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Financial incentives for college students. Do students who
Chapter 8, Problem 99SE(choose chapter or problem)
Financial incentives for college students. Do students who play virtual-reality educational software games perform better in school? If so, software designers will use this information to create more attractive and motivating educational software. In a study published in Educational Technology & Society (April 2005), a class of 90 elementary schoolchildren were randomly divided into two groups of 45. One group used a virtual-reality game called VR-ENGAGE to learn about geography. The other group learned geography on the computer with a simple user interface. All students were given an exam at the beginning and the end of the learning period. The difference in test scores was used to find the percentage improvement in scores for each student. The following table summarizes the results for the two groups.
a. Visually inspect the summary results. Does it appear that the mean improvement in scores for the virtual reality group is greater than the mean for the simple user interface group?
b. Conduct an analysis (either a confidence interval or a test of hypothesis) at \(\alpha\ =\ .05\) to support your observation in part a.
Questions & Answers
QUESTION:
Financial incentives for college students. Do students who play virtual-reality educational software games perform better in school? If so, software designers will use this information to create more attractive and motivating educational software. In a study published in Educational Technology & Society (April 2005), a class of 90 elementary schoolchildren were randomly divided into two groups of 45. One group used a virtual-reality game called VR-ENGAGE to learn about geography. The other group learned geography on the computer with a simple user interface. All students were given an exam at the beginning and the end of the learning period. The difference in test scores was used to find the percentage improvement in scores for each student. The following table summarizes the results for the two groups.
a. Visually inspect the summary results. Does it appear that the mean improvement in scores for the virtual reality group is greater than the mean for the simple user interface group?
b. Conduct an analysis (either a confidence interval or a test of hypothesis) at \(\alpha\ =\ .05\) to support your observation in part a.
ANSWER:Step 1 of 3
a) Let be the mean improvement in scores of the VR-ENGAGE and be the
mean improvement in scores of the Simple User interface.
Here we have the following summary data.
VR-ENGAGE |
Simple User Interface |
|
n: |
45 |
45 |
43.15 |
32.48 |
|
S: |
12.57 |
9.26 |
From the above summary data, we observe that the mean improvement in scores
for virtual-reality group (VR-ENGAGE) is greater than the mean improvement
in scores for the simple user interface.