t Distribution Degrees of Freedom = 71 .0100 .9800 .0100 ^ ^ ^ -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 -2.380 2.380 t At a significance level of a = : 0.01, the critical value(s) for your hypothesis test is (are) the null hypothesis and conclude that there is a signifi With this critical value you will ation between the amount of time girls spend playing ±2.648 video games and the amount of time they read for pleasure. 1.648 Given your conclusion, what is the most appropriate interpretation of your result? This study found no linear relationship between the time girls spend playing +1.645 -1.442 es and time spent reading for pleasure. The more time girls spend playing video games, the more time they spend reading for pleasure. The more time girls spend playing video games, the less time they spend reading for pleasure. Playing video games takes away from the time girls spend reading for pleasure. "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 72 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 read for pleasure, 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 read for pleasure. Your null hypothesis is H.: p≥ 0 and your alternative hypothesis is H.: p < 0 ▼ Your hypothesis test will be a positive tail ▼ test. The population Pearson correlation coefficient between the amount of time girls spend playing video games and the time they read for pleasure in your sample is r = -0.34. The test statistic for your hypothesis test is t = -3.02 . The value for the degrees of freedom you should use for your hypothesis test is 70 ▼ Use this value to set the Degrees of Freedom on the following Distributions tool to find the critical value(s).
t Distribution Degrees of Freedom = 71 .0100 .9800 .0100 ^ ^ ^ -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 -2.380 2.380 t At a significance level of a = : 0.01, the critical value(s) for your hypothesis test is (are) the null hypothesis and conclude that there is a signifi With this critical value you will ation between the amount of time girls spend playing ±2.648 video games and the amount of time they read for pleasure. 1.648 Given your conclusion, what is the most appropriate interpretation of your result? This study found no linear relationship between the time girls spend playing +1.645 -1.442 es and time spent reading for pleasure. The more time girls spend playing video games, the more time they spend reading for pleasure. The more time girls spend playing video games, the less time they spend reading for pleasure. Playing video games takes away from the time girls spend reading for pleasure. "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 72 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 read for pleasure, 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 read for pleasure. Your null hypothesis is H.: p≥ 0 and your alternative hypothesis is H.: p < 0 ▼ Your hypothesis test will be a positive tail ▼ test. The population Pearson correlation coefficient between the amount of time girls spend playing video games and the time they read for pleasure in your sample is r = -0.34. The test statistic for your hypothesis test is t = -3.02 . The value for the degrees of freedom you should use for your hypothesis test is 70 ▼ Use this value to set the Degrees of Freedom on the following Distributions tool to find the critical value(s).
Big Ideas Math A Bridge To Success Algebra 1: Student Edition 2015
1st Edition
ISBN:9781680331141
Author:HOUGHTON MIFFLIN HARCOURT
Publisher:HOUGHTON MIFFLIN HARCOURT
Chapter4: Writing Linear Equations
Section: Chapter Questions
Problem 14CR
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