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Basic ANOVA Study Research Proposal

ANOVA Test The focus of this proposal is to use the analysis of variance (ANOVA) to test whether the video games influence behavior. There has been a general public concern on the risk factor of video games on the youth's behavior especially children under 18 years of age. Science Daily (2013) shows that video games are the risk factors to aggression and criminal behavior. Despite this assertion, there still a paucity of valid and reliable academic research on the risk factors of video games on behavior. This proposal attempts to fill the gap by using ANOVA to test whether the video games influence behavior.

Do video games influence the aggressive or criminal behavior?

ANOVA is an appropriate statistical test for the proposal because it will be used to test for a significant difference of two means. Using the ANOVA for the proposal, the researcher will be able to produce valid and reliable results by comparing the two means of sample data of the participants who believe that video games change behavior and participants who do not believe that video game change behavior. Thus, ANOVA is a statistical testing tool to answer the research question.

Statistical Notation Null and Alternative Hypotheses

Null hypothesis Ho: There is no statistical significance that the video games influence the aggressive or criminal behavior.

Alternative Hypothesis H1: There is a statistical significance that the video games influence the aggressive or criminal behavior.

Identification of Types of Errors

The proposal identifies type-I error and the type-II errors for the study....

The type-I error reveals the probability of rejecting the null hypothesis while in actual fact, the null hypothesis is true. The value of alpha reveals 95% confidence when there is a 5% probability of rejecting the null hypothesis. On the other hand, type-II error is the probability of accepting the null hypothesis while in fact the null hypothesis is false. (Jackson, 2012). The type -- II error will occur in the proposal if the study accepts that there is no statistical significance that the video games influence the aggressive or criminal behaviors, while in actual fact, there is a statistical significant.
Method

This section discusses the method of selecting participants as well as identification of variables. The proposal will select participants from the public consisting of parents, schoolteachers, psychology and sociology professionals and students from various schools. The study chooses this category of participants because they will be able to provide an objective and non-bias opinion on the proposal. The proposal will select total number of participants between the age of 18 and 65. There would be 35 males and 25 females and the internet will be used to distribute the questionnaire to the participants. The research will send questionnaires to approximately 600 participants to record the required data for the study.

Identification of the Variables

Video games (independent variables) influence the aggressive or criminal behavior (dependent variable).

Video games (Independent Variable),

Aggressive behavior (Dependent variable),

Criminal behavior…

Sources used in this document:
Reference

Jackson, S.L. (2012). Research methods and statistics: A critical thinking approach (4th ed.). Belmont, CA: Wadsworth.

Office of the Surgeon General. (2001).Youth Violence: A Report of the Surgeon General. National Center for Injury Prevention and Control. USA.

Science Daily (2013). Violent Video Games Are a Risk Factor for Criminal Behavior and Aggression, New Evidence Shows. Science News.
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