Professional Documents
Culture Documents
AM228
PREPARED FOR:
PREPARED BY:
DATE OF SUBMISSION:
2 May 2022
SPSS EXERCISE 1: SETTING-UP FILE
2 = Female
Age Age 1 = 21 years old and below
2 = 22 years old and above
Variable name is file data and unique. Variable label is composed of a few words that
describe what a variable represents.
Value is used to indicate the label of a variable. Value label is label for coded variables
in our dataset.
No Type of variable
Gender
1 Nominal variable
Program
Faculty
2 Ordinal variable
Age
I compromised co-curriculum activities to use gadget
3 Interval Variable
I use all my time in making myself busy with the gadgets
Number of gadgets owned
4 Ratio Variable
Time spending on the gadget a day
3.0 Respondent data
3.1 Respondent profile
Based on the results of a study of 50 respondents, it found that the percentage of male
was 36%, while female was 64%. In addition, in terms of age, it found that the majority were
21 years old and below which are 86% and the remaining 14% were for 22 years old and beyond.
Other than that, the demography shows that the respondents from the faculty of FSPPP are the
most percentage which is 90% compared to the FSR which is 2%. The rest, 8% indicated that
the respondent was from another faculty. Furthermore, the current academic undertaking of the
most respondents is from degree students which is 96%, and the other 4% are from diploma
students. On top of that, the involvement of some programs from respondents showed that the
most people were from AM228 which was 74%, followed by AM225 which was 16% and the
rest represented 10%. Moreover, according to the types of gadgets owned, that gadget refers
to the portable electronic devices, the data shows that the 96% of respondents have most of the
gadgets of computer/laptop and it is followed by the smartphone and tablet that have 88% and
32% respectively. Meanwhile, for camera gadgets only 16% of respondents have the gadget.
And the other data shows that 4% are more likely to have MP3 and 8% represent the
PlayStation Player (PSP) for the type of gadget owned by the respondent.
The number of gadgets owned is based on how many gadgets that students have in
possession of which there are 6 types meaning that students may have a number of gadgets
from 1 until 6. There are 6% students that only have 1 gadget, 52% of the students have 2
gadgets, 24% of them possess 3 gadgets, 12% have 4 gadgets, 4% of students have 5 types of
gadgets, lastly only 2% or 1 student possess 6 types of gadgets. This shows that 52% or 26
students from 50 students that answer the questionnaire have 2 gadgets. Time spent on gadgets
a day is how long a student spends their time with their gadgets. 58% of the student’s state that
they spend more than 6 hours with gadgets. Followed by students that spend 4 to 6 hours on
gadgets at 30%. While 10% of students spend 2 to 4 hours and the lowest time spend 1 to 2
hours with gadgets is 2% of students. For the purpose of using gadgets, we identify 6 purposes
that are communication, entertainment, study, socializing and gaming. The students need to
choose from 1 to 5 which is most preferable or least preferable. The highest percentage is 64%,
which is the entertainment that is most preferable. While communication and study have 62%
of students choose most preferable for its purpose. The percentage of students that choose the
purpose of socializing as most preferable at 54% is third after communication, entertainment
and study. In contrast, gaming has the highest percentage in terms of least preferable between
all the purposes at 34%. Lastly, the item “I often change my gadget” refers to how frequently
students change their gadget. There are two choices that are provided only once a year and only
when its broken. It recorded 86% of students that change their gadget when it breaks while the
rest only once a year.