Sta116 Project
Sta116 Project
INTRODUCTION TO PROBABILITY
AND STATISTICS
(STA116)
GROUP ASSIGNMENT
LECTURER : DR BASRI BADYALINA
GROUP : JCS1104B
SESI: 2021/2022
Table Of Content
1.0 | INTRODUCTION 3
5.0 | CONCLUSION 30
1.0 | INTRODUCTION
Online Game Addiction for UiTM Students are mostly designed for students studying
computer science. Online gaming is hugely popular with young people. Online gaming
addiction has become a serious public health concern around the world. Further research
shows that gaming disorders can also be linked with anxiety, depression, obesity, sleeping
disorders, and stress.
The main purpose of this online survey is to find out how online games affect computer
science students in UiTM Segamat, Johor in their social,educational and daily life, as well as
their physical activity. We may conclude from this survey that online games addiction is
crucial to computer science students in UiTM Segamat, Johor.
In groups, sampling techniques are divided into two categories which are
probability samples and non-probability samples. However, we shall employ
probability samples in this study since non-probability samples are not appropriate for
this study. Non-probability sampling has the significant disadvantage of preventing
the researcher from determining whether the population is properly represented. It
also has an ambiguous sample size because there is no method to determine the
size of the population that is relevant to our study.
qualitative and quantitative. From that, we will choose data that is involved in our
research based on the data collections.
Data collection method is a process of gathering information from all the relevant
sources to find a solution to the research problem. It helps to evaluate the outcome of
the problem.Data collection method that our group uses in this research is online
surveys.
We will conduct an analysis for our research based on the answers supplied by
the participants in response to the query.
Qualitative data
Male 29
Female 74
Table 1: The result of gender and its frequency.
Figure 1: Data shows bar charts of the student’s gender that plays the game.
Figure 2: Data shows pie charts of the student’s gender that plays the game.
2. Status
STATUS NUMBER OF STUDENTS
Single 99
Married 4
Table 2: The result of status and its frequency.
Figure 3: Data shows bar charts of the student’s status that plays the game.
Figure 4: Data shows pie charts of the student’s status that plays the game.
3. College
COLLEGE NUMBER OF STUDENTS
KKA 20
KKB 49
KKC 6
Stay at home 16
Table 3: The result of college and its frequency.
10
Figure 5: Data shows bar charts of the student’s staying that plays the game.
Figure 6: Data shows pie charts of the student’s staying that play the game.
11
4. State
STATE NUMBER OF STUDENTS
Selangor 24
Johor 47
Negeri Sembilan 4
Perak 3
Kelantan 3
Kuala Lumpur 3
Sabah 2
Melaka 1
Perlis 1
Putrajaya 1
Pahang 1
Pulau Pinang 1
Table 4: The result of state and its frequency.
Figure 7: Data shows pie charts of the student’s state that play the game.
12
Horror 25
Sports 25
Fighting 41
Racing 25
Adventure 48
Action 47
Simulation 30
Puzzle 42
Music 29
RPG 3
Cooking 2
Visual Novel 1
FPS 1
Roguelike/ Roguelite 1
Arcade 1
Tetris 1
Table 5: The result of the type of game genre and its frequency.
13
Figure 8: Data shows vertical bar charts of the game genre for the student that plays the
game.
12.00 AM - 3.00 AM 29
3.00 AM - 6.00 AM 8
6.00 AM - 9.00 AM 6
9.00 AM - 12.00 PM 13
12.00 PM - 3.00 PM 16
3.00 PM - 6.00 PM 22
6.00 PM - 9.00 PM 33
9.00 PM - 12.00 AM 70
Table 6: The result of the time of playing games and its frequency.
14
Figure 9: Data shows vertical bar charts of the time playing for the student that plays the
game.
Smartphone 70
Laptop / PC 28
PlayStation 4
Tablet 1
Table 7: The result of the device used for playing games and its frequency.
Figure 10: Data shows pie charts of the device used in playing the game.
15
Yes 39
No 64
Table 8: The result of whether the students skip sleep just to play the game and its frequency.
Figure 11: Data shows pie charts of whether the students skip sleep to play the game.
Stress relief 88
Have fun 94
Work in teams 6
Competition 25
Career 1
16
Figure 12: Data shows vertical bar charts of the reason playing in the game.
17
Quantitative data
10 - 19 22
20 - 29 79
30 - 39 2
Table 10: The result of age and its frequency.
Figure 13: Data shows the histogram in student’s age in playing games.
18
Mean
Σ𝑓𝑥
=
Σ𝑓
(319 + 1935.5 + 69)
=
(22 + 79 + 2)
2323.5
= / 22.5583
103
103
Position of median = = 51.5 ≈ 52
2
Lm =19.5 (20 - 29 is the median class interval), fm = 79, C = 9, <C.F = 22
Median
𝑁
⎡ 2
− < 𝐶.𝐹
⎤× 𝐶
= 𝐿𝑚 + ⎢ ⎥
𝑓𝑚
⎣ ⎦
103
⎡ 2 − 22 ⎤× 9
= 19. 5 + ⎢ ⎥
79
⎣ ⎦
= 22.8608
9.5 0
19.5 22
29.5 101
39.5 103
Table 12: The cumulative table of age.
19
Figure 14: Data shows the ogive in student’s age in playing games.
Σ𝑓 = 103 Σ𝑥 = 73. 5 2 2
Σ𝑥 = 2000. 75 Σ𝑓𝑥 = 2323. 5 Σ𝑓𝑥 = 54425. 75
Table 13: The calculation of a student's age.
2
Variance , σ
2
=
1 ⎡Σ𝑓𝑥2 − (Σ𝑓𝑥) ⎤
𝑛−1 ⎢ 𝑛 ⎥⎦
⎣
2
1 ⎡54425. 75 − (2323.5) ⎤
=
103 − 1 ⎢⎣ 103 ⎥
⎦
1 5398652.25
=
103 − 1 ⎣
⎡54425. 75 − ⎤
103 ⎦
1
=
102
[54425. 75 − 52414. 09951]
20
1
=
102
[2011. 65049]
= 19.7221
𝑚𝑒𝑎𝑛 − 𝑚𝑜𝑑𝑒
Pearson’s Measure of skewness = 𝑠𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝑑𝑒𝑣𝑖𝑎𝑡𝑖𝑜𝑛
22.5583 − 23.3284
= 4.41
= − 0. 1746 (the graft is skewed to the left)
21
1-3 27
4-6 49
7-9 21
10 - 12 6
Table 14: The result of the time spent in playing games and its frequency.
0.5 - 3.5 27 2 54 27
Figure 15: Data shows the histogram of time spent for the students in playing games.
22
Mean
Σ𝑓𝑥
=
Σ𝑓
(27 + 196 + 147 + 60)
=
(27 + 49 + 21 + 6)
533
= / 5.1748
103
103
Position of median = = 51.5 ≈ 52
2
Lm = 3.5 (4 - 6 is the median class interval), fm = 49, C = 3, <C.F = 27
Median
𝑁
⎡ 2
− < 𝐶.𝐹⎤× 𝐶
= 𝐿𝑚 + ⎢ ⎥
𝑓𝑚
⎣ ⎦
103
⎡ 2
− 27 ⎤
= 3. 5 + ⎢ ⎥× 3
49
⎣ ⎦
=5
0.5 0
3.5 27
6.5 76
9.8 97
12.5 103
Table 16: The cumulative table of time spent in playing games.
23
Figure 16: Data shows the ogive of how much time the student play games
2
Variance , σ
2
=
1 ⎡Σ𝑓𝑥2 − (Σ𝑓𝑥) ⎤
𝑛−1 ⎢ 𝑛 ⎥⎦
⎣
2
1 ⎡3403 − (533) ⎤
=
103 − 1 ⎢⎣ 103 ⎥⎦
1 284089
=
103 − 1 ⎣
⎡3403 − 103 ⎦
⎤
1
=
102
[3403 − 2758. 1456]
24
1
=
102
[644. 8544]
= 6.3221
Standard deviation, σ
= 6. 3221
= 2.5144
Mean = 5.1748
Median = 5
Mode = 4.82
25
Figure 17: Data shows the histogram of money spent for the students in playing
games.
Σ𝑓𝑥
Mean = Σ𝑓
(48 × 5.5) + (17 × 15.5) + (6 × 25.5) + (4 × 35.5) + (28 × 45.5)
=
(48 + 17 + 6 + 4 + 28)
1655
=
103
26
= 16. 0680
103
Position of median = 2
= 51. 5
( )
𝑛
2
− 𝑓𝑚−1
Median = 𝐿 + 𝑓𝑚
× 𝑐
𝑚
( )
103
2
− 48
= 10. 5 + 17
× 10
= 12. 5588
Mode = 𝐿
𝑚𝑜
+ ( 𝑓0 − 𝑓1
(𝑓0 − 𝑓1) + (𝑓0 − 𝑓2) ) × 𝑐
= 0. 5 + ( 48 − 0
(48 − 0) + (48 − 17) ) × 10
= 6. 5759
Most students spent RM6.58 on playing games.
27
Figure 18: Data shows ogive of how much money spend by students on games
1 - 10 48 5.5 26 4 1452
Mode = 6. 5759
Median = 11. 0385
Mean = 19. 9126
2
Standard Deviation =
1 ⎡Σ𝑓𝑥2 − (Σ𝑓𝑥) ⎤
𝑛−1 ⎢ 𝑛 ⎥
⎣ ⎦
28
2
1 ⎡72445. 75 − (2096.5) ⎤
= 103−1 ⎢ 103 ⎥
⎣ ⎦
= 291. 8903
= 17. 0848
𝑚𝑒𝑎𝑛 − 𝑚𝑜𝑑𝑒
Pearson’s Measure of skewness = 𝑠𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝑑𝑒𝑣𝑖𝑎𝑡𝑖𝑜𝑛
19.9126 − 6.5759
= 17.0848
= 0. 7806
The graft is skewed to the right.
29
5.0 | CONCLUSION
As a conclusion, from this project we can figure out the online or offline game
addiction among computer science students is in a controlled state and we can
conclude that they are able to divide time between study and playing video games
efficiently and well in UiTM Segamat. From the data analysis we also can say that
most students in UiTM Segamat play video games to have fun and get rid of stress
after a tiring day of studying.
From the survey, we also can conclude that most Computer Science students
in UiTM Segamat use smartphones as their main device for playing video games
compared to other devices like laptops and PlayStation. It is because smartphones
are light which means they can play that game no matter where they are as well as
smartphones can also be taken anywhere. This shows that smartphone usage is very
efficient compared to other devices.
We see that most students in UITM Segamat are also more likely to choose
the time to play video games from 9pm to midnight. This time is suitable because
most students at that time want to calm their minds to release their stress and
pressure from the fatigue of studying all day while playing video games of interest.
This is to lower the rate of video game addiction to a normal level and it can also play
it with friends as well as can strengthen the friendship between them.
30
8 – 10 4–7 1–3
Introduction Gives very clear Gives basic overview of the Gives unclear
overview of the topic and overview of the
topic and issue. issue. Does not topic and issue.
Triggers the interest really trigger the Does not trigger
of readers to read interest of readers to read any interest of
further. further. readers to read
further.
Conclusion Very clear and Moderately clear Not very clear and
concise. Sums up the and concise. Sums up the concise. Does not
whole project. whole really sum up the
project. whole project.
Creativity Use a fun and unique Use a normal way of Use typical and
way of writing. Know writing. Know how to mundane way of
how to capture capture readers’ interest a writing. Does not
readers’ interest. little bit. know how to
Readers feel Readers feel a bit happy capture readers’
extremely happy after reading the report. interest. Readers
after reading the do not feel happy
report. after reading the
report.
31