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Conduct an online survey of the afterschool activities of class 6 and class students, taking a sample of 3 students in each. Find information devoted by them in various activities such as studying, playing, television viewing, hobbies, etc. Do you find any difference? What conclusions do you draw and what suggestions do you offer? Specifications of the project include an introduction, 15 open-ended and close-ended questions, conclusion of the study, and suggestions.

User Ed Randall
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Final answer:

The subject question requires designing an online survey to analyze after-school activities of students in class 6 and 7, including the construction of questions, data analysis, and recommendations based on findings. Sample size and its representativeness are vital for the reliability and replicability of such a study.

Step-by-step explanation:

The question pertains to conducting an online survey among class 6 and class 7 students to investigate their after-school activities. The survey's focus is on the amount of time students dedicate to studying, playing, watching television, engaging in hobbies, etc. Based on the data collected, we draw conclusions and offer suggestions for improvement.
Conducting a survey with a small sample size of three students from each class may provide insights but might not be representative of the entire population, leading to skewed results. The project will consist of preparing an introduction, designing 15 open-ended and close-ended questions, analyzing the results to build a conclusion, and proposing suggestions.

Sample Size and Representativeness

When conducting research, the sample size is crucial for accuracy. If the population is the students in one school, a sample size of 150 students might be considered adequate. However, if the population extends to school-aged children and young adults throughout the United States, a much larger sample size would be needed to ensure representativeness and reliability.

Research Findings and Conclusions

Two researchers providing different conclusions about time spent on video games by students could be due to variations in their sample selections or the respondents' environments and habits. The research methodology, including how the samples were collected and the operational definitions used for 'most students,' affect the results. Standardizing these elements is important for the study's replicability and acceptance of the conclusions drawn.

User Cherelle
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