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A study was designed to determine whether video game players are better than nonvideo game players at crossing the street when presented with distractions. Participants

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A study was designed to determine whether video game players are better than nonvideo game players at crossing the street when presented with distractions. Participants (college students) entered a streetcrossing simulator. The simulator was designed to have cars traveling at various high rates of speed in both directions. During the crossing, the students also performed a memory task as a distraction. The researchers found that students who are video game players took an average of 6.4 seconds to cross the street, with a standard deviation of 0.8 seconds. Assume that the time, x, to cross the street for the population of video game players has p = 6.4 and o = 0.8. Now consider a sample of 30 students and let )_( represent the sample mean time (in seconds) to cross the street in the simulator. Complete parts a and h below. 3. Find P (b 6.8). P ()1 > 6.8) = 0.003 (Round to three decimal places as needed.) b. The 30 students in the sample are all non-video game players. What inference can you make about p and/or 0' for the population of nonvideo game players? Explain. Note that the sample mean is 6.8. is mostly likely |:| for non-video game players, because it is that a of 6.8 would be obtained from a sample of video game players. There is information to draw a The value of conclusion about

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