Anda di halaman 1dari 7

EDUC3628 Numeracy and ICT (2017)

Assignment 1 - Statistical Investigation (Template)


Student Name: Zachary Hean Date: 20th September

Tutor: Douglas McCarty Workshop Day & Time: Wednesday 1-3pm

Step 1 – Problem

a) Develop a RESEARCH QUESTION that is a current educational issue and can be answered by one or more
CENSUS QUESTIONS
From 2008 to 2014, has the modernization of technology decreased physical activity time (sport) and increased gaming time
(video games).

b) Define the key terms of the investigation question e.g. ‘height’ means height measured in cm without shoes.
 Sport is recorded as an estimation of how many hours are spent engaging in playing sports, outdoor games or activities in a
week.
 Video games is also an estimation of how many hours are spent playing computer or video games in a week.
 Modernization concerns the new ease of accessibility of technology.

c) Explain what you already know about the chosen problem, and what you want to find out.
It has been substantially proven that individuals that participate in physical activity every day have improved health benefits.
Routine physical activity is proven to reduce stress, depression and anxiety whilst at the same time improving quality of life
(Warburton, Nicol & Bredin, 2006, p. 806). Those that engage in physical activity are known to live longer and also have a
reduced risk of chronic diseases (Garber, 2011, p.142). However, since technology has been modernized and become so easily
accessible to everyone, physical activity has reduced. This investigation aims to discover if there is a correlation between this
increase in technology, increase in video game time and decrease in physical activity time. The educational issues at hand in this
investigation are interrelated. Students are becoming increasingly dormant and spending more time playing video games. Not
only is it a bad behaviour, there are a number of health risks involved and students are missing out on the health benefits
involved from physical activity.

Step 2: Plan

d) Identify the results you expect to find. Write a sentence that predicts what you think the data will show.
Whilst results may vary, it should be expected that because of the modernization of technology, there should be an increase in
gaming time. As a result, a decrease in physical activity time should be noticeable.

e) Look at the Census At School questionnaire and write down which questions provide the data needed to complete
the investigation.
To answer this question, one main question will need to be examined. That question being: “Estimate how many hours a week
you usually spend doing these activities.” The activities being studied, being measured in hours are: “Playing sports/outdoor
games or activities,” and “Playing computer/video games.”
f) Identify and justify your chosen sample size(s).
Several separate sample sizes will be conducted of about 20 students each. With a group of 20, there is the ability to eliminate
any outliers and still find any patterns in the data without it being a too large a group to work with. The first sample size will look
at physical activity time and video game time in 2008 whilst the other sample sizes will look at the same in several other years.
Having several sample sizes gives the investigation the ability to compare the results over a large period of time, making it
simple to identify results.

Step 3: Data (Organisation and Representation)

g) How did you collect and organise the data?


All data was collected from the Census at School questionnaire through several separate samples. One sample provided data for
Physical Activity Time and Video Game Time in 2008, the other samples provided the same data for the years through to 2014.
The data was then collected and formatted into Microsoft Excel, wherein all unnecessary data was removed. Once the bare
essentials had been organized, the document was then arranged for additional data to be created and input. From there, the

1
mean, median, mode and interquartile ranges were calculated and saved for further interpretation. Finally, after all the
necessary calculations, the required graphs and tables were created, resulting in some clarification for the investigation.

h) Did you use all of the data or “clean it” to eliminate obvious errors? Why or why not?
Because of the sample size used, no data was eliminated. Given the large range of possibilities involved regarding the data,
nothing can be written off. The data used has come from a reliable source and is a trustworthy piece of information that being
the Australian Bureau of Statistics. Regardless of whether the data was ‘cleaned’ or not, the information gathered still displays
what the initial prediction expected.

i) Show how you chose to display the data and explain your choice.

2
Comparison of Each Individual Sample's Physical
Activity Hours per Week Over the Years
45
40
35
Hours per Week

30
25
20
15
10
5
0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sample number

2008 2010 2011 2012 2013 2014

Comparison of Each Individual Sample's Video Game


Hours per Week Over the Years
35

30

25
Hours per Week

20

15

10

0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sample Number

2008 2010 2011 2012 2013 2014

Explanation:
These graphs were used to show the comparison of each individual’s hours spend either playing Sport or Video Games. It also
shows how many hours are spent through each year for each activity, making it easy to compare each sample over the year.
Even though each sample may be similar, the graph aims to show the development of the hours spend over the years.

3
Total Hours of 20 Samples of Physical Activity per Week
300

250

200
Total Hours

150

100

50

0
2008 2010 2011 2012 2013 2014
Year

Total Hours of 20 Samples of Video Games per Week


250

200

150
Total Hours

100

50

0
2008 2010 2011 2012 2013 2014
Year

Explanation:
These graphs were created to show the development of each activity over several years. The total hours of each sample size
were added up to create a total sum of hours spent either playing Sport or Video Games. Once all data was created from each
year, a graph was able to be produced to show the pattern of how students were spending their time over several years. The
result can be seen as a reduced amount of time spend playing Sport (Physical Activity) and an increase in time spent playing
video games.

4
Comparison of Sample Size Total Comparison of Sample Size Total
Hours - 2008 Hours - 2012
Video Games Physical Activity Video Games Physical Activity

117 180 hours


hours (49%)
(30%)
189 hours
267
(51%)
hours
(70%)

Comparison of Sample Size Total Comparison of Sample Size Total


Hours - 2010 Hours - 2013
Video Games Physical Activity Video Games Physical Activity

145 125
hours hours
(46%) (40%)
254 187 hours
hours (60%)
(64%)

Comparison of Sample Size Total Comparison of Sample Size Total


Hours - 2011 Hours - 2014
Video Games Physical Activity Video Games Physical Activity

151 110
hours hours
(43%) (35%)
203 hours 203
(57%) hours
(65%)

Explanation:
Pie graphs were created to show the comparison of percentage difference between the hours spent doing either Physical
Activity or Video Games. Having a graph for each year also shows how each activity has developed over the years. This
percentage comparison also assists a great deal in answering the set investigation question, showing a pattern involved in how
students spend their time.

5
Explanation:
Boxplots represented a way to display essentially the range and the average time spent of a certain activity in a certain year.
Creating these graphs at the beginning and conclusion of the years being investigated assisted in showing the development of
each activity over several years. The graphs give a great visual representation of how each activity has progressed through
either increasing or decreasing over time.

 Produce and clearly display your data using summary statistics (Mean, median, mode, range, and
interquartile range) displayed in a table. Again, only display what is necessary to address your question(s)
and explain your choice.

SUMMARY STATISTICS

PHYSICAL ACTIVITY MEAN MEDIAN MODE RANGE MAX TOTAL IQR


TIME (hrs)
2008 12.7 8.5 6 37 40 254 9
2014 5.5 5 1 12 12 110 9
CHANGE -7.2 -3.5 -5 -25 -28 -144 0

VIDEO GAME TIME MEAN MEDIAN MODE RANGE MAX TOTAL IQR
(hrs)
2008 5.85 2.5 0 22 22 117 8
2014 9 6.5 10, 4, 2 31 32 180 6.25
CHANGE 3.15 4 2, 4, 10 9 10 63 -1.75

6
Step 4: Analysis

j) Interpret the data and summarise what the data infers about the research question(s) that you set.
It is clear by looking at the data under investigation that certain evaluations can be made from the years 2008 to 2014. Taking
into account the modernization of technology and the ease of accessibility certain links can be made. Looking at the summary
statistics for Physical Activity Time, it is clear that in 2008 there was many more hours of Sport played compared to 2014. It
can also be seen, from the sample size, that there were 144 less hours of Sport played in 2014 compared to 2008. Per person,
we can determine that 144 hours divided through the sample size of 20 is a loss of 7.2 hours of Sport per week, an
extraordinary amount if that was the case through an entire population. Now in regards to the Video Game time, we can find
opposing results. Instead of a large loss of hours over the 6-year period, we can find an increase in hours spent playing Video
Games from 2008 to 2014. Referring to the research question, whether the increase in hours comes as a result of the
modernization of technology, we cannot be certain. However, looking at the data provided, an educated guess would certainly
suppose that the modernization of technology did increase the amount of hours spent playing Video Games in general.

Step 5: Conclusion

k) What is the answer to the original question(s)?


From looking at the data, an educated conclusion can be made. From 2008 to 2014 the modernization of technology has led to
an increase in time spent playing Video Games. As a result, students have spent less time playing sport, subsequently leading
to a decrease in Physical Activity time.

l) What meaning can be taken from the results? Can the results be generalized beyond the sample? How could the
results be applied to real life? Where should the results not be used, or used with caution?
Because of the drastic trend and change in behaviour over the years, the results should be looked at to ensure that the trend
does not continue and end up in disaster. The results were taken from a student based sample, meaning that it cannot be
generalized through a whole population. However, considering the direction the trend is moving in, certain responsibility
should be taken into account to ensure it does not happen for an entire population. To prevent further damage in young
people, the results could be used in many Physical Activity programs, aiming to encourage students to participate in more
sport and less video games. From looking at all the graphs and tables provided, it is evident that time spent for Physical
Activity is continually decreasing and time spent for Video Games is constantly increasing. Whether it be from the
modernization of technology and the ease of accessibility it is not certain. Regardless of how the change in time use has come
about, the direction that it is heading is a major concern.

References:
 Garber, C. E., Blissmer, B., Deschenes, M. R., Franklin, B. A., Lamonte, M. J., Lee, I. M., ... & Swain, D. P. (2011). American
College of Sports Medicine position stand. Quantity and quality of exercise for developing and maintaining
cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescribing exercise.
Medicine and science in sports and exercise, 43(7), 1334-1359.
 Warburton, D. E., Nicol, C. W., & Bredin, S. S. (2006). Health benefits of physical activity: the evidence. Canadian medical
association journal, 174(6), 801-809.

Anda mungkin juga menyukai