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Lecturer: Miss Ann See Peng
Lim Chin Yi 0315627
Lee Kim Thiam 0310710
Patricia Kong Weng Yee 0315837
Yvonne Chin Yun Miin0315662
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Table of Contents
I. Page Cover..............................................................................................................1
II. Table of Contents...................................................................................................2
III. Introduction to the survey......................................................................................3
IV. Objectives of the survey .........................................................................................4
V. Methodology ..........................................................................................................5
VI. Sample of Survey Form ..........................................................................................6
VII. Analysis...................................................................................................................7
VIII. Conclusion..............................................................................................................8
IX. Appendix ................................................................................................................9
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Introduction
A survey is a data collection method used to gather information about individuals.
It enable researchers to collect a wide range of information and data efficiently. A survey
can be done through several ways such as e-mail, phone call, questionnaire, interview and
so on.
In the assignment, we conducted a survey by using questionnaires to analyze the
game addiction level of the students between adolescent aged 18 to 20 and young adult
aged 21 to 23 in Taylor’s University Lakeside Campus. The data collected from the survey
will be analyzed and summarized in an A2 sized infographic poster.
This report presents the objectives of the survey, survey methodology, statistical
analysis of the survey data (calculation, tables and diagrams), and the conclusion of the
survey.
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Objectives
1. To apply the use of statistics in real life events.
2. To apply the knowledge gained to analyze statistical data.
3. To compare the average percentage of students between age 18 to 20 and age 21
to 23 who are addicted to gaming in Taylors University.
4. To compare the expenses of students between age 18 to 20 and age 21 to 23 on
gaming.
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Methodology
On 5th May and 6th May, we distributed our questionnaire around Taylor’s University
Lakeside Campus. We distributed 100 questionnaires to the students, 50 for students aged
18 to 20 and another 50 for students aged 21 to 23. We went around the public areas in
school such as library, area outside of library and cafeteria to distribute our survey forms.
Most of the students are willing to take their time to fill up the survey forms for us.
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Conclusion
Through this assignment, we had learnt to apply the mathematics skills in
real life situation. We learnt the ways to collect, analyze data and later transform them into
statistical analysis.
After analyzing the data collected, we got to learn the game addiction level of the students
in Taylor’s University. For the students aged 18 to 20, the percentage of game addicts is
higher, which is 22% of the group. While there is just 18% of students aged 21 to 23 are
game addicts. This could be because the students aged 21 to 23 are mostly consist of
degree students who prefer to allocate more time in their studies than gaming.