We consider the effect of neither student bringing videogames compared to both students bringing them, still using

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We consider the effect of neither student bringing videogames compared to both students bringing them, still using the data in Table 6.19.

(a) Find and interpret a 95% confidence interval for the difference in means between students in rooms in which neither the student nor the roommate brings a videogame and students in rooms in which both the student and the roommate bring a videogame. Comment on the effect of videogames on GPA.
(b) Can we conclude that bringing videogames to campus reduces GPA? Why or why not?


We investigate answers to the questions: How much of an effect does your roommate have on your grades? In particular, does it matter whether your roommate brings a videogame to college? Exercise B.7 on page 306 introduces a study involving n = 210 first-year students who were randomly assigned a roommate. Table 6.19 gives summary statistics on grade point average (GPA) for the first semester depending on whether the student and/or the roommate brought a videogame to campus.

Table 6.19

Student brought Roommate brought Std. Dev. Sample Size videogame videogame No Mean GPA 0.590 0.689 No Yes No Yes 88 3.12


Exercise B.7 on page 306

How much of an effect does your roommate have on your grades? In particular, does it matter whether your roommate brings a videogame to college? A study examining this question looked at n = 210 students entering Berea College as first-year students in the Fall of 2001 who were randomly assigned a roommate. The explanatory variable is whether or not the roommate brought a videogame to college and the response variable is grade point average (GPA) for the first semester.

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Statistics Unlocking The Power Of Data

ISBN: 9780470601877

1st Edition

Authors: Robin H. Lock, Patti Frazer Lock, Kari Lock Morgan, Eric F. Lock, Dennis F. Lock

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