In laparoscopic surgery, a video camera and several thin instruments are inserted into the patient's abdominal cavity. The surgeon uses the image from the video camera positioned inside the patient's body to perform the procedure by manipulating the instruments that have been insert ed. The Top Gun Laparoscopic Skills and Suturing Program was developed to help surgeons develop the skill set necessary for laparoscopic surgery. Because of the similarity in many of the skills involved in video games and laparoscopic surgery, it was hypothesized that surgeons with greater prior video game experience might acquire the skills required in laparoscopic surgery more easily. Thirty-three surgeons partici pated in the study and were classified into the three categories, never used, under three hours, and more than three hours depending on the daily number of hours they played video games at the height of their video game use. They also performed Top Gun drills and received a score based on the time to complete the drill and the number of errors made, with lower scores indicating better performance. Here are the Top Gun scores and video game categories for the 33 participants.? A. Give a complete analysis to compare the means of the Top Gun performance scores for the three groups. This is an observational study. B. Explain why and indicate how this affects the conclusions that can be drawn.

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In laparoscopic surgery, a video camera and several thin instruments are inserted into the patient's abdominal cavity. The surgeon uses the image from the video camera positioned inside the patient's body to perform the procedure by manipulating the instruments that have been insert ed. The Top Gun Laparoscopic Skills and Suturing Program was developed to help surgeons develop the skill set necessary for laparoscopic surgery. Because of the similarity in many of the skills involved in video games and laparoscopic surgery, it was hypothesized that surgeons with greater prior video game experience might acquire the skills required in laparoscopic surgery more easily. Thirty-three surgeons partici pated in the study and were classified into the three categories, never used, under three hours, and more than three hours depending on the daily number of hours they played video games at the height of their video game use. They also performed Top Gun drills and received a score based on the time to complete the drill and the number of errors made, with lower scores indicating better performance. Here are the Top Gun scores and video game categories for the 33 participants.?

A. Give a complete analysis to compare the means of the Top Gun performance scores for the three groups. This is an observational study.
B. Explain why and indicate how this affects the conclusions that can be drawn.

 

 

### Data on Activity Participation

This table categorizes participants based on the amount of time they spend on an activity, divided into three groups: **“Never played,”** **“Under three hours,”** and **“Three or more hours.”** Each group contains a set of numerical data points:

#### Never Played:
- 9379, 8302, 5489, 5334, 4605
- 4789, 9185, 7216, 9930, 4828
- 5655, 4623, 7778, 8837, 5947

#### Under Three Hours:
- 5540, 6259, 5163, 6149, 4398
- 3968, 7367, 4217, 5716

#### Three or More Hours:
- 7288, 4010, 4859, 4432, 4845
- 5394, 2703, 5797, 3758

### Explanation:
- The data appears to represent the number of participants in each category with their respective counts.
- Each value may signify a particular demographic or performance outcome within each group.
- This table can be utilized for further statistical analysis or demographic studies related to activity engagement.

This organized approach aids in understanding trends and engagement levels across different time commitments to the activity in question.
Transcribed Image Text:### Data on Activity Participation This table categorizes participants based on the amount of time they spend on an activity, divided into three groups: **“Never played,”** **“Under three hours,”** and **“Three or more hours.”** Each group contains a set of numerical data points: #### Never Played: - 9379, 8302, 5489, 5334, 4605 - 4789, 9185, 7216, 9930, 4828 - 5655, 4623, 7778, 8837, 5947 #### Under Three Hours: - 5540, 6259, 5163, 6149, 4398 - 3968, 7367, 4217, 5716 #### Three or More Hours: - 7288, 4010, 4859, 4432, 4845 - 5394, 2703, 5797, 3758 ### Explanation: - The data appears to represent the number of participants in each category with their respective counts. - Each value may signify a particular demographic or performance outcome within each group. - This table can be utilized for further statistical analysis or demographic studies related to activity engagement. This organized approach aids in understanding trends and engagement levels across different time commitments to the activity in question.
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