The popularity of computer, video, online, and virtual reality games has raised concerns about ...

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         The popularity of computer, video, online, and virtual reality   games has raised concerns about their ability to negatively impact youth. The   data in this exercise are based on a recent survey of 14- to 18- year- olds   in Connecticut high schools. Here are the grade distributions of boys who   have and have not played video games:               Grade average           A's and B's C's D's and F's Total       Played games 724 453 190 1367       Never played games 197 153 64 414       Total 921 606 254 1781                  The null   hypothesis "no relationship" says that in the population of all 14-   to 18- year-old boys in Connecticut, the proportions who have each grade   average are the same for those who play and don't play video games.              Find the   expected counts (±0.01) if this hypothesis is true and display them in a   two-way table.                A's and B's C's D's and F's        Played games           Never played games            

    • 8 years ago
    Expecetd counts: [For every case, expected count = (row total)(column total)/grand total] ...
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      Thepopularityofcomputervideoonlineandvirtualrealitygames.xls