08-hum-telecommunications-reflection on survey-17nathanh (commented by jennilea
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Reflection on Telecommunication survey
Part 1
The following is how my group created all the questions on our survey. We
first had a discussion regarding our research question; in the end, we agreed to
make it ‘how do PC games affect your life in different ways?’ We chose this
particular question since it felt like it was broad enough to have several sub
questions to lead up to answering it. We also chose it because, like most year eights,
we enjoy gaming so we can already think of different ways it has affected our lives.
Having this knowledge allowed us to come up with suitable questions for the people
surveyed. The multiple choice questions had to have appropriate choices, so the
audience could answer easily with not being lead to being bias and not having to
constantly tick the ‘other please specify’ box. We decided to make three different
forms of questions. The first type consisted of questions that tried to get information
on ‘who’ the specific people are. With this information, we can later make
comparisons between different people and their thoughts depending on their gender
and class etc. The second type of question are the straight forward ones; asking for
the viewers’ straight forward opinion. We also added some questions asking for
habits, which we can make assumptions and draw conclusions from. All the
questions share a common trait however; they all lead you to answering the
research question.
In the beginning, our group chose the target audience of students attending
NIST, aged 8-14. We were only thinking about selecting an age range that probably
contains of many PC gamers, so we would get accurate results. We changed this,
however to ‘year 8 students’ attending NIST’ . We did this for a couple important
reasons. Firstly, students under the age of 11 will not yet be in secondary so they
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wouldn’t be able to get full access to the NIST tablets (Yes, gaming is allowed on the
tablets at home). Secondly, it is easier to email the survey to a certain year group
(Y8), rather than sending it to an age range (8-14). Finally, our options for multiple
answer questions may be ideal for mainly Y8s, since we are from that year.
We encountered a couple of problems in this assignment. The first mistake
we made was from miscommunication. We split the assignment up into separate
tasks and then distributed them throughout our three group members. Daniel and I
would do the plan and make the survey on survey monkey, whereas Johannes would
send the survey to the target audience. There was some confusion between Daniel
and myself; I believed the plan was that Daniel would create some of the survey and
plan. After, I would finish the rest. He thought that he only was supposed to do a lot
of questions on survey monkey and nothing on the plan. We ended up with a
finished survey, but only a half-complete plan. The next problem we came across
was when Johannes sent the survey to so many people, including teachers and
administrators, even though they were not in the target audience. He made this
mistake because he copied the ‘send to’ names off another survey which was sent
by someone in a different class. These difficulties were caused mostly by lack of
concentration and deep thought. We have learnt from our mistakes and will put in
more effort to ensure these things won’t happen again. Next time we have a similar
task, we will communicate clearly and make sure we are all on the same page
(thinking alike) at the end of each lesson. Also, we will try to make the questions we
have deeper, to get a more accurate opinions on the research question as well as on
the unit concept, in this case change in telecommunications.
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Part 2
Total : positive – 17 negative – 13
41%
3%20%
5%
8%
23%
Y8 future of PC Gaming Opinions
Technology aspect will improve
(graphics, new controllers etc.) -
16
Be more educational - 1
Will become more addictive - 8
Negative health effects - 2
Will make the gamers worse
people - 3
Viewers didn't answer seriously
- 9
The majority of the people think that in the future, gaming will
improve in technology. This could mean more active people, since
there will probably be consoles where your body is the controller.
The Gaming companies will probably develop this since the market
for similar products (wii) is great. It could also mean more
addictive games.
Dissapointing
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Based on the survey, we can make a conclusion
that people think PC gaming has both positive and negative impacts on society. The
main reason people play games is for entertainment. Gaming also allows you to
socialize with your family and friends. Competing in gaming brings excitement and
adrenaline. Most people play strategy games. A reasonable amount of people play
puzzle games. The two different types can increase the gamer’s knowledge and help
them solve problems in real life.
The following is a chart of results from the question ‘why do you play PC games?’
Gaming also has negative impacts. The main concern of the audience wasthat the gaming would make the gamer’s eyes, neck and hands hurt. The second
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largest point that worried the viewers was that the games would delay homework.
The third was that it would reduce family time. This particular concern was proven in
question 10; ‘If all forms of PC gaming would disappear, what would you do?’ The
most common result was that the people would spend more time (face to face) withfamily and friends. ‘More people will get addicted to PC games as time progresses,’
many of the people surveyed wrote. This statement is also backed up by the results
of question 10. If all forms of PC gaming disappeared from Earth, many of the
people surveyed would be totally bored and find other devices to play video games.
The following is a chart of results from the question ‘why don’t you like PC games?’
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Some of the chart results may be different since some of the people skipped
questions
Also, I don’t really understand question 2c, but I think it is already answered in the
paragraphs before.-