1. The following table presents the number of hours a group of school students played video games during the weekends and the test scores attained by each of them in a test, the following Monday.
(a.) It is believed that a linear relationship exists between the time spent on playing video games and test score attained. Find out the strength of this linear relationship. (b.) Estimate the line of best fit in the scenario. Use this line to find the expected test score for a student who plays video games for 9 hours. 2. A study involves testing whether or not the amount of caffeine consumed affected memory. Fifteen volunteers took part in this study. They were given three types of drink (type A,B and C) containing different levels of caffeine \((50 \mathrm{mg}, 100 \mathrm{mg}\), and \(150 \mathrm{mg}\),
respectively). Volunteers were divided into three groups of five each and were assigned the drink groupwise. They were then given a memory test (In terms of number of words remembered from a list). The results are given in the following table: \begin{equation} \begin{array}{|c|c|c|} \hline \text { Group A (50 mg) } & \text { Group B }(100 \mathrm{mg}) & \text { Group C }(150 \mathrm{mg}) \\ \hline 7 & 11 & 14 \\ \hline 8 & 14 & 12 \\ \hline 10 & 14 & 10 \\ \hline 12 & 12 & 16 \\ \hline 7 & 10 & 13 \\ \hline \end{array} \end{equation}At significance level of \(5 \%\), check whether the mean number of words remembered from the list by the participants belonging to the three groups are significantly different. Assignment Two
Answer the following questions. Each question carries 12 marks.
3. a.) What could be a structured approach to multivariate model building? b.) What are the various assumptions on which the multivariate regression analysis rests? 4. Explain the following: a. ANOVA and MANOVA a. Normal distribution curve b. Snowball sampling techniques c. Degrees of freedom 5. What is the difference between census and survey? Explain the various stages involved in planning and organizing the censuses and surveys. 6. Differentiate between quantitative and qualitative research in the context of data analysis. Discuss tools of data collection used in qualitative research. 7. Differentiate between: a. Type I and type II errors b. Phenomenology and Ethnography c. \(t\) test and \(f\) test d. discrete and continuous variable
Answer the following questions. Each question carries 20 marks
The following table presents the number of hours a group of school students played video games during the weekends and the test scores attained by each of them in a test, the following Monday.
(a.) It is believed that a linear relationship exists between the time spent on playing video games and test score attained. Find out the strength of this linear relationship.
(b.) Estimate the line of best fit in the scenario. Use this line to find the expected test score for a student who plays video games for 9 hours.
Answer:
Part (a): Finding the Strength of the Linear Relationship
Step 1: Calculating the Means
First, we calculate the mean of the hours played (bar(x)\bar{x}) and the mean of the test scores (bar(y)\bar{y}).
sum dx=-6,quad sum dy=-4,quad sum dx^(2)=92,quad sum dy^(2)=2132,quad sum dx*dy=-360\sum d x = -6, \quad \sum d y = -4, \quad \sum d x^2 = 92, \quad \sum d y^2 = 2132, \quad \sum d x \cdot d y = -360
Step 4: Calculating the Regression Coefficient
The regression coefficient (b_(yx)b_{yx}) is calculated as follows:
b_(yx)=(n sum dxdy-(sum dx)(sum dy))/(n sum dx^(2)-(sum dx)^(2))b_{yx} = \frac{n \sum d x d y – (\sum d x)(\sum d y)}{n \sum d x^2 – (\sum d x)^2}
Step 2: Estimating the Test Score for 9 Hours of Gameplay
Now, we estimate the test score (yy) for a student who plays video games for 9 hours (x=9x = 9):
y=-4.0674 xx9+93.97y = -4.0674 \times 9 + 93.97
After calculating, we find:
y=57.3633y = 57.3633
Summary
The strength of the linear relationship between time spent on playing video games and test scores is represented by the regression coefficient b_(yx)=-4.0674b_{yx} = -4.0674.
The line of best fit is y=-4.0674 x+93.97y = -4.0674x + 93.97.
For a student playing video games for 9 hours, the expected test score is approximately 57.36.
A study involves testing whether or not the amount of caffeine consumed affected memory. Fifteen volunteers took part in this study. They were given three types of drink (type A,B and C) containing different levels of caffeine (50mg,100mg(50 \mathrm{mg}, 100 \mathrm{mg}, and 150mg150 \mathrm{mg},respectively). Volunteers were divided into three groups of five each and were assigned the drink groupwise. They were then given a memory test (In terms of number of words remembered from a list). The results are given in the following table:
Group A (50 mg)
Group B (100 mg)
Group C (150 mg)
7
11
14
8
14
12
10
14
10
12
12
16
7
10
13
Group A (50 mg) Group B (100 mg) Group C (150 mg)
7 11 14
8 14 12
10 14 10
12 12 16
7 10 13| Group A (50 mg) | Group B (100 mg) | Group C (150 mg) |
| :—: | :—: | :—: |
| 7 | 11 | 14 |
| 8 | 14 | 12 |
| 10 | 14 | 10 |
| 12 | 12 | 16 |
| 7 | 10 | 13 |
At significance level of 5%5 \%, check whether the mean number of words remembered from the list by the participants belonging to the three groups are significantly different.
Answer:
To determine whether the mean number of words remembered by participants in the three groups (A, B, and C) are significantly different, we will conduct an ANOVA (Analysis of Variance) test. This test is appropriate when comparing the means of three or more groups.
Hypotheses Formulation
Null Hypothesis (H_(0)H_0): The means of all three groups are equal (mu _(A)=mu _(B)=mu _(C)\mu_A = \mu_B = \mu_C).
Alternative Hypothesis (H_(1)H_1): At least one group mean is different.