Chapter+3+(Methodology)

In the previous chapter, we have discussed the issue of gaming on students and other research that have been done on this topic by other researcher.
 * 3.0 Methodology**

This research will be conducted on 60 respondents consists of 50 UMP students and 10 UMP lecturers or staffs varied from the range of age, gender, races, and faculty. The 60 respondents are going to be randomly selected.
 * 3.1 Sample**

In this research we have two methods of gathering data. As a primary tool we use questionnaires method. For secondary tool we use observation method. A set of questionnaire has been developed consisting of ten multiple choice questions for section B and five demographic questions in the form of open ended questions for section A. The questions in section B were developed to examine respondents’ perception and view of the research topic “The Effect of Game on Student”. The questionnaire for section B is derived from our research question which are: • What influence does video games brought on students? • What are the advantages and disadvantages of playing games? • Why are students addicted to playing games? We choose questionnaire as primary tool because it is easier to collect the data, and later to analyze it. The observation method is chosen as second tool to verify the data collected using primary tool.
 * 3.1 Data Collection Method**

The questionnaire will be given out to respondents in the weekend. The respondents will be given a few hours to complete the questionnaire. The questionnaire is given in the weekend so the respondents have enough time to answer the questionnaire. Respondents can answer it by discussing with their colleagues. For observation method, we choose the respondents carefully without telling them that they are being observe.
 * 3.2 Procedure**

The data collected will be analyzed, and then presented in pie charts in the next chapter.
 * 3.3 Data Analysis**