Top-Rated Free Essay
Preview

Experimental Design

Good Essays
984 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Experimental Design
The hypothesis I am evaluating is whether playing violent video or computer games makes children more aggressive and violent. The independent variable in the hypothesis is playing violent video games. The dependent variable is aggressive and/or violent behavior. To test this hypothesis, I will design an experiment.
First, I will randomly select 36 sixth grade students, 18 males and 18 females, from Delhi Public School. I will obtain a list of all sixth grade students (approximately 100 students) from the principal, stratify the list by sex, then randomly select 18 students from the list of males and 18 students from the list of females. Computer generated random numbers will be used to make the selections. Parents of the selected children will be contacted via telephone, informed of the nature of the study, and, if they agree verbally to allow their child to participate ( telephonic conversation would be recorded). If a selected child’s parent does not allow them to participate, an alternate will be randomly selected using the procedure described above. After all 36 parental consent, the students will be contacted and asked personally if they are willing to participate in a study evaluating video and computer games. They will not be told the study is about violence in such games else the children might alter their behavior if they knew the true nature of the study.
Once the 36 students agree to be in the study, they will be randomly assigned to 3 groups (2 experimental groups and 1 control group), each containing 6 males and 6 females. Computer generated random numbers will be used to make assignments. The three groups will be scheduled to meet separately at the school on three successive afternoons from 10:00am to 2:00 pm. The dependent variable (violent or aggressive behavior) will be operationalized through direct observation. After the students gather on the scheduled time, the students will be placed in a room with table, chairs, and several age appropriate books and toys. The children will be told that they may play with whatever they like, but must remain in the room until the researcher returns for them. There would be CCTV cameras in the room that would “record / watch “ the children play in the room. A research assistant would also be present there to volunteer to watch the children.
The tally sheet lists indicators of violence and aggression and provides a space for marking the number of occurrences witnessed. Aggressive and violent behavior is defined as any behavior that intentionally harms or threatens to harm another person or object and includes verbal as well as physical aggression. Indicators of physical violence or aggression include actually or attempting to hit, slap, punch, kick, pinch, poke, bite, shove, push, bump, stab, cut, shoot, throw something at, or spit on another person or object.
It also includes forcefully taking an object from another person. Indicators of verbal violence or aggression include screaming or yelling at someone or something and insulting or threatening someone or something. Pretend violence (violence that is acted out as a part of play) will not be counted as act of violence or aggression.
To reduce the likelihood of researcher bias or influence, the research assistant will not know whether they are observing an experimental or control group. Tallies from the research assistant will be compared with that as taken down by the researcher after seeing the CCTV camera to assess inter-coder reliability. This one-hour of initial observation serves as the pre-test in the study.
The independent variable in the study (playing violent video games) will be operationalized and measured by varying the exposure of the three groups to violent video games. After the initial hour of free-play, the groups will be moved to another room to play video and computer games. The first experimental group will be encouraged to play and/or watch others play Manhunt, a popular video game that contain somewhat realistic violence. The second experimental group will be encouraged to play and/or watch others play a game containing animated, cartoon-like violence, Super Smash Brothers Brawl. The control group will be encouraged to play and/or watch others play a relatively non-violent computer game, Cityville or Rollercoaster Tycoon 3. The room in which the groups are placed will contain nine computer or video game systems, so all group members may play at the same time. However, participants will be allowed to watch others play if they choose. Research assistant will observe and document how much time each participant spends playing and/or watching video games during a one-hour period.
After playing the video games, group members will be returned to the first room and once again be told that they may play with whatever they like, but must remain in the room until the researcher returns for them. As before, two research assistants will watch the children play for one hour and record instances of aggressive or violent behavior using a tally sheet identical to the one used in the pre-test situation. This one-hour of observation serves as the post-test in the study.
At the end of one hour, the children will be joined by their parents, given greater detail as to the true nature of the study, and thanked for their participation. They will then be allowed to leave with their parents.
After the observations are completed and all the data have been collected, the total number of violent or aggressive acts from the pre-test and post-test situations will be calculated and compared to determine if the number of violent and aggressive acts increased. If the hypothesis is correct, the first experimental group should exhibit the greatest increase, the second experimental group the next greatest, and the control group will show little or no increase. Statistical tests will be performed to determine if any differences are significant.

You May Also Find These Documents Helpful

  • Satisfactory Essays

    2.) have the experimental group run up and down the stairs for 1 minute, this is the Independent variable, have this be done at the same time as the control group rests.…

    • 496 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Reasoning: The amount of soda (explanatory variable) can explain why the three babies (subjects) can experience more or less hyperactivity (response variable). More soda may correlate to more hyperactivity while less soda may correlate to less hyperactivity.…

    • 866 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Procedure: Using distilled water, premeasured containers and objects determine displacement of fluids and density of objects. Use ice and heat measure temperatures in Celsius, Fahrenheit and Kelvin.…

    • 1061 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Gum Lab Report Results

    • 631 Words
    • 3 Pages

    The question being answered in this experiment is, “Which gum will improve memorization the best?” The hypothesis for this experiment is, “If the gum flavor is altered, then one flavor will improve memorization more than another flavor.” The independent variable is the flavor of the gum. The dependent variable is the scores after taking the test with the different flavors. The control group was the test scores without any gum.Experimental group is the two different gum flavors (Spearmint and watermelon). The control variables are the location, the test each participant will take, and the brand of gum. The procedures of testing the gum flavors started with giving the participants the gum and the test. Then let the timer go for 2 minutes, when timer is up tell participant to turn the paper over and begin. Finally, record the average of what they got correct. Repeat.…

    • 631 Words
    • 3 Pages
    Good Essays
  • Good Essays

    In this experiment, the independent variables are the different types of beverages that will be used. The dependant variables (the variables influenced by the different beverages) is the running time (the time that the person will run in one lap), the amount of pushups done in one minute, how many sit-ups is completed by two minutes, and the number of jumping jacks that are done in thirty seconds. I believe that Gatorade will help your athletic performance the most, therefore the other drinks such as water, Arizona Tea, milk, Mott’s Apple Juice, and Coca-Cola is the control group. The controlled variables in the experiment (items that will stay the same) is…

    • 440 Words
    • 2 Pages
    Good Essays
  • Better Essays

    Obedience: Film Summary

    • 1351 Words
    • 6 Pages

    The variable in this study was more of an intervened variable which was not really dependent on another variable and it was not independent either as interaction was necessary in this study. The hypothesis, that is the proposition to be tested here expresses a cause-effect relationship, which was linked to the research question itself. The research involved two volunteers, one of which was givent he role of a teacher and the other a learner. These two participants were to be obedient to a white-coated experimenter who took up the role of an authority figure. The learner was told to memorize a lists of pairs and if he/she couldn’t recall them, an electric shock was given to the learner who was strapped down to a chair; the lab-coated experimenter would give the order to provide this shock which the teacher would supply in turn dependent on his/her obedience level towards the experimenter of authority. With every wrong answer, the voltage of the electric shock rose and the teacher was forced to withstand and watch the learner grunt in discomfort and even scream in agony. The teacher was not informed about one thing and that was that he/she was the only one being…

    • 1351 Words
    • 6 Pages
    Better Essays
  • Satisfactory Essays

    Use this document to help you design your experiment about one of the scenarios from the activity.…

    • 457 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Design an experiment to test whether alcohol consumption influences people’s tendency to become socially aggressive. Be sure to specify your experimental hypothesis and identify your dependent and independent variables, as well as your experimental and control groups. Identify any experimental procedures that would help to ensure the validity or your research.…

    • 443 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    ugik

    • 1268 Words
    • 6 Pages

    2. Professor Taylor provides a review session for half the students taking Psychology 101. Later he compares their test scores against those of the other students. What is the dependent variable in this experiment?…

    • 1268 Words
    • 6 Pages
    Good Essays
  • Satisfactory Essays

    ● Treatment:- They were given a piece of paper which will allocate the students to…

    • 716 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    The effects of an antidepressant medication on reducing symptoms of Major Depressive Disorders in males and females, ages 18 – 25, who have been diagnosed with Major Depressive Disorders and live in Pinellas County, Florida.…

    • 716 Words
    • 3 Pages
    Good Essays
  • Good Essays

    The independent variable in this experiment is the actual violence viewed by the audience and the dependent variable is the heart rate that will be recorded by the participants. The data that is found will be analysed to support the hypothesis, this will be done using graphs.…

    • 1111 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    1. The testing of negative consequences of violent games will cause behavior issues to young adults or kids.…

    • 2527 Words
    • 11 Pages
    Powerful Essays
  • Powerful Essays

    Design of Experiments

    • 1543 Words
    • 7 Pages

    Design of Experiments (DOE) techniques enables designers to determine simultaneously the individual and interactive effects of many factors that could affect the output results in any design. DOE also provides a full insight of interaction between design elements; therefore, it helps turn any standard design into a robust one. Simply put, DOE helps to pin point the sensitive parts and sensitive areas in designs that cause problems in Yield. Designers are then able to fix these problems and produce robust and higher yield designs prior going into production. Here is a simple and practical example that walks you through the basic ideas behind DOE. This example is meant to illustrate the concept in a very easy way to understand DOE and enables you to go on and expand your knowledge on DOE further. DOE Example: Let us assume that we have designed an amplifier and we need to design an experiment to investigate the sensitivity of this amplifier to process variation. In other words, we would like to find out if there are any elements in the design that largely affect the output response due to their high sensitivities to the output measure. In ADS, the DOE tool comes with full supporting plots that enable designers to determine simultaneously the individual and interactive effects of many factors that could affect the output results in any design. Pareto plots, main effects and Interactions plots can be automatically displayed from the Data Display tool for study and investigation. However, in this example DOE is illustrated using a manual calculations approach in order to allow you to observe how the analysis and results are calculated, and what these results mean.…

    • 1543 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Online Games

    • 954 Words
    • 4 Pages

    The benefits of our study is to avoid young students on doing this. And to stop the problems faced by parents about their child addicted to online games and the evil caused by this.…

    • 954 Words
    • 4 Pages
    Good Essays

Related Topics