1) A survey was conducted of 100 students aged 18-23 at Taylor's University to analyze game addiction levels. Questionnaires were distributed to collect data on gaming habits and behaviors.
2) The data was analyzed using tables, charts and diagrams. It was found that most students in both age groups (18-20 and 21-23) spend 1-4 hours per gaming session and play games at home. More students in the younger age group were found to skip sleep and meals to finish gaming sessions.
3) The survey aims to apply statistical knowledge to analyze real-world data and compare game addiction between the two age groups.
The group conducted a survey on diabetes comprehension among females aged 21-25 and 26-30 in Malaysia. They distributed 150 questionnaires across campus and analyzed the responses. On average, females aged 26-30 answered more questions correctly with a mean of 5.9687 compared to 5.2209 for ages 21-25. Younger females showed less awareness of diabetes facts and effects. The group concluded more should be done to increase public awareness of this serious disease.
Mathematics Final Assignment Statistic Sept 2015Carol Tang
This document contains a survey conducted by a group of students from Taylor's University on the understanding of leukemia among male and female students. The survey included 20 multiple choice questions on topics like the definition of leukemia, its symptoms, risk factors, types and treatments. It then provides a statistical analysis of the answers collected from 143 female and 157 male participants. The analysis includes charts showing the responses to each question and the percentage of students who answered correctly. It aims to assess the awareness of leukemia among the students and identify areas needing more education.
Statistic assignment (muti rara zara citra)Zahra Nabilah
Statistics is the science of collecting, organizing, and analyzing data to draw conclusions. It involves descriptive statistics like summarizing data, and inferential statistics like making conclusions from the data. There are two main types of data: quantitative data obtained from measurements, and qualitative data related to characteristics. Common measures of central tendency analyzed in statistics include the mean, median, and mode. The document provides examples of calculating these measures from sample data on daily pocket money and study time collected from a class of 30 students.
This document summarizes a statistics project conducted by Jenny Lee and Han Woong Kim on random sampling. They separated male and female students into groups and used a random number generator to randomly select 8 male students out of 20 and 6 female students out of 15 to participate. The students each shot basketballs 3 times with their eyes closed and 3 times with their eyes open. The results from the male and female groups were then combined and compared to determine if closing or opening the eyes affected shooting accuracy. Potential biases included differences in sleep, nutrition, physical strength and eyesight between subjects.
This is an example of a logical step on a statistical investigation. A group of students as research team came up with a problem statement, did data gathering, presented and analyzed the data and then interpreted the results...
I heard about this contest from this website, as I have had uploaded my Cyprus education presentation months ago.
This document summarizes the results of a survey comparing diabetes knowledge between men aged 21-25 and men aged 26-30. The survey included 16 questions and was completed by 100 men in each age group. The results show that men aged 26-30 generally demonstrated a better understanding of diabetes topics. For example, 63% of men aged 26-30 had received diabetes education compared to 44% of men aged 21-25. Overall, the survey findings indicate that men aged 26-30 exhibited a higher level of knowledge about diabetes than men aged 21-25.
The document summarizes the results of a survey on understanding of breast cancer among Malaysian women aged 21-25 and 26-30. It finds that the average understanding level is 60% for those aged 21-25 and 61% for those aged 26-30, showing similar levels of understanding. Most respondents incorrectly answered the question on the percentage of women diagnosed after age 55. Over 80% correctly identified that breast cancer can cause death and the pink ribbon as the main symbol of breast cancer awareness.
The document is a report comparing two hair salon businesses - Stella, a home-based salon in Banting, and Tenze Hair Studio, a commercial salon with 6 branches. Stella was founded in 1989 and started as a shop called Leaves before the owner, Stella Lim, took over and renamed it. Tenze was founded in 2002 by Avier Ng and has expanded steadily over the years. Both salons face competition from other local salons. While Stella focuses on loyal customers through good service, Tenze differentiates itself through fashion show work and new monthly packages. As monopolistically competitive firms, they have weak pricing power and must compete intensely on product differentiation.
The group conducted a survey on diabetes comprehension among females aged 21-25 and 26-30 in Malaysia. They distributed 150 questionnaires across campus and analyzed the responses. On average, females aged 26-30 answered more questions correctly with a mean of 5.9687 compared to 5.2209 for ages 21-25. Younger females showed less awareness of diabetes facts and effects. The group concluded more should be done to increase public awareness of this serious disease.
Mathematics Final Assignment Statistic Sept 2015Carol Tang
This document contains a survey conducted by a group of students from Taylor's University on the understanding of leukemia among male and female students. The survey included 20 multiple choice questions on topics like the definition of leukemia, its symptoms, risk factors, types and treatments. It then provides a statistical analysis of the answers collected from 143 female and 157 male participants. The analysis includes charts showing the responses to each question and the percentage of students who answered correctly. It aims to assess the awareness of leukemia among the students and identify areas needing more education.
Statistic assignment (muti rara zara citra)Zahra Nabilah
Statistics is the science of collecting, organizing, and analyzing data to draw conclusions. It involves descriptive statistics like summarizing data, and inferential statistics like making conclusions from the data. There are two main types of data: quantitative data obtained from measurements, and qualitative data related to characteristics. Common measures of central tendency analyzed in statistics include the mean, median, and mode. The document provides examples of calculating these measures from sample data on daily pocket money and study time collected from a class of 30 students.
This document summarizes a statistics project conducted by Jenny Lee and Han Woong Kim on random sampling. They separated male and female students into groups and used a random number generator to randomly select 8 male students out of 20 and 6 female students out of 15 to participate. The students each shot basketballs 3 times with their eyes closed and 3 times with their eyes open. The results from the male and female groups were then combined and compared to determine if closing or opening the eyes affected shooting accuracy. Potential biases included differences in sleep, nutrition, physical strength and eyesight between subjects.
This is an example of a logical step on a statistical investigation. A group of students as research team came up with a problem statement, did data gathering, presented and analyzed the data and then interpreted the results...
I heard about this contest from this website, as I have had uploaded my Cyprus education presentation months ago.
This document summarizes the results of a survey comparing diabetes knowledge between men aged 21-25 and men aged 26-30. The survey included 16 questions and was completed by 100 men in each age group. The results show that men aged 26-30 generally demonstrated a better understanding of diabetes topics. For example, 63% of men aged 26-30 had received diabetes education compared to 44% of men aged 21-25. Overall, the survey findings indicate that men aged 26-30 exhibited a higher level of knowledge about diabetes than men aged 21-25.
The document summarizes the results of a survey on understanding of breast cancer among Malaysian women aged 21-25 and 26-30. It finds that the average understanding level is 60% for those aged 21-25 and 61% for those aged 26-30, showing similar levels of understanding. Most respondents incorrectly answered the question on the percentage of women diagnosed after age 55. Over 80% correctly identified that breast cancer can cause death and the pink ribbon as the main symbol of breast cancer awareness.
The document is a report comparing two hair salon businesses - Stella, a home-based salon in Banting, and Tenze Hair Studio, a commercial salon with 6 branches. Stella was founded in 1989 and started as a shop called Leaves before the owner, Stella Lim, took over and renamed it. Tenze was founded in 2002 by Avier Ng and has expanded steadily over the years. Both salons face competition from other local salons. While Stella focuses on loyal customers through good service, Tenze differentiates itself through fashion show work and new monthly packages. As monopolistically competitive firms, they have weak pricing power and must compete intensely on product differentiation.
The document summarizes the results of a survey of 15 students randomly selected from a class of 36 students. It provides frequency tables showing responses about shirt size, first year section, birthstone, and number of siblings. It then lists each respondent along with their responses.
This document is an assignment from a statistics lecturer to students. It provides instructions for an individual homework assignment on calculating mean, median, and mode from frequency table data that is due before Friday at 10am and must be handwritten with name and student details on a cover page. Students are asked to have fun completing the assignment.
This document contains information about a student named Vinay Aradhya enrolled in an MBA program. It includes responses to four questions on statistics.
Q1 defines characteristics of statistics such as dealing with numerical data collection and analysis, and being affected by multiple causes. Q2 explains that statistical averages summarize data, facilitate comparison, and provide a basis for decision making. It lists requisites of a good average.
Q3 lists characteristics of the Chi-square test as being based on frequencies, non-parametric, and useful for testing independence between attributes. Q4 defines a cost of living index and discusses methods for its construction, including the aggregate expenditure and family budget methods with an example of each.
Statistics are used by organizations to measure and analyze business performance. American Express uses statistics such as total returns to shareholders, numbers of cardholders by age group, and cardholder spending by age to analyze business units, identify targeted customer groups, and inform marketing campaigns. Statistics on labor force characteristics by gender help conclude that male monthly incomes are typically higher than females, though this does not necessarily mean males spend more.
This document appears to be a statistical research paper analyzing survey results from JRU students regarding their preferences for president in the 2010 Philippine election. It includes the following key points:
1. The paper aims to determine JRU students' preferences for president as well as differences between male and female students.
2. 250 JRU students were surveyed, with 115 male students and 135 female students.
3. The most common age for both male and female students was 20 years old.
4. The paper includes statistical analysis to test differences in preferences and perceptions between male and female students.
This course introduces students to statistical techniques for business decision making. Students will learn to analyze and present business data using appropriate software and statistical tools. Topics covered include descriptive statistics, probability, sampling, hypothesis testing, regression analysis, and comparing means of two and three groups. Assessments include a midterm, project, and final exam. Statistics are used to organize and analyze information to make it more easily understood, allowing judgments about the world. Descriptive statistics describe characteristics of data sets, while inferential statistics allow inferences about populations from data samples.
The document discusses business statistics and its importance. It defines statistics as the study of collecting, organizing, analyzing, and interpreting numerical data. There are five stages to statistical investigation: data collection, organization, presentation, analysis, and interpretation of results. Statistics helps simplify complex data, facilitate comparison between data sets, test hypotheses, formulate policies, and derive valid inferences. However, statistics has limitations as it does not study individuals, statistical laws are approximations rather than exact, and it only analyzes aggregated data rather than individual observations.
The document contains details from various activities involving data representation and analysis from Venn diagrams, tables, bar graphs and line graphs. Across the different representations, common themes that can be summarized are:
1) The graphs and diagrams generally show results from surveys, exams, or other data collection on topics like movie and food preferences, club memberships, exam performance, disease outbreaks etc.
2) Key details like maximum, minimum or equal values are consistently highlighted from the data based on comparisons between categories within each representation.
3) Brief overall conclusions are stated to concisely convey the main insight deduced from analyzing each graph or diagram.
This document is a project report submitted by Rashmi Rajendra Shingi for a B. Com. Honours degree. The project studied the effects of social networking sites on college girl students. It conducted a survey of 50 girl students at Deshbandhu College For Girls in Kolkata, West Bengal. The survey found that all respondents used social networking sites, with WhatsApp and Facebook being the most popular. Most respondents spent less than an hour on social networking sites daily and believed the sites had no impact on or slightly helped their studies.
Project on "Effects of SNS (Social Networking Sites): A Study on College Girl...Rashmi Shingi
This document is a project report submitted by Rashmi Rajendra Shingi for a B. Com. Honours degree. The project studied the effects of social networking sites on college girl students. It conducted a survey of 50 girl students at Deshbandhu College For Girls in Kolkata, West Bengal. The survey found that all respondents used social networking sites, with WhatsApp and Facebook being the most popular. Most respondents spent less than an hour on social networking sites daily and believed the sites had no impact on or slightly helped their studies.
The document contains a survey of 50 students (25 male and 25 female) on their use and opinions of Pokémon Go. It includes the following key findings:
1) The survey had an equal number of male and female respondents. The majority of respondents were age 20 or older. The most respondents were from the JKM department.
2) Most respondents were aware that not all phones are compatible with Pokémon Go, but a majority do not actually play the game.
3) Respondents generally thought Pokémon Go could negatively impact awareness of surroundings and communication with others, and disagreed that it leads to a healthy lifestyle.
4) A significant portion of respondents agreed that Pokémon Go uses a
College magazine questionnaire analysiskelseybell7
The document summarizes the results of a questionnaire about magazine preferences that was completed by 58 people. Key findings include:
- Most respondents were male (34) compared to female (24).
- The largest age group was 16 years old (8 people).
- Most people would be willing to pay between £1-£2 for the magazine.
- The preferred frequency for the magazine was monthly.
- Popular content interests included sports, fashion, music, games and education.
- The majority preferred a classy and subtle magazine design with bright colors.
A quantitative analysis of components contributing each individual's happiness across 155 countries. The datasets were extracted from Kaggle and added some other elements to help this study more accurate. R and Tableau were used to support data analysis and visualization.
- The document presents results from a study on trash talking in online gaming. It includes 14 figures and 8 tables showing data.
- The figures show results from surveys on gamers' experiences with and perspectives on trash talking. Most gamers find trash talking neither easy nor difficult, and opinions are mixed on whether it affects engagement.
- The tables examine the impacts and effects of trash talking, finding that it can sometimes motivate players or increase confidence but also aims to anger opponents. Responses to trash talking vary from player to player.
This survey report summarizes a study on game addiction among students at Taylor's University. The report includes an introduction describing the survey methodology, objectives to analyze and compare addiction rates and expenses between students aged 18-20 and 21-23. A methodology section notes that 100 questionnaires were distributed equally among the two age groups. The conclusion finds that 22% of students aged 18-20 were game addicts, compared to 18% of those aged 21-23, possibly because older students allocate more time to their studies than gaming.
- The survey was conducted among 300 residents in Ho Chi Minh City about their awareness and participation in the annual Japan Vietnam Festival.
- Most respondents were aware of the festival, with awareness highest among youth through social media. Nearly half of female respondents said they definitely planned to join.
- Of the 68 respondents who participated in evaluation stage, most joined on both festival days in the evenings. Food and entertainment zones were most popular.
- Respondents reported high satisfaction levels and strong interest in joining again next year.
This document provides a set of 35 questions from past CAT exam papers to practice Data Interpretation (DI) and Logical Reasoning (LR) skills. The questions are divided into multiple DI and LR sets with accompanying charts, tables, or passages of information. Answers to all questions are provided at the end to allow users to self-assess their performance. The goal is to solve all questions within 60 minutes to maintain the pace of the actual CAT exam.
Site C is located at the DBKL parking lot, just beside the Gombak River where the ROL project is currently taken place. The site analysis is done by us, a group of semester 6 architecture students from Taylor's University Lakeside Campus.
Food & Culture Project 1 : Research ProposalPatricia Kong
Food branding refers to creating a name, symbol, or design that identifies and differentiates a food product. The research objective was to study food brand identification in different areas and how surroundings can affect both the food brand and customer behavior. The summary discusses two environments - indoor food stalls located in the huge and clean Integrated Commercial Complex (ICC), and outdoor stalls in crowded and polluted spaces with tight fittings and limited walking room, which can degrade food preparation and taste due to humidity and poor air quality affecting mood.
An A4 bound report which shows a detailed explanation of the integration and calculations of day lighting, artificial lighting and its design intention (PSALI).
The document summarizes the results of a survey of 15 students randomly selected from a class of 36 students. It provides frequency tables showing responses about shirt size, first year section, birthstone, and number of siblings. It then lists each respondent along with their responses.
This document is an assignment from a statistics lecturer to students. It provides instructions for an individual homework assignment on calculating mean, median, and mode from frequency table data that is due before Friday at 10am and must be handwritten with name and student details on a cover page. Students are asked to have fun completing the assignment.
This document contains information about a student named Vinay Aradhya enrolled in an MBA program. It includes responses to four questions on statistics.
Q1 defines characteristics of statistics such as dealing with numerical data collection and analysis, and being affected by multiple causes. Q2 explains that statistical averages summarize data, facilitate comparison, and provide a basis for decision making. It lists requisites of a good average.
Q3 lists characteristics of the Chi-square test as being based on frequencies, non-parametric, and useful for testing independence between attributes. Q4 defines a cost of living index and discusses methods for its construction, including the aggregate expenditure and family budget methods with an example of each.
Statistics are used by organizations to measure and analyze business performance. American Express uses statistics such as total returns to shareholders, numbers of cardholders by age group, and cardholder spending by age to analyze business units, identify targeted customer groups, and inform marketing campaigns. Statistics on labor force characteristics by gender help conclude that male monthly incomes are typically higher than females, though this does not necessarily mean males spend more.
This document appears to be a statistical research paper analyzing survey results from JRU students regarding their preferences for president in the 2010 Philippine election. It includes the following key points:
1. The paper aims to determine JRU students' preferences for president as well as differences between male and female students.
2. 250 JRU students were surveyed, with 115 male students and 135 female students.
3. The most common age for both male and female students was 20 years old.
4. The paper includes statistical analysis to test differences in preferences and perceptions between male and female students.
This course introduces students to statistical techniques for business decision making. Students will learn to analyze and present business data using appropriate software and statistical tools. Topics covered include descriptive statistics, probability, sampling, hypothesis testing, regression analysis, and comparing means of two and three groups. Assessments include a midterm, project, and final exam. Statistics are used to organize and analyze information to make it more easily understood, allowing judgments about the world. Descriptive statistics describe characteristics of data sets, while inferential statistics allow inferences about populations from data samples.
The document discusses business statistics and its importance. It defines statistics as the study of collecting, organizing, analyzing, and interpreting numerical data. There are five stages to statistical investigation: data collection, organization, presentation, analysis, and interpretation of results. Statistics helps simplify complex data, facilitate comparison between data sets, test hypotheses, formulate policies, and derive valid inferences. However, statistics has limitations as it does not study individuals, statistical laws are approximations rather than exact, and it only analyzes aggregated data rather than individual observations.
The document contains details from various activities involving data representation and analysis from Venn diagrams, tables, bar graphs and line graphs. Across the different representations, common themes that can be summarized are:
1) The graphs and diagrams generally show results from surveys, exams, or other data collection on topics like movie and food preferences, club memberships, exam performance, disease outbreaks etc.
2) Key details like maximum, minimum or equal values are consistently highlighted from the data based on comparisons between categories within each representation.
3) Brief overall conclusions are stated to concisely convey the main insight deduced from analyzing each graph or diagram.
This document is a project report submitted by Rashmi Rajendra Shingi for a B. Com. Honours degree. The project studied the effects of social networking sites on college girl students. It conducted a survey of 50 girl students at Deshbandhu College For Girls in Kolkata, West Bengal. The survey found that all respondents used social networking sites, with WhatsApp and Facebook being the most popular. Most respondents spent less than an hour on social networking sites daily and believed the sites had no impact on or slightly helped their studies.
Project on "Effects of SNS (Social Networking Sites): A Study on College Girl...Rashmi Shingi
This document is a project report submitted by Rashmi Rajendra Shingi for a B. Com. Honours degree. The project studied the effects of social networking sites on college girl students. It conducted a survey of 50 girl students at Deshbandhu College For Girls in Kolkata, West Bengal. The survey found that all respondents used social networking sites, with WhatsApp and Facebook being the most popular. Most respondents spent less than an hour on social networking sites daily and believed the sites had no impact on or slightly helped their studies.
The document contains a survey of 50 students (25 male and 25 female) on their use and opinions of Pokémon Go. It includes the following key findings:
1) The survey had an equal number of male and female respondents. The majority of respondents were age 20 or older. The most respondents were from the JKM department.
2) Most respondents were aware that not all phones are compatible with Pokémon Go, but a majority do not actually play the game.
3) Respondents generally thought Pokémon Go could negatively impact awareness of surroundings and communication with others, and disagreed that it leads to a healthy lifestyle.
4) A significant portion of respondents agreed that Pokémon Go uses a
College magazine questionnaire analysiskelseybell7
The document summarizes the results of a questionnaire about magazine preferences that was completed by 58 people. Key findings include:
- Most respondents were male (34) compared to female (24).
- The largest age group was 16 years old (8 people).
- Most people would be willing to pay between £1-£2 for the magazine.
- The preferred frequency for the magazine was monthly.
- Popular content interests included sports, fashion, music, games and education.
- The majority preferred a classy and subtle magazine design with bright colors.
A quantitative analysis of components contributing each individual's happiness across 155 countries. The datasets were extracted from Kaggle and added some other elements to help this study more accurate. R and Tableau were used to support data analysis and visualization.
- The document presents results from a study on trash talking in online gaming. It includes 14 figures and 8 tables showing data.
- The figures show results from surveys on gamers' experiences with and perspectives on trash talking. Most gamers find trash talking neither easy nor difficult, and opinions are mixed on whether it affects engagement.
- The tables examine the impacts and effects of trash talking, finding that it can sometimes motivate players or increase confidence but also aims to anger opponents. Responses to trash talking vary from player to player.
This survey report summarizes a study on game addiction among students at Taylor's University. The report includes an introduction describing the survey methodology, objectives to analyze and compare addiction rates and expenses between students aged 18-20 and 21-23. A methodology section notes that 100 questionnaires were distributed equally among the two age groups. The conclusion finds that 22% of students aged 18-20 were game addicts, compared to 18% of those aged 21-23, possibly because older students allocate more time to their studies than gaming.
- The survey was conducted among 300 residents in Ho Chi Minh City about their awareness and participation in the annual Japan Vietnam Festival.
- Most respondents were aware of the festival, with awareness highest among youth through social media. Nearly half of female respondents said they definitely planned to join.
- Of the 68 respondents who participated in evaluation stage, most joined on both festival days in the evenings. Food and entertainment zones were most popular.
- Respondents reported high satisfaction levels and strong interest in joining again next year.
This document provides a set of 35 questions from past CAT exam papers to practice Data Interpretation (DI) and Logical Reasoning (LR) skills. The questions are divided into multiple DI and LR sets with accompanying charts, tables, or passages of information. Answers to all questions are provided at the end to allow users to self-assess their performance. The goal is to solve all questions within 60 minutes to maintain the pace of the actual CAT exam.
Site C is located at the DBKL parking lot, just beside the Gombak River where the ROL project is currently taken place. The site analysis is done by us, a group of semester 6 architecture students from Taylor's University Lakeside Campus.
Food & Culture Project 1 : Research ProposalPatricia Kong
Food branding refers to creating a name, symbol, or design that identifies and differentiates a food product. The research objective was to study food brand identification in different areas and how surroundings can affect both the food brand and customer behavior. The summary discusses two environments - indoor food stalls located in the huge and clean Integrated Commercial Complex (ICC), and outdoor stalls in crowded and polluted spaces with tight fittings and limited walking room, which can degrade food preparation and taste due to humidity and poor air quality affecting mood.
An A4 bound report which shows a detailed explanation of the integration and calculations of day lighting, artificial lighting and its design intention (PSALI).
BUILDING STRUCTURES PROJECT 1 FETTUCCINE TRUSS BRIDGEPatricia Kong
The document summarizes the methodology, precedent study, materials testing, and progression of building and testing multiple fettuccine truss bridges as part of a student project. Key points:
1) The project required building and testing a fettuccine truss bridge to withstand the most weight using minimal materials.
2) Multiple bridges were built and tested, with improvements made based on weaknesses identified.
3) Testing included materials testing to select the strongest fettuccine brand and adhesive, as well as load testing bridges to determine maximum weight supported.
4) The 127th Street Bridge was used as a precedent study for its unique Warren truss design with vertical elements.
This document provides a case study of the building services in Ikon Connaught, including the fire protection systems, air conditioning systems, mechanical ventilation system, and mechanical transportation system. It includes an abstract, acknowledgements, list of figures, and table of contents. The case study aims to understand the importance and functions of these various building systems by extensively studying their specific components in conjunction with the building's operation.
The document is a project proposal for a case study paper on the Deck House in Janda Baik, Pahang, Malaysia. The proposal includes a concept map, summary of the topic, and annotated bibliography. The Deck House is a modern interpretation of a Malay Vernacular House that uses steel and glass. It is located on a hilltop for its open plan layout and cross ventilation like a Malay Vernacular House. Features include an east-west orientation, wide and tall envelopes, and cantilevered design to promote air flow and minimize solar radiation, blending with the natural environment. The paper will discuss how the integration of Malay Vernacular Architecture achieves thermal comfort in the modern Deck House.
This document analyzes the reinforced concrete structure of a residential building located in Miri, Sarawak. It includes architectural drawings of the roof, first, and ground floors. It also summarizes the dead and live loads on the structure based on material densities and floor uses. Structural plans and 3D models of the building are presented. Load distribution plans are developed for beam design. Tributary area plans are created for column analysis. The document then describes the structural analysis conducted on the building's beams and columns. References used in the analysis are listed at the end.
[Asian Architecture] Vernacular as an Essence in Contemporary Design : A Stud...Patricia Kong
A report comparing the style of a vernacular architecture and modern architecture and how it is integrated in Ar. Choo Gim Wah's The Deck House to achieve the suitable thermal comfort.
The design concept represents the journey of Rohingya refugees seeking shelter by traveling pathways. It shows their anxiety and fear through slanted interior walls. The entrance is mirrored to prevent incorrect entry. The final design corresponds to previous ideas about the Rohingya crisis, representing their journey through darkness and earned freedom into a spacious external environment.
The Jewish Museum in Berlin was designed by Daniel Libeskind and constructed between 1992-1999. The museum's design uses three axes - the Axis of Continuity, Axis of Exile, and Axis of Death - to represent and explore the German-Jewish history through the visitor's journey. The zigzagging structure is derived from a dislocated Star of David symbol and features voids that symbolize the continuous suffering of the Jewish people.
This document provides a comparison of the spatial organization and materials used in Tadao Ando's Azuma House and Frank Lloyd Wright's Fallingwater. It discusses how Azuma House uses a linear organization with simple geometric forms, while Fallingwater uses a clustered organization with flexible, interconnected spaces. It also analyzes the use of materials like concrete, glass, and stone between the two buildings. Azuma House primarily uses concrete for its simple, minimalist form, while Fallingwater incorporates local stone and wood to blend with the natural surroundings. Overall, the document examines how the different approaches to spatial organization and materials reflect the distinct design philosophies of Ando and Wright.
This document provides details about a charity drive event organized by students to raise money for the Spastic Children's Association of Selangor & Federal Territory. The event involved selling snacks like Pepero and Hello Panda biscuits. Sections include objectives, target market analysis, product details, pricing, promotion strategies used, sponsors who supported with donations, distribution of products from suppliers to customers at the campus booth, and green measures taken. An evaluation of sales and each member's role is also included at the end.
This document summarizes a student's literature research project on coffee culture for a class assignment. The student's concept focused on relaxation, given that drinking coffee creates a sense of indulgence and mesmerization. Their theme explored how coffee culture is widely expanding in Malaysia, with coffee consumption seen across different age groups. Research found that younger generations in particular drink coffee as a way to relax and reduce stress from schoolwork. The student's photos highlighted people drinking and socializing over coffee to represent their concept of relaxation.
Maths project brief feb 2014 project - statisticsPatricia Kong
This document outlines the requirements for a statistics project in a mathematics course. Students will work in groups to conduct a comparative survey of individuals aged 18-20 and 21-23. They must brainstorm topics and questions, conduct interviews of at least 100 people total, analyze the results, and submit a poster and report summarizing their findings. The report must include an introduction, objectives, methodology, survey forms, statistical analysis, and conclusion. Students will be assessed based on their understanding of comparative analysis, statistical knowledge and analysis skills, communication abilities, and individual contributions to the group work.
English essay Compare & Contrast btwn two movie genrePatricia Kong
This document is a prewriting outline for a compare and contrast essay about the true story movies 12 Years a Slave and Milk. It outlines the essay's introduction discussing the movies' genres and main characters. It then plans to compare the genres, protagonists and antagonists, and endings of the two movies in separate paragraphs. The conclusion reflects on what was learned from writing the essay, focusing on the protagonists' dedication to overcoming challenges and fighting for justice.
The document is a report submitted by a group of social psychology students. It includes an introduction, methodology, discussion, and appendices regarding a video project on social psychology concepts. The video depicts scenarios in a supermarket that exemplify classical conditioning, social perception, persuasion, and other concepts. It discusses how the scenarios were planned and filmed to illustrate customers' product choices being influenced by prior experiences, opinions of others, and persuasive marketing tactics. Appendices include production photos, outtakes from filming, and the script.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
1. SURVEY REPORT
1
y
MATHEMATICS [MATH0103]
FNBE JULY 2013 INTAKE
Lecturer: Miss Ann See Peng
Survey Report
[ Game addiction in Taylors University ]
Lim Chin Yi 0315627
Lee Kim Thiam 0310710
Patricia Kong Weng Yee 0315837
Yvonne Chin Yun Miin 0315662
2. SURVEY REPORT
2
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................................................................
VIII. Conclusion...........................................................
IX. Appendix .............................................................
3. SURVEY REPORT
3
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.
4. SURVEY REPORT
4
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.
5. SURVEY REPORT
5
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.
7. SURVEY REPORT
7
Participants’ gender in age group of 18 to 20 years old.
Figure 1.0
The pie chart above shows the percentage of male and female participants from Group A
with ages from 18 to 20 years old who took the survey for game addiction. 34% of the survey
participants are males while the remaining 66% are females. From a total of 50 participants,
17 participants were male and the other 33 participants were female.
8. SURVEY REPORT
8
Participants’ gender in age group of 21 to 23 years old.
Figure 1.1
The pie chart above shows the percentage of male and female participants from Group B
with ages from 21 to 23 years old who took the survey for game addiction. 62% of the
participants were males and the remaining 38% were females. From a total of 50
participants, 31 participants were male and the other 19 participants were female.
62%
38%
Group B (Age 21-23)
Male Female
9. SURVEY REPORT
9
Age Specification from Groups A and B
Figure 1.2
Ages 18 to 20 years old belong to Group A while ages 21 to 23 years old belong to Group
B. According to the pie chart above, 12 of the participants are 18 years old, 16 of them are
19 years old, 22 of them are 20 years old, 20 of them are 21 years old, 18 of them are 22
years old and 12 of them are 23 years old. A total of 100 students participated in this survey,
50 from Group A and the remaining 50 are from Group B.
12%
16%
22%20%
18%
12%
Age Specification
Age 18
Age 19
Age 20
Age 21
Age 22
Age 23
10. SURVEY REPORT
10
CGPA attained by Group A (Age 18-20 )
Figure 1.3
The bar chart above shows the CGPA attained by participants from Group A. From a total
of 50 participants, 4 of them attained a CGPA ranging from 0.01 to 1.0. 3 of the participants
attained a CGPA ranging from 1.01 to 2.0. 18 of them attained a CGPA ranging from 2.01 to
3.0 while the remaining 25 of the participants attained a CGPA of 3.01 to 4.0.
0
5
10
15
20
25
30
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
Group A
NumberofParticapants
CGPA Attained
11. SURVEY REPORT
11
CGPA attained by group B ( Age 21-23 )
Figure 1.4
The bar chart above shows the CGPA attained by participants from Group B. From a total
of 50 participants, none of them attained a CGPA ranging from 0.01 to 1.0. Only 2 of the
participants attained a CGPA ranging from 1.01 to 2.0. 20 of them attained a CGPA ranging
from 2.01 to 3.0 while the remaining 28 of the participants attained a CGPA of 3.01 to 4.0.
0
5
10
15
20
25
30
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
Group B
NumberofParticipants
CGPA Attained
12. SURVEY REPORT
12
Number of Times Participants in Group A Play Games in a Week.
Figure 1.5
The figure above shows the number of times participants from Group A play in a week.
Of the 50 participants, 10 of them play once a week, 7 of them play twice, 6 of them play
thrice, 9 of play four times and 18 of them play games every day. No participants in Group A
were recorded playing five or six times a week.
0
2
4
6
8
10
12
14
16
18
20
Once Twice Thrice Four Five Six Everyday
Group A
NumberofParticipants
Number of Times
13. SURVEY REPORT
13
Number of Times Participants in Group B Play Games in a Week.
Figure 1.6
The figure above shows the number of times participants from Group B play in a week.
Of the 50 participants, 11 of them play once a week, 5 of them play twice, 6 of them play
thrice, 7 of play four times, 5 of them play five times and 16 of them play games every day.
No participants in Group B were recorded playing six times a week.
0
2
4
6
8
10
12
14
16
18
Once Twice Thrice Four Five Six Everyday
Group B
NumberofParticipants
Number of Times
14. SURVEY REPORT
14
Hours Spent Playing One Game Session in Group A
Figure 1.7
The bar chart above shows the number of hours the participants in Group A spend for
one game session. From the 50 participants who participated in the survey, a majority of 35
people play only 1 to 4 hours per game session. 11 of them play 5 to 8 hours while interval
hours spent for 9 to 12 hours, 13 to 16 hours, 17 to 20 hours and 21 to 24 hours all had only
1 participant for each interval.
35
11
1 1 1 1
0
5
10
15
20
25
30
35
40
1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0
Group A
15. SURVEY REPORT
15
Hours Spent Playing One Game Session in Group B
Figure 1.8
The bar chart above shows the number of hours the participants in Group B spend for
one game session. From the 50 participants who participated in the survey, a majority of 33
people play only 1 to 4 hours per game session. 13 of them play 5 to 8 hours, 3 of them play
9 to 12 hours and only 1 participant play 17 to 20 hours. No participants from Group B were
recorded playing either 13 to 16 hours or 21 to 24 hours.
33
13
3
0 1 0
0
5
10
15
20
25
30
35
1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0
Group B
16. SURVEY REPORT
16
Types of Gaming Platforms Played by Group A
Figure 1.9
The pie chart above shows the types of gaming platforms played by the participants in
Group A. There are 50 participants in this group, where 31 of them play computer games, 3
of them play arcade games, 11 of them play console games, 26 of them play mobile games
and the minority of 1 person plays other gaming platforms. Participants were allowed to
choose more than one type of gaming platform in this survey.
43%
4%
15%
36%
2%
Gaming Platforms Played by Group A
Computer Arcade Console Mobile Others
17. SURVEY REPORT
17
Types of Gaming Platforms Played by Group B
Figure 2.0
The pie chart above shows the types of gaming platforms played by the participants in
Group B. There are 50 participants in this group, where 27 of them play computer games, 20
of them play arcade games, 13 of them play console games and 15 of them play mobile
games. No participant from Group B has been recorded playing other gaming platforms in
the survey. Participants were allowed to choose more than one type of gaming platform in
this survey.
36%
8%
22%
34%
0%
Gaming Platforms Played by Group B
Computer Arcade Console Mobile Others
18. SURVEY REPORT
18
Type of Games Participants in Group A Play
Figure 2.1
The pie chart above shows the types of games participants in Group A play. 50 people
participated in this survey. 21 participants play role playing games, 20 of them play first
person shooter games, 16 of them play adventure games, 10 of them play fighting games, 25
of them play strategy games while the remaining 9 participants play other types of games.
The participants were given the chance to choose more than one type of game in this
survey.
21%
20%
16%
10%
24%
9%
Type of Games Played by Group A
Role Playing
First Person Shooter
Adventure
Fighting
Strategy
Others
19. SURVEY REPORT
19
Type of Games Participants in Group B Play
Figure 2.2
The pie chart above shows the types of games participants in Group B play. 50 people
participated in this survey. 22 participants play role playing games, 20 of them play first
person shooter games, 13 of them play adventure games, 15 of them play fighting games, 29
of them play strategy games while the remaining 7 participants play other types of games.
The participants were given the chance to choose more than one type of game in this
survey.
21%
19%
12%
14%
27%
7%
Type of Games Played by Group B
Role Playing
First Person Shooter
Adventure
Fighting
Strategy
Others
20. SURVEY REPORT
20
Place Where Group A Participants Play Their Games
Figure 2.3
The pie chart above shows the places that participants from Group A play their games at.
There are 50 participants in group A that took this survey. 38 of the participants play their
games at home while 6 of them played outside of home. The remaining 6 play their games in
both their homes and outside of their homes.
76%
12%
12%
Place Where Group A Plays Their Games
Home Outside Both
21. SURVEY REPORT
21
Place Where Group B Participants Play Their Games
Figure 2.4
The pie chart above shows the places that participants from Group B play their games at.
There are 50 participants in group B that took this survey. 33 of the participants play their
games at home while only 3 of them played outside of home. The remaining 14 play their
games in both their homes and outside of their homes.
66%
6%
28%
Place Where Group B Plays Their Games
Home Outside Both
22. SURVEY REPORT
22
Does Group A Play With Their Friends and Family?
Figure 2.5
The pie chart above shows whether participants in Group A play games with their friends
and family. This survey was taken by 50 participants in Group A. Results show that 17
participants always play games with their friends and family. 29 of them seldom play games
with their friends and family while the remaining 4 of the participants never play games with
their friends and family.
34%
58%
8%
Group A Plays Games With Their Friends and
Family
Always Seldom Never
23. SURVEY REPORT
23
Does Group B Play With Their Friends and Family?
Figure 2.6
The pie chart above shows whether participants in Group B play games with their friends
and family. This survey was taken by 50 participants in Group A. Results show that 21
participants always play games with their friends and family. 19 of them seldom play games
with their friends and family while the remaining 10 of the participants never play games
with their friends and family.
42%
38%
20%
Group B Plays Games With Their Friends and
Family
Always Seldom Never
24. SURVEY REPORT
24
Parts of the Day Group A Plays Their Games.
Figure 2.7
The bar chart above shows the parts of the day participants from Group A choose to play
their games. 50 of the participants were allowed to choose more than one part of the day
for this part of the survey. 13 of the participants chose to play in the morning, 33 of them
chose to play in the afternoon and 36 of them chose to play at night while 20 of them chose
to play at midnight.
0
5
10
15
20
25
30
35
40
Morning Afternoon Night Midnight
NumberofParticipants
Parts of the Day
25. SURVEY REPORT
25
Parts of the Day Group B Plays Their Games
Figure 2.8
The bar chart above shows the parts of the day participants from Group B choose to play
their games. 50 of the participants were allowed to choose more than one part of the day
for this part of the survey. 7 of the participants chose to play in the morning, 21 of them
chose to play in the afternoon and 37 of them chose to play at night while 17 of them chose
to play at midnight.
0
5
10
15
20
25
30
35
40
Morning Afternoon Night Midnight
NumberofParticipants
Parts of the Day
26. SURVEY REPORT
26
Do Group A Participants Skip Sleep to Finish Their Game Sessions?
Figure 2.9
The pie chart shows whether participants from Group A skip sleep just to finish their
game sessions. Only 5 of the 50 participants skip sleep every time just to finish their game
sessions. 15 of them usually skip sleep while 16 of them seldom skip sleep. The other 14 do
not skip sleep at all just to finish their gaming sessions.
8%
28%
34%
30%
Group A Skips Sleep for Gaming Sessions
Everytime Usually Seldom No
27. SURVEY REPORT
27
Do Group B Participants Skip Sleep to Finish Their Game Sessions?
Figure 3.0
The pie chart shows whether participants from Group B skip sleep just to finish their
game sessions. Only 3 of the 50 participants skip sleep every time just to finish their game
sessions. 19 of them usually skip sleep while 13 of them seldom skip sleep. The other 15 do
not skip sleep at all just to finish their gaming sessions.
6%
38%
26%
30%
Group B Skips Sleep for Gaming Sessions
Everytime Usually Seldom No
28. SURVEY REPORT
28
Do Group A Participants Skip Meals to Finish Their Game Sessions?
Figure 3.1
The pie chart shows whether participants from Group A skip meals just to finish their
game sessions. Only 3 of the 50 participants skip their meals every time just to finish their
game sessions. 11 of them usually skip their meals while 13 of them seldom skip meals. The
other 23 do not skip their meals at all just to finish their gaming sessions.
8%
28%
34%
30%
Group A Skips Meals for Gaming Sessions
Everytime Usually Seldom No
29. SURVEY REPORT
29
Do Group B Participants Skip Meals to Finish Their Game Sessions?
Figure 3.2
The pie chart shows whether participants from Group B skip meals just to finish their
game sessions. Only 1 of the 50 participants skips his or her meals every time just to finish
his or her game sessions. 10 of them usually skip their meals while 15 of them seldom skip
meals. The other 24 do not skip their meals at all just to finish their gaming sessions.
2%
18%
40%
40%
Group B Skips Meals for Gaming Sessions
Everytime Usually Seldom No
30. SURVEY REPORT
30
Do Group A Participants Push Away Their Responsibilities to Finish Their
Game Sessions?
Figure 3.3
The pie chart shows whether participants from Group A push away their responsibilities
just to finish their game sessions. 4 of the 50 participants push away their responsibilities
every time just to finish his or her game sessions. 14 of them usually do it while 17 of them
seldom do it. The other 15 do not push away their responsibilities at all just to finish their
gaming sessions.
8%
28%
34%
30%
Group A Push Away Responsibilities for Gaming
Sessions
Everytime Usually Seldom No
31. SURVEY REPORT
31
Do Group B Participants Push Away Their Responsibilities to Finish Their
Game Sessions?
Figure 3.4
The pie chart shows whether participants from Group B push away their responsibilities
just to finish their game sessions. Only 1 of the 50 participants pushes away his or her
responsibilities every time just to finish his or her game sessions. 9 of them usually do it
while 20 of them seldom do it. The other 20 do not push away their responsibilities at all just
to finish their gaming sessions.
2%
18%
40%
40%
Group B Push Away Responsibilities for Gaming
Sessions
Everytime Usually Seldom No
32. SURVEY REPORT
32
How Often Does Group A Buy or Download Games in a Month?
Figure 3.5
The bar chart above shows how often participants in Group A buy or download their
games in a month. 17 of the participants never buy games, 19 of them do buy or download
their games once a month, 6 of them buy or download their games twice a month and 4 of
them buy or download their games thrice a month. 4 of them buy or download their games
more than thrice a month.
28
15
5
1 1
0
5
10
15
20
25
30
Never once Twice Thrice More Than
Thrice
33. SURVEY REPORT
33
How Often Does Group B Buy or Download Games in a Month?
Figure 3.6
The bar chart above shows how often participants in Group B buy or download their
games in a month. 11 of the participants never buy games, 13 of them do buy or download
their games once a month, 14 of them buy or download their games twice a month and 4 of
them buy or download their games thrice a month. 8 of them buy or download their games
more than thrice a month.
22
13
11
0
5
0
5
10
15
20
25
Never once Twice Thrice More Than
Thrice
34. SURVEY REPORT
34
How Much Does Group A Spend in a Month by Buying Games?
Figure 3.7
The bar chart above shows the amount of money participants from Group A spend in a
month by buying games. A majority of 44 participants spend between RM0 to RM250 on
games and 5 participants spend between RM251 to RM500 on games while only 1
participant spends between RM751 to RM1000 on games. No participants from Group A
have been recorded spending between RM501 to RM750 on games.
44
5
0 1
0
5
10
15
20
25
30
35
40
45
50
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
36. SURVEY REPORT
36
How Much Does Group B Spend in a Month by Buying Games?
Figure 3.8
The bar chart above shows the amount of money participants from Group B spend in a
month by buying games. A majority of 34 participants spend between RM0 to RM250 on
games and 9 participants spend between RM251 to RM500 on games while 6 participants
spend between RM501 to RM750 on games. Only 1 participant from Group A spends
between RM751 to RM1000 on games.
34
9
6
1
0
5
10
15
20
25
30
35
40
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
38. SURVEY REPORT
38
How Often Does Group A Buy Gaming Accessories in a Year?
Figure 3.9
The bar chart above shows how often participants in Group A buy their gaming
accessories in a year. 28 of the participants never buy gaming accessories, 15 of them do buy
gaming accessories once a year, 5 of them buy gaming accessories twice a year. Only 2 of the
participants buy gaming accessories thrice a year and more than thrice a year each.
28
15
5
1 1
0
5
10
15
20
25
30
Never once Twice Thrice More Than
Thrice
39. SURVEY REPORT
39
How Often Does Group B Buy Gaming Accessories in a Year?
Figure 4.0
The bar chart above shows how often participants in Group B buy their gaming
accessories in a year. 22 of the participants never buy gaming accessories, 13 of them do buy
gaming accessories once a year, 11 of them buy gaming accessories twice a year while only 5
of the participants buy gaming accessories more than thrice a year. No participant from
Group B has been recorded buying gaming accessories thrice a year.
22
13
11
0
5
0
5
10
15
20
25
Never once Twice Thrice More Than
Thrice
40. SURVEY REPORT
40
How Much is Group A Willing to Spend by Buying Gaming Accessories?
Figure 4.1
The bar chart above shows the amount of money participants from Group A is willing to
spend in to buy gaming accessories. A majority of 28 participants are willing to spend
between RM0 to RM250 on gaming accessories and 8 participants are willing spend between
RM251 to RM500. 7 of them are willing to spend between RM501 to RM750 on gaming
accessories while the other 7 participants are willing to spend between RM751 to RM1000
on gaming accessories.
28
8
7 7
0
5
10
15
20
25
30
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
42. SURVEY REPORT
42
How Much is Group B Willing to Spend by Buying Gaming Accessories?
Figure 4.2
The bar chart above shows the amount of money participants from Group B is willing to
spend in to buy gaming accessories. A huge majority of 37 participants are willing to spend
between RM0 to RM250 on gaming accessories and 8 participants are willing spend between
RM251 to RM500. Only 1 of them is willing to spend between RM501 to RM750 on gaming
accessories while the other 4 participants are willing to spend between RM751 to RM1000
on gaming accessories.
37
8
1
4
0
5
10
15
20
25
30
35
40
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
44. SURVEY REPORT
44
How Much Does Group A Spend in Topping Up Credits for their Games in a
Week?
Figure 4.3
The bar chart above shows the amount of money participants from Group A spend in a
week by topping up their game credits. A majority of 39 participants spend between RM0 to
RM25 on credit top-ups and 6 participants spend between RM26 to RM50 on game top-ups.
2 participants spend between RM51 to RM75 on game top ups while 3 participants from
Group A spend between RM76 to RM100 on game top-ups.
39
6
2 3
0
5
10
15
20
25
30
35
40
45
RM0-25 RM26-50 RM51-75 RM76-100
46. SURVEY REPORT
46
How Much Does Group B Spend in Topping Up Credits for their Games in a
Week?
Figure 4.4
The bar chart above shows the amount of money participants from Group B spend in a
week by topping up their game credits. A majority of 33 participants spend between RM0 to
RM25 on credit top-ups and 10 participants spend between RM26 to RM50 on game top-
ups. Only 2 participants spend between RM51 to RM75 on game top ups while the 5
remaining participants from Group A spend between RM76 to RM100 on game top-ups.
33
10
2
5
0
5
10
15
20
25
30
35
RM0-25 RM26-50 RM51-75 RM76-100
48. SURVEY REPORT
48
Would Group A Participants buy Action Figures of their Games?
Figure 4.5
The pie chart above shows the number of participants in Group A who would buy an
action figure based on their games. 8 of the 50 participants will definitely buy action figures
based on their games. 17 of them might buy the action figures some times while the
remaining 25 participants will not buy action figures.
16%
34%
50%
Buying Game Action Figures
Yes Sometimes No
49. SURVEY REPORT
49
Would Group B Participants buy Action Figures of their Games?
Figure 4.6
The pie chart above shows the number of participants in Group B who would buy an
action figure based on their games. Only 6 of the 50 participants will definitely buy action
figures based on their games. 15 of them might buy the action figures some times while the
remaining 29 participants will not buy action figures.
12%
30%
58%
Buying Game Action Figures
Yes Sometimes No
50. SURVEY REPORT
50
Would Group A Participants Lie to Their Family and Friends just to Play A
Game?
Figure 4.7
The pie chart above shows the number of participants in Group A who would lie to their
family and friends just to play their games. 4 of the 50 participants will lie just to play their
games. 3 of them usually lie while 14 of the participants seldom lie. The majority of 29
participants will not lie to their family and friends just to play their games.
8%
6%
28%
58%
Group A Lying to Family and Friends
Every time Usually Seldom No
51. SURVEY REPORT
51
Would Group B Participants Lie to Their Family and Friends just to Play A
Game?
Figure 4.8
The pie chart above shows the number of participants in Group B who would lie to their
family and friends just to play their games. Only 2 of the 50 participants will lie just to play
their games. 4 of them usually lie while 17 of the participants seldom lie. The remaining 24
participants will not lie to their family and friends just to play their games.
4%
14%
34%
48%
Group B Lying to Family and Friends
Every time Usually Seldom No
52. SURVEY REPORT
52
Method to calculate the game addiction of students :
To calculate the game addicts of each age group, we picked a total of 8
questions to be judged. The student gets 1 point for each feedback that is under
the highlighted categories. If the total points of a student gained is 5 and above,
he or she is classified as a game addict. The 8 questions chosen are as the following:
55. SURVEY REPORT
55
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.
57. SURVEY REPORT
57
Inquiry about Game Addiction
1) What is your gender?
Male Female
2) What is your current age?
18 19 20 21 22 23
3) What is your current CGPA?
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
4) How many days do you play games in a week?
Once Twice Thrice Four times Five times Six times
Everyday
5) How long do you usually spend per game session?
1-4 hours 5-8 hours 9-12 hours
13-16 hours 17-20 hours 21-24 hours
6) What is your preferred gaming platform?
Computer Arcade Console Mobile Others:______________
7) What kinds of games do you play? (You can choose more than one answer)
Role Playing (Assassin’s Creed, Mass Effect, etc.)
First Person Shooter (Counter Strike, Modern Warfare, etc.)
Adventure (Tomb Raider, Legend of Zelda, etc.)
Fighting (Tekken, Street Fighter, etc.)
Strategy (Age of Empires, Starcraft, etc.)
Others: _________________
8) Where do you play your games?
At home Outside (Cyber cafes, etc.)
58. SURVEY REPORT
58
9) Do you play games with your friends and family?
Always Seldom Never
10) Which part of the day do you play your games? (You can choose more than one answer)
Morning ( 6 am – 12 pm ) Afternoon ( 12 pm – 6 pm )
Night ( 6 pm – 12 am ) Midnight ( 12 am – 6 am )
11) Do you skip sleep just to finish your game sessions?
Every time Usually Seldom No
12) Do you skip your meals just to finish your game sessions?
Every time Usually Seldom No
13) Do you push away your responsibilities (Studying, chores, etc.) just to play your games?
Every time Usually Seldom No
14) How often do you buy or download games in a month?
Never Once Twice Thrice More than three times
15) How much do you spend just by buying games in a month?
RM0-250 RM251-500 RM501-750 RM751-1000
16) How often do you buy gaming accessories in a year?
Never Once Twice Thrice More than three times
17) How much are you willing to spend just on gaming accessories?
RM0-250 RM251-500 RM501-750 RM751-1000
18) How much do you spend just by topping up credits for your games in a week?
RM0-25 RM26-50 RM51-75 RM76-100
19) Would you ever buy a video game action figure?
Yes Sometimes No
20) Have you lied to your friends and family members just to play games?
Every time Usually Seldom No