A study was designed to determine whether video game players are better than non-video game players at crossing the street when presented with distractions. Participants (college students) entered a street-crossing simulator. The simulator was designed to have cars traveling at various high rates of speed in both directions. During the crossing, the students also performed a memory task as a distraction. The researchers found that students who are video game players took an average of 5.6 seconds to cross the street, with a standard deviation of 0.6 seconds. Assume that the time, x, to cross the street for the population of video game players has μ = 5.6 and o=0.6. Now consider a sample of 40 students and let x represe the sample mean time (in seconds) to cross the street in the simulator. Complete parts a and b below. a. Find P(x>5.8). P(x>5.8) = (Round to three decimal places as needed.)

Big Ideas Math A Bridge To Success Algebra 1: Student Edition 2015
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ISBN:9781680331141
Author:HOUGHTON MIFFLIN HARCOURT
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Chapter4: Writing Linear Equations
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A study was designed to determine whether video game players are better than non-video game players at crossing the street when presented with
distractions. Participants (college students) entered a street-crossing simulator. The simulator was designed to have cars traveling at various high
rates of speed in both directions. During the crossing, the students also performed a memory task as a distraction. The researchers found that
students who are video game players took an average of 5.6 seconds to cross the street, with a standard deviation of 0.6 seconds. Assume that the
time, x, to cross the street for the population of video game players has μ = 5.6 and o=0.6. Now consider a sample of 40 students and let x represent
the sample mean time (in seconds) to cross the street in the simulator. Complete parts a and b below.
a. Find P(x>5.8).
P(x>5.8) = (Round to three decimal places as needed.)
Transcribed Image Text:A study was designed to determine whether video game players are better than non-video game players at crossing the street when presented with distractions. Participants (college students) entered a street-crossing simulator. The simulator was designed to have cars traveling at various high rates of speed in both directions. During the crossing, the students also performed a memory task as a distraction. The researchers found that students who are video game players took an average of 5.6 seconds to cross the street, with a standard deviation of 0.6 seconds. Assume that the time, x, to cross the street for the population of video game players has μ = 5.6 and o=0.6. Now consider a sample of 40 students and let x represent the sample mean time (in seconds) to cross the street in the simulator. Complete parts a and b below. a. Find P(x>5.8). P(x>5.8) = (Round to three decimal places as needed.)
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