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ne rapia growtn or video game popuiarity nas generatea concern among practitione

ID: 3365109 • Letter: N

Question

ne rapia growtn or video game popuiarity nas generatea concern among practitioners, parents, sCnoiars ana 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 82 teenage boys who play video games. You want to determine whether the amount of time boys spend playing video games is negatively correlated with the amount of time they interact with their parents, so you ask the boys to keep a log of their activities over a week's time Let denote the population Pearson correlation coefficient between the amount of time boys spend playing video games and the amount of time they interact with their parents. Your null hypothesis is Ho:r-0 and your alternative hypothesis is H1: 0 . Your hypothesis test will be a positive tail test. The Pearson correlation coefficient between the amount of time boys spend playing video games and the time they interact with their parents in your sample is r =-0.08 The test statistic for your hypothesis test is t = The value for the degrees of freedom you should use for your hypothesis test is Degrees of Freedom on the following Distributions tool to find the critical value(s) Use this value to set the Degrees of Freedom- 81 3.0 2.0 1.0 0.0 1.0 2.0 At a significance level of 0.05, the critical value(s) for your hypothesis test is (are) value you will correlation between the amount of time boys spend playing video games and the amount of time they interact with their parents. . With this critical the null hypothesis and conclude that there is a significant negative Given your conclusion, what is the most appropriate interpretation of your result? O This study found no linear relationship between the time boys spend playing video games and time spent O There is no linear relationship between the time boys spend playing video games and time spent interacting O The more time boys spend playing video games, the less time they spend interacting with their parents. interacting with their parents. with their parents. Playing video games takes away from the time boys spend interacting with their parents

Explanation / Answer

Sol:

Your null hypothesis is:

Ho: =0

Altedrnative Hypotheissis

H1:< 0

its a left tail test since negatively correlated we want to test.

r=-0.08

n=82

t=r sqrtt(n-2/1-r^2)

=-0.08sqrt(82-2/1-(-0.08)^2

t =-0.718

t critical value is -1.664

take modulus of t cal =|-0.718|=0.718

modulus of t crit=|-1.664|=1.664

t cal < t crit

Fail to reject Null hypothesis.
Accept Null hypotehsis.

ata significance level of 0.05,the critical values of hypothesis test is -1.664.with this critical value you will

Fail to reject the null hypothesis and cannot conclude that there is a significant negative correlation between the amount of time boys spend playing video games and the amount of time they interact with their parents.

your conclusion is :

there is no linear realtionship between the time boys spend playing video games and time spent interacting with their parnts.