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Cybercafés and their Questionable Influences on Students
Team Members:
Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul Anuar
Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura
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.
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.
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
Questionnaire
Frequency of Visits
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
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)
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)
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!
Playing on School Nights
Yes52%
No48%
Do these students play on school nights? (56 students)
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)
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."
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.
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%]
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%]
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.