To study whether video game players are better than non-video game players at crossing the street when presented with distractions, participants 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 games players took an average of 5.1 seconds to cross the street, with a standard deviation of 0.8 second. Assume that the time, x, to cross the street for the population of video game players has mu = 5.1 and sigma = 0.8. Now consider a sample of 30 students and let x bar equal the same mean time (in seconds) to cross the street in the simulator. Determine the probability that x bar > 5.5.

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To study whether video game players are better than non-video game players at crossing the street when presented with distractions, participants 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 games players took an average of 5.1 seconds to cross the street, with a standard deviation of 0.8 second. Assume that the time, x, to cross the street for the population of video game players has mu = 5.1 and sigma = 0.8. Now consider a sample of 30 students and let x bar equal the same mean time (in seconds) to cross the street in the simulator.

Determine the probability that x bar > 5.5.

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