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Previous studies have shown that playing video games can increase visual percept

ID: 3182324 • Letter: P

Question

Previous studies have shown that playing video games can increase visual perception abilities on tasks presented in the "gaming zone" of the screen (within 5 degrees of the center). A graduate student is interested in whether video games increase peripheral visual perception abilities or decrease attention to peripheral regions because of focus on the gaming zone. He has participants complete a difficult spatial perception task to determine baseline levels of their abilities. Subjects then play an action video game (a first-person combat simulation) for 1 hour a day over 10 days. Subjects then complete the difficult perception task for a second time. The first time the graduate student conducted this study, he used a repeated-measures design and compared the adults' baseline scores with their scores after playing the action video game. However, his results were criticized because some argued that the observed changes in scores could have been attributed to practice-as they completed the spatial perception task twice-rather than being attributed to any effect of playing the action video game. Which of the following are better designs for investigating whether video games increase peripheral visual perception abilities or decrease attention to peripheral regions because of focus on the gaming zone? Check all that apply. The matched-subjects design: The graduate student could use the baseline scores to match each person to another with a similar score. Then he could randomly assign one person in each pair to play the action video game and the other person to serve as a control. Everyone would still complete the spatial perception task twice, but only those not assigned as controls would play the action video game. He could then use a repeated-measures t test comparing the difference in the final scores between the member of the pair who played the action video game and the member who did not. The independent-measures design with assignment by baseline scores to the control and treatment groups: The graduate student could assign those with the lowest baseline scores to play the action video game and have the rest serve as a control group. Both groups would still complete the spatial perception task twice, but only those not in the control group would play the action video game. He could then use the independent-measures t test to compare the scores from the two groups. The repeated-measures design, skipping the baseline test: The graduate student could use a repeated-measures design as he did originally, but have the study participants skip the baseline test and use only the results of the test after playing the action video game. The independent-measures design with random assignment to the control and treatment groups: The graduate student could randomly assign half of his sample to play the action video game and half to serve as a control group. He could use an independent-measures t test to compare scores from the spatial perception task administered to both groups after the treatment group played the action video game.

Explanation / Answer

Answer to the question)

The following designs can be used to make the research more effective:

1. Either there can be a matched pair design , where is the subject's before and after scores are compared and the concluson can be drawn

or

2. the second best way is to form two independent groups by assigning the subjects randomly to two different treatments (games) , and then the mean of two groups can be compared to find the differences

.

Thus the correct answer choices are: "The matched subject design" and "The independent measures design with random assignments to the control and treatment groups"

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