The rapid growth video game popularity has generate concern among practitioners, parents scholars and politicians," wrote researchers Hope M. Cummings and Elizabeth A. Vandewater. "Particularly during adolescence, when social interactions and academic success lay the groundwork for health in adulthood, there is concern that video games will interfere with the development of skills needed to make a successful transition to adulthood." [Source: Cummings, H., & Vandewater, E. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics & Adolescent Medicine, 161(7), 684-689.] Cummings and Vandewater measured the time adolescents spent playing video games and the time they spent doing other activities, such as interacting with family and friends, reading or doi homework, or playing sports. Suppose you decide to conduct a similar study among a random sample of 52 teenage girls who play video games. You want to determine whether the amount of time girls spend playing video games is correlated with the amount of time they exercise, so you ask the girls to keep a log of their activities over a week's time. Let p denote the population Pearson correlation coefficient between the amount of time girls spe playing video games and the amount of time they exercise. Your null hypothesis is and your alternative hypothesis is Your hypothesis test will be test. . The population Pearson correlation coefficient between the amount of time girls spend playing video games and the time they exercise in your sample is r = -0.52. The test statistic for your hypothesis test is t = Use this The value for the degrees of freedom you should use for your hypothesis test is value to set the Degrees of Freedom on the following Distributions tool to find the critical value(s .

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"The rapid growth of video game popularity has generated concern among practitioners, parents,
scholars and politicians," wrote researchers Hope M. Cummings and Elizabeth A. Vandewater.
"Particularly during adolescence, when social interactions and academic success lay the
groundwork for health in adulthood, there is concern that video games will interfere with the
development of skills needed to make a successful transition to adulthood." [Source: Cummings,
H., & Vandewater, E. (2007). Relation of adolescent video game play to time spent in other
activities. Archives of Pediatrics & Adolescent Medicine, 161(7), 684-689.]
Cummings and Vandewater measured the time adolescents spent playing video games and the
time they spent doing other activities, such as interacting with family and friends, reading or doing
homework, or playing sports.
Suppose you decide to conduct a similar study among a random sample of 52 teenage girls who
play video games. You want to determine whether the amount of time girls spend playing video
games is correlated with the amount of time they exercise, so you ask the girls to keep a log of
their activities over a week's time.
Let p denote the population Pearson correlation coefficient between the amount of time girls spend
playing video games and the amount of time they exercise. Your null hypothesis is
. Your hypothesis test will be
and your alternative hypothesis is
test.
The population Pearson correlation coefficient between the amount of time girls spend playing
video games and the time they exercise in your sample is r = -0.52.
The test statistic for your hypothesis test is t =
Use this
The value for the degrees of freedom you should use for your hypothesis test is
value to set the Degrees of Freedom on the following Distributions tool to find the critical value(s).
.
Transcribed Image Text:"The rapid growth of video game popularity has generated concern among practitioners, parents, scholars and politicians," wrote researchers Hope M. Cummings and Elizabeth A. Vandewater. "Particularly during adolescence, when social interactions and academic success lay the groundwork for health in adulthood, there is concern that video games will interfere with the development of skills needed to make a successful transition to adulthood." [Source: Cummings, H., & Vandewater, E. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics & Adolescent Medicine, 161(7), 684-689.] Cummings and Vandewater measured the time adolescents spent playing video games and the time they spent doing other activities, such as interacting with family and friends, reading or doing homework, or playing sports. Suppose you decide to conduct a similar study among a random sample of 52 teenage girls who play video games. You want to determine whether the amount of time girls spend playing video games is correlated with the amount of time they exercise, so you ask the girls to keep a log of their activities over a week's time. Let p denote the population Pearson correlation coefficient between the amount of time girls spend playing video games and the amount of time they exercise. Your null hypothesis is . Your hypothesis test will be and your alternative hypothesis is test. The population Pearson correlation coefficient between the amount of time girls spend playing video games and the time they exercise in your sample is r = -0.52. The test statistic for your hypothesis test is t = Use this The value for the degrees of freedom you should use for your hypothesis test is value to set the Degrees of Freedom on the following Distributions tool to find the critical value(s). .
t Distribution
Degrees of Freedom
= 51
ЛАД
-3.0
-2.0
-1.0
0.0
1.0
2.0
3.0
t
At a significance level of a = 0.05, the critical value(s) for your hypothesis test is
(are)
With this critical value you will
the null hypothesis
and
conclude that there is a significant correlation between the amount of time girls
spend playing video games and the amount of time they exercise.
Given your conclusion, what is the most appropriate interpretation of your result?
The more time girls spend playing video games, the more time they spend exercising.
The more time girls spend playing video games, the less time they spend exercising.
This study found no linear relationship between the time girls spend playing video games
and time spent exercising.
O Playing video games takes away from the time girls spend exercising.
Transcribed Image Text:t Distribution Degrees of Freedom = 51 ЛАД -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 t At a significance level of a = 0.05, the critical value(s) for your hypothesis test is (are) With this critical value you will the null hypothesis and conclude that there is a significant correlation between the amount of time girls spend playing video games and the amount of time they exercise. Given your conclusion, what is the most appropriate interpretation of your result? The more time girls spend playing video games, the more time they spend exercising. The more time girls spend playing video games, the less time they spend exercising. This study found no linear relationship between the time girls spend playing video games and time spent exercising. O Playing video games takes away from the time girls spend exercising.
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