make an example of numerical variable or categorical variable with 2 category with the following of hypothesis and populations, variable, parameters, statistics, sampling ideas and possible biases
Below are the parts of your idea that you must detail, I've included two examples for each requirement, (A) one of a numerical variable, (B) one for a categorical variable with 2 categories, and (C) one for a numerical variable with before/after populations. . Hypothesis, in words (3 points, and if you don't do this I won't consider the rest): (A) Do graduate students play less video games than undergraduate students? I'm curious about this since I'm a grad student and I feel like I play less video games nowadays. (B) Do different percentages of men and women own 3 or more cats? I'm curious about this since I've heard about "crazy cat ladies" but I know of quite a few men that have 3+ cats. (C) Does attending and graduating from college affect someone's IQ? I'm curious about this since I've heard rumors that people with degrees aren't any smarter than those without them. Populations (2 points): (A) Population 1: all graduate students. Population 2: all undergraduate students. (B) Population 1: all men. Population 2: all women. (C) Population 1: all people before they eventually attend and graduate from college. Population 2: all people after they've attended and graduated from college. Variable (1 point): [A) The average amount of time spent playing video games each week. (B) If a person owns 3 or more cats. Or, the number of people in each sample who own 3 or more cats. (C) A person's IQ score. Parameters (0.5 points): [A) /4 or up - the true average of weekly average time spent playing video games by undergraduate students; #2 or Ac- the true average of weekly average time spent playing video games by graduate students, (B) p, or pw - the true proportion of all women who own 3 or more cats; p, or py - the true proportion of all men who own 3 or more cats. (C) ity - the true average difference in peoples' IQs before/after attending and graduating from college. Statistics (0.5 points): [A) 21 or Ty- the sample average of weekly average time spent playing video games by undergraduate students; I2 or I c- the true average of weekly average time spent playing video games by graduate students. (B) p, or pw - the sample proportion of women who own 3 or more cats; pa or py - the proportion of men who own 3 or more cats. (C) d - the true average difference in peoples' IQs before/after attending and graduating from college. Sampling idea and possible biases (2 points): (A) Use a random number generator to choose 25 people from my graduate program and 25 of my undergraduate students to contact for their video game times, Maybe biased since statistics graduate students and undergraduate students taking statistics may not be representative of all graduate and undergraduate students, at large. (B) Go to a bunch of random locations at random times and ask 25 random men and women about their cat ownership. This may be biased because it misses the people who don't leave their houses so much. [C) Find 25 random people who plan on going to college and measure their IQs, then do so after they graduate. This may be biased because the people who report afterwards may be more likely to report if they improved