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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 r ange 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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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.-