Scenario 2 Researchers have long known that people feel lonely when they are ostracized by other people. A researcher wonders if being ostracized by a computer also makes people feel lonely. To test their hypothesis, the researcher recruits 18 people to participate in a study and measures their current feelings of loneliness using the Social Loneliness Scale (SLS). The scale's scores range from 0 to 11 and form an interval scale that is normally distributed. After completing the pretest measure of loneliness, participants play a game called Cyberball. In the game, participants simply play catch with computer-generated players. The participants in the study know that the players in the game are computer controlled and are not controlled by human players. When participants begin the game, the computer-generated players pass the ball back and forth with each other to the participant. After 30 throws, the computer-generated players stop passing the ball to the participant. This exclusion (i.e. ostracism) continues for 20 passes before the game ends. After playing the game, all participants complete the SLS again.

MATLAB: An Introduction with Applications
6th Edition
ISBN:9781119256830
Author:Amos Gilat
Publisher:Amos Gilat
Chapter1: Starting With Matlab
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Scenario 2
Researchers have long known that people feel lonely when they are ostracized by other people. A researcher
wonders if being ostracized by a computer also makes people feel lonely. To test their hypothesis, the
researcher recruits 18 people to participate in a study and measures their current feelings of loneliness using the
Social Loneliness Scale (SLS). The scale's scores range from 0 to 11 and form an interval scale that is normally
distributed. After completing the pretest measure of loneliness, participants play a game called Cyberball. In the
game, participants simply play catch with computer-generated players. The participants in the study know that
the players in the game are computer controlled and are not controlled by human players. When participants
begin the game, the computer-generated players pass the ball back and forth with each other to the participant.
After 30 throws, the computer-generated players stop passing the ball to the participant. This exclusion (i.e.
ostracism) continues for 20 passes before the game ends. After playing the game, all participants complete the
SLS again.
Using this vignette and the data below to answer the following questions:
Post-test
scores
Participant
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Pretest
scores
4
5
6
8
4
1
2
6
5
3
4
2
2
4
5
4
3
6
4
5
7
6
5
3
3
5
5
3
5
3
4
4
6
5
4
8
6. Using the data provided, determine the null and alternative hypotheses. Then determine how many tails this
research question has.
7. Using the data provided, recreate this table in Excel and use what you have learned to calculate the mean
difference and standard deviation for the mean differences. Then use these values to calculate the SEM for the
sample
8. Use your calculated SEMs and other values to calculate your obtained t-statistic
9. Using Appendix B in your text, the degrees of freedom for this research question, and the number of tails
your hypothesis has to determine the t-critical value
10. Based on your calculated t-statistic and t-critical value, engage in hypothesis testing. What is your decision
regarding the research question
Transcribed Image Text:Scenario 2 Researchers have long known that people feel lonely when they are ostracized by other people. A researcher wonders if being ostracized by a computer also makes people feel lonely. To test their hypothesis, the researcher recruits 18 people to participate in a study and measures their current feelings of loneliness using the Social Loneliness Scale (SLS). The scale's scores range from 0 to 11 and form an interval scale that is normally distributed. After completing the pretest measure of loneliness, participants play a game called Cyberball. In the game, participants simply play catch with computer-generated players. The participants in the study know that the players in the game are computer controlled and are not controlled by human players. When participants begin the game, the computer-generated players pass the ball back and forth with each other to the participant. After 30 throws, the computer-generated players stop passing the ball to the participant. This exclusion (i.e. ostracism) continues for 20 passes before the game ends. After playing the game, all participants complete the SLS again. Using this vignette and the data below to answer the following questions: Post-test scores Participant Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Pretest scores 4 5 6 8 4 1 2 6 5 3 4 2 2 4 5 4 3 6 4 5 7 6 5 3 3 5 5 3 5 3 4 4 6 5 4 8 6. Using the data provided, determine the null and alternative hypotheses. Then determine how many tails this research question has. 7. Using the data provided, recreate this table in Excel and use what you have learned to calculate the mean difference and standard deviation for the mean differences. Then use these values to calculate the SEM for the sample 8. Use your calculated SEMs and other values to calculate your obtained t-statistic 9. Using Appendix B in your text, the degrees of freedom for this research question, and the number of tails your hypothesis has to determine the t-critical value 10. Based on your calculated t-statistic and t-critical value, engage in hypothesis testing. What is your decision regarding the research question
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