Ub0203 survey slides(updated 3)

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Ub0203 survey slides(updated 3)

  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 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.
  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 cybercafé has its advantages and itsdisadvantages. Though its disadvantagesoutweigh its advantages where studentsare concerned.This problem is immensely overlooked inBrunei and difficult to tackle.
  16. 16. 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.

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