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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 great place...
 Yes, kids are prone to learning bad languages.[34/71 respondents; 30%] Yes, people tend to unconsciously adopt bad mann...
A cybercafé has its advantages and itsdisadvantages. Though its disadvantagesoutweigh its advantages where studentsare con...
1.   It’s not a minor problem to the government.2.   Teenagers are hard to control.3.   Owners are more interested in prof...
Ub0203 survey slides(updated 3)
Ub0203 survey slides(updated 3)
Ub0203 survey slides(updated 3)
Ub0203 survey slides(updated 3)
Ub0203 survey slides(updated 3)
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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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