the popularity of computer, video, online, and virtual reality games has raised
ID: 3228943 • Letter: T
Question
the popularity of computer, video, online, and virtual reality games has raised concerns about their ability to negatively impact youth. The data in this exercise are based on a recent survey of 14- to 18- year- olds in Connecticut high schools. Suppose the following are the grade distributions of boys who have and have not played video games. Grade average A's and B's Played 723 Never Played 200, C's Played 461 Never Played 126, andD & F's Played 182 Never Played 66
The null hypothesis "no relationship" says that in the population of all 14- to 18- year-old boys in Connecticut,
the proportions who have each grade average are the same for those who play and don't play video games
. Find the expected counts (±±0.01) if this hypothesis is true and display them in a two-way table. A & B's played_______Neverplayed______, C's Played______Never Played________, D's and F's Played________Never Played__________
Explanation / Answer
below is the expected count table:
Expected E=rowtotal*column total/grand total A and B C's D and F Total played 717.19 456.11 192.70 1366 never played 205.81 130.89 55.30 392 Total 923 587 248 1758Related Questions
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