing school works and find it difficult because they did not have the cognitive skills needed to process the information properly.
Research have found that certain types of activities may impact the brain more than others (Mechelli et al., 2004; Gaser and Schlaug, 2003; Draganski et al., 2006). Thus, researchers have been making collaboration with game designers to develop a game-based training program specifically designed to expose human brain to several set of exercises that challenges their cognitive skills. Furthermore, game-based learning remains as one of the most effective teaching strategies to promote learning and ease the learning process. Through game-based training, now cognitive brain exercise becoming fun and interactive.
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This product is focus on developing a game-based exercise to help improve cognitive abilities, which focuses on problem solving and speed processing. Game-based exercise is becoming more widely used over the past few years, since the fast development of technologies and young children that are exposed to new technologies and video games.
1.2 Problem Statement
The problem that have been identified in current cognitive skills training is the lack of interactivity in a certain task. Cognitive brain exercise usually in a form of brain teaser, or a simple task. Moreover, some of the existing task are only focused on single part of the cognitive abilities, and does not combine two or more cognitive training.
1.3 Objectives
The objectives for this project are:
To study on how to improve cognitive skills for children. To develop a game that improves cognitive skills for children.
To evaluate how well the developed game enhances children’s cognitive skills.
1.4 Scope
This section explains the sub-section 1.4.1, 1.4.2, 1.4.3, and 1.4.5 which is Module, Target User, Game Content, and Platform respectively.
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3 1.4.1 Module
This game have two mode included. The first is “How much can your brain calculates?” which test the user’s brain capacity on how long can they keep on calculate random generated questions. This first module have three difficulty level, which is “Easy”, “Medium”, and “Hard”. The second mode is “Calculate before the time runs out!” which test the user’s ability to make a quick decision in time sensitive situation. User have to answer as many questions as they could correctly before the time given is finished. This second mode are also have three difficulty level, which is “Easy”, “Medium”, and “Hard”.
1.4.2 Target User
The target user for this game is primary school student, from standard 4 to standard 6, which aged from 10 to 12 years old. This is due to the compatibility of the questions given in the game with their education level.
1.4.3 Game Content
The game content is focus on operation in calculating, which is plus, minus, multiply, and divide. The digits involve in the operation are only single and two digits. The cognitive skills of user will be test using math questions generated.
1.4.4 Platform
The product of this project is intended to be played on desktop computers, or notebook.
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1.5 Project Significant
As this game completed, this game application will be a medium for students to improve their cognitive skills on problem solving skills, which they can calculates figures in their head, and are able to make a quick and accurate estimation decision in a short time, also able to react quickly. Furthermore, since this game trains the user cognitive skills using mathematic questions, this game too are able to improve user’s mastery in mathematics subject.
1.6 Conclusion
Game-based training is one of the ways to improve a person cognitive skills. By using game-based training, user can exercise their brain which challenge their cognitive abilities without them being bored. This develop game uses mathematic questions as a way of cognitive training exercise. This game could also enhances targeted user’s mastery in mathematic subject instead of only improves their cognitive skills.
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CHAPTER II
LITERATURE REVIEW AND PROJECT METHODOLOGY
2.1 Introduction
The literature review section will provide a background of the proposed study. In this section, past research was reviewed and existing system was compared to each other. This section also will provide about the project methodology that refers to the approaches taken, development planning, techniques used in gathering requirement and development tools used to develop this project.
2.2 Facts and Findings
Facts and Findings section elaborates on the project’s Domain, Existing System, and Comparison in Existing System in their respective section in 2.2.1, 2.2.2 and 2.2.3.
2.2.1 Domain
There have been several research conducted before to investigate the relationship between cognitive brain abilities with video games. Cognitive brain abilities can be categorizes to seven primary mental abilities; verbal comprehension, word fluency, number facility, spatial visualization, associative memory, perceptual
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speed and reasoning (Thurstone, 1938). However, cognitive brain function can decline during aging. It was supposed that normal age-related cognitive decline is due to significant cell loss and dramatic changes in neuronal morphology (Leirer et al, 2009).
Through certain specified training, brain cognitive performance can be maintain, if not strengthen (Stavros Z. et al., 2010). Gao Y. And Mandryk R.L (2013), have conducted a research that shown temporary improvements on concentration, can result from as few of ten minute breaks of exercise. Brain is plastic and can respond effectively to challenges and disciplined exercise. (Kounti et al, 2006) embraced this theory and proved that cognitive training has great value as a method of cognitive rehabilitation.
With the rapid development of technologies in this age, children nowadays are exposed to video games since childhood. With the number of games available through average computer is increasing on regular basis, and computer gaming has become a favoured activity by youth and business around the world. (psychcentral.com, 2013) in its article stated that, video games can help boost social, memory and cognitive skills.
More research on the effects of playing video games shows it does helps on problem-solving skills. Members of past generation said that computer gaming destroys the minds of young people who have become addicted to paying games on their desktop computers. There’s also a common viewpoint that playing video games is intellectually lazy, and bring negative side effects to the players. New research however, suggests such play actually may strengthen a range of cognitive skills, such as spatial navigation, reasoning, memory and perception.
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7 2.2.2 Existing System
There are several game-based training that exist before this proposed game is develop. A research on existing game is done to determine their objectives and functions. Research is done to find and compare the advantage and disadvantage of the existing game, as the new proposed game to be develop will requires the features found in existing system as a guide.
2.2.3 Comparison of Existing System
This section discusses about existing game-based training used to improve cognitive abilities. Through the comparison made on the existing game, this project count the features and functions had in these existing games.
i. Lumosity
Lumosity is an online game-based training website. Inside this website, user can play a set of exercises that consists of five game-based training. The five game-based training will train user’s cognitive abilities in memory, attention, processing speed, flexibility and problem solving.
The link to Lumosity website is http://www.lumosity.com. Below are example of training in Lumosity in flexibility, which test the user’s ability to switching task.
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Figure 2.1 Start Lumosity game
Figure 2.2 First question
ii. Vigorousmind
Vigorousmind is research website that provides cognitive exercise to senior living home care and hospitals. Most of the exercise were focused on attention and memory cognitive skills, since their targeted user were elderly user, that suffers from Alzheimer.
Figure below is an example of cognitive brain by Vigorousmind that train user’s attention. The link to this Vigorousmind game example is http://www.vigorousmind.com/demos/demo2.html.
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1.4.1 Module
This game have two mode included. The first is “How much can your brain calculates?” which test the user’s brain capacity on how long can they keep on calculate random generated questions. This first module have three difficulty level, which is “Easy”, “Medium”, and “Hard”. The second mode is “Calculate before the time runs out!” which test the user’s ability to make a quick decision in time sensitive situation. User have to answer as many questions as they could correctly before the time given is finished. This second mode are also have three difficulty level, which is “Easy”, “Medium”, and “Hard”.
1.4.2 Target User
The target user for this game is primary school student, from standard 4 to standard 6, which aged from 10 to 12 years old. This is due to the compatibility of the questions given in the game with their education level.
1.4.3 Game Content
The game content is focus on operation in calculating, which is plus, minus, multiply, and divide. The digits involve in the operation are only single and two digits. The cognitive skills of user will be test using math questions generated.
1.4.4 Platform
The product of this project is intended to be played on desktop computers, or notebook.
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As this game completed, this game application will be a medium for students to improve their cognitive skills on problem solving skills, which they can calculates figures in their head, and are able to make a quick and accurate estimation decision in a short time, also able to react quickly. Furthermore, since this game trains the user cognitive skills using mathematic questions, this game too are able to improve user’s mastery in mathematics subject.
1.6 Conclusion
Game-based training is one of the ways to improve a person cognitive skills. By using game-based training, user can exercise their brain which challenge their cognitive abilities without them being bored. This develop game uses mathematic questions as a way of cognitive training exercise. This game could also enhances targeted user’s mastery in mathematic subject instead of only improves their cognitive skills.
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CHAPTER II
LITERATURE REVIEW AND PROJECT METHODOLOGY
2.1 Introduction
The literature review section will provide a background of the proposed study. In this section, past research was reviewed and existing system was compared to each other. This section also will provide about the project methodology that refers to the approaches taken, development planning, techniques used in gathering requirement and development tools used to develop this project.
2.2 Facts and Findings
Facts and Findings section elaborates on the project’s Domain, Existing System, and Comparison in Existing System in their respective section in 2.2.1, 2.2.2 and 2.2.3.
2.2.1 Domain
There have been several research conducted before to investigate the relationship between cognitive brain abilities with video games. Cognitive brain abilities can be categorizes to seven primary mental abilities; verbal comprehension, word fluency, number facility, spatial visualization, associative memory, perceptual
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during aging. It was supposed that normal age-related cognitive decline is due to significant cell loss and dramatic changes in neuronal morphology (Leirer et al, 2009).
Through certain specified training, brain cognitive performance can be maintain, if not strengthen (Stavros Z. et al., 2010). Gao Y. And Mandryk R.L (2013), have conducted a research that shown temporary improvements on concentration, can result from as few of ten minute breaks of exercise. Brain is plastic and can respond effectively to challenges and disciplined exercise. (Kounti et al, 2006) embraced this theory and proved that cognitive training has great value as a method of cognitive rehabilitation.
With the rapid development of technologies in this age, children nowadays are exposed to video games since childhood. With the number of games available through average computer is increasing on regular basis, and computer gaming has become a favoured activity by youth and business around the world. (psychcentral.com, 2013) in its article stated that, video games can help boost social, memory and cognitive skills.
More research on the effects of playing video games shows it does helps on problem-solving skills. Members of past generation said that computer gaming destroys the minds of young people who have become addicted to paying games on their desktop computers. There’s also a common viewpoint that playing video games is intellectually lazy, and bring negative side effects to the players. New research however, suggests such play actually may strengthen a range of cognitive skills, such as spatial navigation, reasoning, memory and perception.
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2.2.2 Existing System
There are several game-based training that exist before this proposed game is develop. A research on existing game is done to determine their objectives and functions. Research is done to find and compare the advantage and disadvantage of the existing game, as the new proposed game to be develop will requires the features found in existing system as a guide.
2.2.3 Comparison of Existing System
This section discusses about existing game-based training used to improve cognitive abilities. Through the comparison made on the existing game, this project count the features and functions had in these existing games.
i. Lumosity
Lumosity is an online game-based training website. Inside this website, user can play a set of exercises that consists of five game-based training. The five game-based training will train user’s cognitive abilities in memory, attention, processing speed, flexibility and problem solving.
The link to Lumosity website is http://www.lumosity.com. Below are example of training in Lumosity in flexibility, which test the user’s ability to switching task.
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Figure 2.1 Start Lumosity game
Figure 2.2 First question
ii. Vigorousmind
Vigorousmind is research website that provides cognitive exercise to senior living home care and hospitals. Most of the exercise were focused on attention and memory cognitive skills, since their targeted user were elderly user, that suffers from Alzheimer.
Figure below is an example of cognitive brain by Vigorousmind that train user’s attention. The link to this Vigorousmind game example is http://www.vigorousmind.com/demos/demo2.html.