Team Members:Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul AnuarLecturers: Dr. Zahari Hamidon & Ms. Nor Azura
   Recently, concerns have risen regarding the    negative effects cybercafés may have on    students.   We decided to l...
A cybercafé is a café that has a number of personal    computers available for use by customers.   iPro and NBK are two o...
   To investigate:     how much timeacademic students are spending in      cybercafés nowadays     whether they’re spen...
Usual Purposes of Visits (56 students)     4%7%                            To play games                            To do ...
Usual Period of Stay (56 students)More than 4 hours                                                   27       3 - 4 hours...
Do these students prefer to go out before or after        lunch/dinner hour? (56 students)       After (Eat At       Home ...
Do they prefer to eat out or just settle for Instant Noodles             during playtime? (56 students)               13% ...
Do these students play on school nights? (56 students)                  No            Yes                 48%            52%
What time do they play until when theres no school                 tomorrow? (56 students)                              27...
When you lose a game, do you...?              (56 students)                   22%          scold teammates47%             ...
   A lot of students visit cybercafés very frequently.   They visit mainly to play video games.   Their average period ...
   Yes, for those who don’t have internet access or a    computer at home.    [29/71 respondents; 28%]   Yes, it’s a gre...
 Yes, kids are prone to learning bad languages.[34/71 respondents; 30%] Yes, people tend to unconsciously adopt bad mann...
   A respectable amount of students frequent    these cybercafés irresponsibly. This can affect    their productivity at ...
Ub0203 Survey Slides
Ub0203 Survey Slides
Ub0203 Survey Slides
Ub0203 Survey Slides
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Ub0203 Survey Slides

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Ub0203 Survey Slides

  1. 1. Team Members:Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul AnuarLecturers: Dr. Zahari Hamidon & Ms. Nor Azura
  2. 2.  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.
  3. 3. 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.
  4. 4.  To investigate:  how much timeacademic students are spending in cybercafés 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
  5. 5. Usual Purposes of Visits (56 students) 4%7% To play games To do research; no Internet access at home To get work done; no 89% computer at home
  6. 6. Usual Period of Stay (56 students)More than 4 hours 27 3 - 4 hours 23 1 - 2 hours 6 0 5 10 15 20 25 30
  7. 7. Do these students prefer to go out before or after lunch/dinner hour? (56 students) After (Eat At Home First) Before (Eat Out 39% Later) 61%
  8. 8. Do they prefer to eat out or just settle for Instant Noodles during playtime? (56 students) 13% Eats Out Instant Noodles! 87%
  9. 9. Do these students play on school nights? (56 students) No Yes 48% 52%
  10. 10. What time do they play until when theres no school tomorrow? (56 students) 2730 20252015 910 50 8 - 10 pm 11 - 1 am Past 1 am
  11. 11. When you lose a game, do you...? (56 students) 22% scold teammates47% scream out profanities 17% 14% impulse to bang tables and throw stuff "Just a game. Its cool; Ill get them next time."
  12. 12.  A lot of students visit cybercafés very frequently. They visit mainly to play video games. Their average period of stay is 3 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.
  13. 13.  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%]
  14. 14.  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%]
  15. 15.  A respectable amount of students frequent these cybercafés irresponsibly. This can affect their productivity at school and at home to a certain extent. Cybercafés are a hang-out place for a majority of them and act as substitutes for night clubs which are absent in Brunei. They also agreed that bad language and manners can be adopted from overexposure to a cybercafé.

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