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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