Ub0203 survey slides(updated 3)
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Transcript of Ub0203 survey slides(updated 3)
Team Members:
Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul Anuar
Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura
Recently, concerns have risen regarding the negative effects cybercafés may have on students.
We decided to look into this problem by using questionnaires to draw answers without making our motive seem apparent to the respondents.
A cybercafé is a café that has a number of personal computers available for use by customers.
iPro and NBK are two of the most popular cybercafés in Gadong.
Open from 10 am to 12 am everyday.
Illegally extend business hours past 12 am occasionally.
PCs are designed for gaming purposes, complete with gaming peripherals.
To investigate:
how much timeacademic students are spending incybercafés nowadays
whether they’re spending extra money on food and beverages
the amount ofrest they are getting
what they and the customers think of cybercafés
if cybercafés have any true negative influences
89%
7%
4%
Usual Purposes of Visits (56 students)
To play games
To do research; no Internet access at home
To get work done; no computer at home
6
23
27
1 - 2 hours
3 - 4 hours
More than 4 hours
0 5 10 15 20 25 30
Usual Period of Stay (56 students)
Before (Eat Out Later)61%
After (Eat At Home First)
39%
Do these students prefer to go out before or after lunch/dinner hour? (56 students)
87%
13%
Do they prefer to eat out or just settle for Instant Noodles during playtime? (56 students)
Eats Out Instant Noodles!
0
5
10
15
20
25
30
8 - 10 pm 11 - 1 am Past 1 am
20
27
9
What time do they play until when there's no school tomorrow? (56 students)
22%
17%
14%
47%
When you lose a game, do you...?(56 students)
scold teammates
scream out profanities
impulse to bang tables and throw stuff
"Just a game. It's cool; I'll get them next time."
A lot of students visit cybercafés very frequently.
They visit mainly to play video games.
Their average period of stay is 4 hours &above
Most of them prefer to eat outside, incurring more expenses in addition to cybercafé fees.
They do not prefer eating instant noodles for lunch/dinner.
Regardless of school nights, a slight majority of students still visit cybercafés.
They take video games seriously.
Yes, for those who don’t have internet access or a computer at home.
[29/71 respondents; 28%]
Yes, it’s a great place to chill for gamers.[54/71 respondents; 51%]
Yes, because it makes up for the absence of night clubs.
[22/71 respondents; 21%]
No.[0/71 respondents; 0%]
Yes, kids are prone to learning bad languages.[34/71 respondents; 30%]
Yes, people tend to unconsciously adopt bad manners and mannerisms here.
[29/71 respondents; 26%]
Yes, some people easily become addicted to video games and this can be dangerous.
[22/71 respondents; 20%]
No, this place is perfect and I’ll defend it against anyone who tries to slander it.
[27/71 respondents;24%]
A cybercafé has its advantages and its disadvantages. Though its disadvantages
outweigh its advantages where students
are concerned.
This problem is immensely overlooked in Brunei and difficult to tackle.
1. It’s not a minor problem to the government.
2. Teenagers are hard to control.
3. Owners are more interested in profits.
4. Cybercafés are a better nightlife option than night clubs.