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FACULTY OF ADMINISTRATION SCIENCE AND POLICY STUDIES

BACHELOR OF ADMINISTRATIVE SCIENCE (HONS)

AM228

RESEARCH METHODOLOGY AND DATA ANALYSIS (ADS511)

SPSS EXERCISE 1: SETTING-UP FILE AM228 5E

PREPARED FOR:

DR. MAIZATUL AKMAL BINTI MUSA

PREPARED BY:

NAME MATRIC NUMBER

NABIL IZZAT BIN ZULKIFLI 2021120587

MUHAMMAD AIMAN ZAKI BIN 2021393507


AMIRNORDIN

DATE OF SUBMISSION:
2 May 2022
SPSS EXERCISE 1: SETTING-UP FILE

1.0 How to set SPSS data file

SPSS NAME VARIABLE CODING


INSTRUCTIONS
Gender Gender 1= Male

2 = Female
Age Age 1 = 21 years old and below
2 = 22 years old and above

Faculty Faculty 1 = FSPPP


2 = FSR
3= FSKM
4= Other
Current academic undertaking Current academic undertaking 1= Diploma
2= Degree
Program Program 1= AM225
2= AM228
3= CS221
4= CS227
5= CS228
6= CS229
7= CS241
8= CS247
9= CS248
10= CS249
11= SR241
12= SR243
13= Other
Computer/Laptop Computer/Laptop 1= Yes
2= No
Tablet Tablet 1= Yes
2= No
Smartphone Smartphone 1= Yes
2= No
Camera Camera 1= Yes
2= No
MP3 MP3 1= Yes
2= No
Play Station Player (PSP) Play Station Player (PSP) 1= Yes
2= No
Number of gadgets owned Number of gadgets owned 1=1
2=2
3=3
4=4
5=5
6=6
Time spending on the gadget a Time spending on the gadget a 1 = 1 to 2 hours
day day 2 = 2 to 4 hours
3 = 4 to 6 hours
4 = more than 6 hours
Communication Communication 1 = Most Preferable
2= Preferable
3 = Average
4 = Less Preferable
5 = Least Preferable
Entertainment Entertainment 1 = Most Preferable
2 = Preferable
3 = Average
4 = Less Preferable
5 = Least Preferable
Study Study 1 = Most Preferable
2 = Preferable
3 = Average
4 = Less Preferable
5 = Least Preferable
Socialize Socialize 1 = Most Preferable
2 = Preferable
3 = Average
4 = Less Preferable
5 = Least Preferable
Gaming Gaming 1 = Most Preferable
2 = Preferable
3 = Average
4 = Less Preferable
5 = Least Preferable
I often change my gadget I often change my gadget 1 = Twice a year
2 = Once a year
3 = Once a two year
4 = Only when it is broken
B1 - B7 Time spends on gadget 1 = Strongly Agree
2 = Agree
3 = Mixed Feelings
4 = Disagree
5 = Strongly Disagree
C1 - C6 Possession of gadget 1 = Strongly Agree
2 = Agree
3 = Mixed Feelings
4 = Disagree
5 = Strongly Disagree
D1 - D7 Functions of gadget 1 = Strongly Agree
2 = Agree
3 = Mixed Feelings
4 = Disagree
5 = Strongly Disagree
E1 - E7 Gadget dependency 1 = Strongly Agree
2 = Agree
3 = Mixed Feelings
4 = Disagree
5 = Strongly Disagree

2. What are variable names and labels?

Variable name is file data and unique. Variable label is composed of a few words that
describe what a variable represents.

3. What is the value and value label?

Value is used to indicate the label of a variable. Value label is label for coded variables
in our dataset.

Analysis that needs to be performed


2.0 Example of Variables

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

Description of Items Category Frequency Percent (%)


Gender Male 18 36
Female 32 64
Age 21 years old and below 7 14
22 years old and above 43 86
Faculty FSPPP 45 90
FSR 1 2
Other 4 8
Current academic undertaking Diploma 2 4
Degree 48 96
Program AM225 8 16
AM228 37 74
Other 5 10
Computer/Laptop Yes 48 96
No 2 4
Tablet Yes 16 32
No 34 68
Smartphone Yes 44 88
No 6 12
Camera Yes 8 16
No 42 84
MP3 Yes 2 4
No 48 96
Play Station Player (PSP) Yes 4 8
No 46 92
Number of Gadget 1 3 6
2 26 52
3 12 24
4 6 12
5 2 4
6 1 2
Time spending on the gadget a day 1 to 2 hours 1 2
2 to 4 hours 5 10
4 to 6 hours 15 30
More than 6 hours 29 58
Communication Most preferable 31 62
Preferable 8 16
Average 4 8
Less preferable 4 8
Least preferable 3 6
Entertainment Most preferable 32 64
Preferable 7 14
Average 4 8
Less preferable 1 2
Least preferable 6 12
Study Most preferable 31 62
Preferable 7 14
Average 3 6
Less preferable 5 10
Least preferable 4 8
Socialize Most preferable 27 54
Preferable 11 22
Average 6 12
Less preferable 2 4
Least preferable 4 8
Gaming Most preferable 16 32
Preferable 3 6
Average 10 20
Less preferable 4 8
Least preferable 17 34
I often change my gadget Once a two year 7 14
Only when it is broken 43 86
3.2 Describe the background and demography

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.

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