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People have said that video games can
actually improve your hand-eye
coordination
 Wanted to see whether this hypothesis
was true

Had our subjects hit the ENTER button on
a calculator as many times as possible
with their thumb in the minute
 Recorded the number of hits along with
their gender, what hand they write with,
and how often they play video games

•The shape of the data is approximately normal
•The mean and median are approximately the same, so either
could be used as the center
•The standard deviation would be used for the spread
When the data is
plotted on the
normal probability
plot, you can see
that the data is very
straight and linear.
This means that the
data fits the normal
model very well.
Collection 1
GENDER
F
PTS
S1 =
S2 =
S3 =
S4 =
S5 =
S6 =
S7 =
S8 =
Row
Summary
M
15
17
32
239
295
239
282
319
297.5
299
328
318
317
353
348
381
387
387
303.333
335.471
320.406
33.3138
23.3456
32.3727
count
min
Q1
median
Q3
max
mean
s
• If we exclude the outlier for females, both the male and female data
plots are approximately normal
• The median and mean for males is higher than the median and mean of
females
• The males have a much smaller spread than the females
Collection 1
VIDEO_GAMES
A
N
327.889
PTS
S1 =
S2 =
S3 =
S4 =
S5 =
S6 =
S7 =
S8 =
Row
Summary
S
312.538
323.9
320.406
9
13
10
32
239
279
276
239
310
294
311
297.5
341
311
327.5
318
356
321
348
348
387
381
358
387
43.7277
28.4682
25.8949
32.3727
mean
count
min
Q1
median
Q3
max
s
•With the exclusion of the outliers, the three boxplots are approximately
normal in shape
•The median of Always is the higher than the median of Sometimes, which
is higher than the median of Never
•The spread of Sometimes is smaller than the spread for Never, which is
smaller than the spread for Always
Distribution by Gender
Marginal Distribution for
both Gender and Video
Game Frequency
Collection 1
VIDEO_GAMES
A
GENDER
Row
Summary
S
F
2
10
3
15
M
7
3
7
17
9
13
10
32
Column Summary
S1 = count
N
Distribution by Video
Game Frequency
Collection 1
VIDEO_GAMES
A
F
GENDER
M
N
Row
Summary
S
2
10
3
0.133333
0.666667
0.2
1
7
3
7
17
0.411765
0.176471
0.411765
1
9
13
10
32
0.28125
0.40625
0.3125
1
Column Summary
15
S1 = count
S2 = row Proportion
Collection 1
VIDEO_GAMES
A
F
GENDER
M
N
Row
Summary
S
2
10
3
15
0.222222
0.769231
0.3
0.46875
7
3
7
17
0.777778
0.230769
0.7
0.53125
9
13
10
32
1
1
1
1
Column Summary
S1 = count
S2 = columnProportion
• Of all females that took part in our
sample, 13.3% said they always play
video games, 66.6% said they never
play video games, and 20% said they
sometimes play video games.
• Of all males that took part in our
sample, 41.1% always play video
games, 17.6% never play video games,
and 41.1% sometimes play video games
• For all subjects who answered that
they always play video games, 22% are
females and 78% are males.
• For all subjects who answered that
they never play video games, 77% were
females and 23% were males.
• For all subjects who answered that
they sometimes play video games, 30%
were females and 70% were males.
Always – 28.1%
Never – 40.6%
Sometimes – 31.3%
Females – 46.9%
Males – 53.1%
•The Chi-Squared value is 8.053 with 2
degrees of freedom
•The P-Value is 0.018, which is less than
the alpha of .05
•This means that the two variables are
dependent on one another
We have concluded that video games
do have an effect on thumb dexterity
 So if your parents are ever yelling at you
for playing too much Xbox, just tell them
your improving your finger dexterity

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