Summary: | Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. Three games have been incorporated to provide children with various educational benefits. The system has personalized features that allow guardians to customize the learning content, skill level, and required physical activity to meet their child’s needs. A stationary bike is used as a gaming controller to encourage children to undertake daily aerobic exercise. A modular design approach was adopted so that it is possible to use any stationary bicycle as an input interface by simply attaching a number of devices to it. This thesis provides detailed information about the design requirements, the design model, the proposed system and its related hardware components, the design and development of the gaming software, and the qualitative and quantitative evaluation of the system’s performance.
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