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Cybercafés and their Questionable Influences on Students Team Members: Fahmi Hamdani Howard Lim Hamizan Mustapa Hazwan Baha Khairul Anuar Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura

Ub0203 Survey Slides

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Page 1: Ub0203 Survey Slides

Cybercafés and their Questionable Influences on Students

Team Members:

Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul Anuar

Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura

Page 2: Ub0203 Survey Slides

Introduction

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.

Page 3: Ub0203 Survey Slides

Background of Cybercafés

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.

Page 4: Ub0203 Survey Slides

Objectives

To investigate:

how much time academic students are spending in cybercafés nowadays

whether they’re spending extra money on food and beverages

the amount of rest they are getting

what they and the customers think of cybercafés

if cybercafés have any true negative influences

Page 5: Ub0203 Survey Slides

Questionnaire

Page 6: Ub0203 Survey Slides
Page 7: Ub0203 Survey Slides
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Frequency of Visits

Page 9: Ub0203 Survey Slides

Purposes of Visits

89%

7%

4%

Usual Purposes of Visits (56 students)

To play games

To do research; no In-ternet access at home

To get work done; no computer at home

Page 10: Ub0203 Survey Slides

Period of Stay

1 - 2 hours

3 - 4 hours

More than 4 hours

0 5 10 15 20 25 30

6

23

27

Usual Period of Stay (56 students)

Page 11: Ub0203 Survey Slides

Preferences of When to Go Out

Before (Eat Out Later)

61%

After (Eat At Home

First)39%

Do these students prefer to go out before or after lunch/dinner hour? (56 students)

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Preferences of What to Eat

88%

13%

Do they prefer to eat out or just settle for Instant Noodles during playtime? (56 stu-

dents)

Eats Out Instant Noodles!

Page 13: Ub0203 Survey Slides

Playing on School Nights

Yes52%

No48%

Do these students play on school nights? (56 students)

Page 14: Ub0203 Survey Slides

Playing on Non-School Nights

8 - 10 pm 11 - 1 am Past 1 am0

5

10

15

20

25

3020

27

9

What time do they play until when there's no school tomorrow? (56 students)

Page 15: Ub0203 Survey Slides

Types of Aggressions

22%

17%

14%

47%

When you lose a game, do you...?(56 students)

scold teammates

scream out profanities

impulse to bang tables and throw stuff

"Just a game. It's cool; I'll get them next time."

Page 16: Ub0203 Survey Slides

FINDINGS

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.

Page 17: Ub0203 Survey Slides

Is a Cybercafe Beneficial to the General Public?

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%]

Page 18: Ub0203 Survey Slides

Does a Cybercafé Have Bad Influences?

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%]

Page 19: Ub0203 Survey Slides

Conclusion

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.