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Analysis the Effects of Games on Cognitive Activity of Late Adolescents Using the Electroencephalogram with the K-Nearest Neighbor Method Azhari, Ahmad; Swara, Ajie Kurnia Saputra
Signal and Image Processing Letters Vol 2, No 1 (2020)
Publisher : Association for Scientific Computing Electrical and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/simple.v2i1.20

Abstract

The influence of violent video games on child development continues to be a polemic, Various pros and cons also color this problem, because in adolescence not only adopt cognitive abilities in learning activities, but also various strategies related to managing activeness in learning, playing and socializing to improve cognitive abilities.  Adolescents who are addicted to online games are included in the three criteria set by WHO (Word Health Organization), namely that they need games with symptoms of withdrawing from the environment, losing control, and not caring about other activities (Santoso and Purnomo, 2017).  The purpose of this study is to analyze the cognitive activity of late adolescence between learning and playing games and knowing that games can have a good or bad impact on the cognitive activity of adolescents. The application of the K-Nearest Neighbor method to the system created can classify with prediction results on the influence of games on the cognitive activity of adolescents using Electroencephalogram (EEG) data and can also provide information in the form of new predictions on the respondent data obtained. The results of the analysis resulted in a percentage of accuracy in the game stimulus data of 80%, and in the cognitive stimulus data, namely SPM, it got an accuracy of 80% using the same K value in both stimuli, namely 1, 6, and 7. While the expert results on the system the percentage of superior but addicted respondents was 63.3% and the percentage of respondents who were average but addicted was 36.6% with a correlation rate between Games and SPM of 0.089822409. Based on the results of this study, it can be concluded that the percentage obtained from the comparison of the results of the expert to the results of the system and the comparison of the system itself does not have the influence of games on cognitive activity in late adolescence.
K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals Azhari, Ahmad; Swara, Ajie Kurnia Saputra
Signal and Image Processing Letters Vol 1, No 2 (2019)
Publisher : Association for Scientific Computing Electrical and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/simple.v1i2.5

Abstract

World Health Organization (WHO) has determined that Gaming disorder is included in the International Classification of Diseases (ICD-11). The behavior of playing digital games included in the Gaming disorder category is characterized by impaired control of the game, increasing the priority given to the game more than other activities insofar as the game takes precedence over other daily interests and activities, and the continuation or improvement of the game despite negative consequences. The influence of video games on children's development has always been a polemic because in adolescence not only adopts cognitive abilities in learning activities, but also various strategies related to managing activities in learning, playing and socializing to improve cognitive abilities. Therefore, this research was conducted to analyze the cognitive activity of late teens in learning and playing games based on brainwave signals and to find out the impact of games on cognitive activity in adolescents. Prediction of the effect of the game on cognitive activity will be done by applying Fast Fourier Transform for feature extraction and K-Nearest Neighbor for classification. The results of the expert assessment showed the percentage of respondents with superior cognitive category but game addiction was 63.3% and respondents with cognitive categorization were average but were addicted by 36.6%. The percentage of accuracy produced by the system shows 80% in games and cognitive by using k values of 1, 6, and 7. The correlation test results show a percentage of 0.089, so it is concluded that there is no influence of the game on cognitive activity in late adolescents.