The popularity of computer, video, online, and virtual reality games has raised concerns about their ability to
Question:
The popularity of computer, video, online, and virtual reality games has raised concerns about their ability to negatively impact youth. Based on a recent survey, 1808 students aged 14 to 18 in Connecticut high schools were classified by their average grades and by whether they had or had not played such games. The following table summarizes the findings.
Grade Average
A's and B's C's D's and F's
Played Games 736 450 193
Never Played Games 205 144 80
a. Find the expected count of students with average grades of A's and B's who have played computer, video, online, or virtual reality games under the null hypothesis that there is no association between grades and game playing in the population of students. Assume that the sample was a random sample of students in Connecticut high schools. SHOW YOUR WORK AND ROUND TO 3 DECIMAL PLACES!
b. Find the chi-square statistic if the expected counts are in the following table. SHOW YOUR WORK AND ROUND TO 3 DECIMAL PLACES!
Expected
A's and B's C's D's and F's
Played Games 717.7 453.1 208.2
Never Played Games 223.3 140.9 64.8
c. From the counts, we find that the chi-square statistic is 6.73. Does the study show that there is a statistically significant relationship between playing games and average grades? Use a significance level of 0.05. Give the degrees of freedom, table value, and your conclusion.
Managing Human Resources
ISBN: 9780176798055
9th Canadian Edition
Authors: Monica Belcourt, Parbudyal Singh, Scott Snell, Shad Morris