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Late Again?

Late Again?. A Look at Video Game Usage and Absenteeism in Canadian High Schools. Presented By: Bryan Smith. Table of Contents. Hypothesis Secondary Research Primary Research One Variable Lates per week Grade 12 Males Grade 12 Females All Students Hours of video Games Per Week

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Late Again?

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  1. Late Again? A Look at Video Game Usage and Absenteeism in Canadian High Schools Presented By: Bryan Smith

  2. Table of Contents • Hypothesis • Secondary Research • Primary Research • One Variable • Lates per week • Grade 12 Males • Grade 12 Females • All Students • Hours of video Games Per Week • Grade 12 Males • Grade 12 Females • All Students • Two Variable • Hours of VG per week and Lates per week • Grade 12 Males • Grade 12 Females • All Students • Conclusion • Works Cited

  3. Hypothesis Video game usage has caused an increase in absenteeism.

  4. Secondary Research Due to the nature of my topic, secondary information specifically relating to video game usage and absenteeism does not exist. With this, my investigation is based primarily on my own findings. I was able to find some data which can be related to the amount of hours of video games played per week from a recent study conducted by Statistics Canada.

  5. Statistics Canada My data is slightly different than the data that Statistics Canada collected. The average amount of time spent playing video games for males is 8.95 per week in their data, whereas it was 6.29 in mine. For females their average was 5.04 while mine was 2.43.

  6. Primary Research • Percentage of students that play video games • How many stay up late playing video games • How many lates per week • How many are late due to video games • How many hours are played per week • How many skip class due to video games • How many anticipate video game releases • How many people skip class • How many skips per week What I found:

  7. Survey • Surveyed 500 random students from O.D.S.S. • From those 500, 309 surveys were selected for further analysis • 64 Grade Nine Students, 32 Male/32 Female • 66 Grade Ten Students, 33 Male/33 Female • 80 Grade Eleven Students, 40 Male/40 Female • 99 Grade Twelve Students, 49 Male/50 Female • This survey: • was representative of 19.4% of the O.D.S.S. Population • reflected properly stratified groups (grades Nine through Twelve) • excluded 22 DMC students for accuracy • had a confidence interval of 5.1%, meaning that data will be correct • +/- 5.01% • had a confidence level of 95%, meaning that the survey is correct • 19/20 times

  8. Qualitative Data • For my investigation, I used scales to document the amount of hours of video games played per week. To analyze this I converted the categories to a single numerical value, allowing the data to be measured in quantitative ways such as: mean, median, mode, quartiles, standard deviation and correlation coefficients. • For example: • 1= 0 – 15 hrs per week • 2= 16 – 30 hrs per week • 3= 31 – 50 hrs per week • 4= 51+ hrs per week

  9. One Variable Statistics

  10. Lates Per Week: Grade 12 Males In grade twelve males, lates are relatively common with 53% (+/- 5.01, correct 19/20 times) reporting 1 – 5 lates per week. The average amount of lates per week for grade twelve males is 4.8 lates, based on the mean of 1.96. The median is 2 as well as the mode, so we can say that both are accurate representations of measures of central tendency. Q1 is 1 and Q3 is 2, giving us an IQR of 1. The standard deviation of this data set is high, being 1.08. The outliers would cause a skew in both the mean and deviation making them higher than they should actually be.

  11. Lates Per Week: Grade 12 Females Surprisingly, more grade twelve females reported more lates than did grade twelve males, with 56% (+/- 5.01%, correct 19/20 times) reporting 1-5 lates per week. The average amount of lates per week for grade twelve females is the exact same as that of grade twelve males, 4.8 lates per week. The median and mode are both 2, which are the most accurate representations of measures of central tendency. The IQR is 1, due to the fact that Q3 is equal to two and Q1 is equal to one. The standard deviation of the grade twelve female data set is much lower, being only .86 but it does show that there is less spread in the data, meaning it is more clustered around a few variables. The box and whisker plot also reveals that there are two outliers, the four and five categories. These outliers would cause a shift in the mean and standard deviation.

  12. Lates Per Week: All Students In actuality, 56% (+/- 5.01%, correct 19/20 times) of all students reported zero lates. The mean for all is 1.65 which means that on average students are late for class 3.25 times per week. Again, the median and the mode are the most accurate measures of central tendency. The IQR is 1, which means that 50% of the data lies within the zero and 1 – 5 lates categories. The standard deviation is relatively high, being .97. The outliers are apparent in the four, five and six categories. These outliers affect both the mean and standard deviation. Along with these inaccuracies, the data set shows a right skew, because the mean is greater than the median.

  13. Hours of Video Games Per Week:Grade 12 Males For the Grade 12 Males, 87% reported playing video games and as the graphs show, most of them play in between 0 - 15 hours a week. This means that most of the other numbers are outliers. The mean is 1.3, meaning that the average amount of time spent per week is 4.29 hours. Both the median and mode are 1. The IQR is 0 meaning that the over 75% of the data lies under 1. The standard deviation is .64. There is a definite right skew.

  14. Hours of Video Games Per Week:Grade 12 Females The average amount of time spent playing video games per week for a grade 12 female is 3.43 hours. The mean is 1.24. Only 21/50 reported playing video games. Again, both the median and mode are one, which means that the data is mainly under one number. The IQR is once again 0. With a standard deviation of .54, it shows that the distribution of data is not very wide. Again, there is a right skew.

  15. Hours of Video Games Per Week:All Students All together, secondary students play video games for 4.86 hours per week. The data delivered a mean of 1.34. As in previous examples, the median and mode are both 1. They are the most accurate representations of measures of central tendency. With Q1 and Q3 both being 1, the IQR is 0. Standard deviation is .72. It is another example of a right skew.

  16. Two Variable Statistics

  17. Lates and Hours of Video Games:Grade 12 Males The amount of hours of video games per week and the amount of lates per week in grade twelve males shows a very slight positive relationship. The largest cluster of data is around the 1,1 and 2,1 locations. We also see that in our residual plot the majority of the points are located at either 1,y or 2,y. With this being said, we have to note that any points above x,2 are outliers as they only occur once in the data set, and the data points to the right of the graph (past 2,y, where x is increasing) are also outliers in this data set. With the outliers removed the residual plot shows that a linear model is the best type of representation for this data set. It could be possible that there is a common cause, something else causing both variables to increase.

  18. Lates and Hours of Video Games:Grade 12 Females The majority of our data points are located around 1,1, 1,2, 2,1 and 2,2; with this being said, the four outliers (two located at 1,3, one located at 1,4 and one located at 3,4) cause the line of best fit to be inaccurate of the relationship. With an r2 value .059, it gives us a correlation coefficient of +.24. with the correlation coefficient being positive because of the positive slope of our line of best fit. The correlation coefficient tells us that these variable have a weak relationship. This means that the amount of hours of video games per week has a slight influence on the amount of lates per week. Common cause, seems to be the most likely choice when talking about causation due to the amount of other variables that could cause an increase in both the amount of hours of video games per week and the amount of lates per week.

  19. Lates and Hours of Video Games:All Students Although there is a positive correlation between the amount of hours of video games per week and the amount of lates per week in all secondary school students, the correlation coefficient is very small. FathomTM creates the r2 value, which is equal to .039; then we have to square root that to get our r value of +.20. We know that the correlation coefficient is positive because of the slop of our line of best fit, but this correlation coefficient shows a very low correlation; with the strength being relatively weak. With a low correlation coefficient such as this it is hard to say that the two influence each other directly, we can assume but it would not be very accurate. As for data trends, we cannot look at time related trends due to the lack of a time related variable but we can look at causation. This could easily be a common cause, which could be how the students were raised, their socio-economic status or even their motivation.

  20. Conclusions • The amount of time spent playing video games per week increases the amount of lates per week in an individual • Both video game usage and lates differ between males and females • As grade increased, so did the amount of lates • Males are more likely to be late • Female students spend less time playing video games than male students

  21. Limitations/Further Research • The lack of secondary research decreases the validity of the report • Possible researcher bias could be apparent • Possible response bias could be apparent • Most of the response bias was filtered out by stratifying the 500 surveys to 309 which were properly broken down by grade From my investigation some possibilities further research questions arise such as: • What other factors could influence absenteeism? • Would an experiment group of students allow further research of the topic? • Along with health risks, what other risks are associated with video game usage? • Are technological dependencies becoming more common?

  22. Works Cited ClubSkill. Nov. 2007. 19 Nov. 2007 <http://www.clubskill.com/downloads/ Halo%203/halo3703.JPG>. Average number of hours per week spent doing certain activities. August 20, 2007. 19 Nov 2007 <http://www19.statcan.ca/04/04_0607/04_0607_019_e.htm>

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