Answer:
The number of games must a store sell in order to be eligible for a reward is 135.
Step-by-step explanation:
Let the random variable <em>X</em> represent the number of video games sold in a month by the sores.
The random variable <em>X</em> has a mean of, <em>μ</em> = 132 and a standard deviation of, <em>σ</em> = 9.
It is provided that the company is looking to reward stores that are selling in the top 7%.
That is,
.
The <em>z</em>-score related to this probability is, <em>z</em> = 1.48.
Compute the number of games must a store sell in order to be eligible for a reward as follows:



Thus, the number of games must a store sell in order to be eligible for a reward is 135.
D because a straight line is 180 degrees. Since 2x+15 and 65 add up to a straight line (180 degrees) in the picture, the answer is D.
Answer:
Since the calculated value of z= -1.496 does not fall in the critical region z < -1.645 we conclude that the new program is effective. We fail to reject the null hypothesis .
Step-by-step explanation:
The sample proportion is p2= 7/27= 0.259
and q2= 0.74
The sample size = n= 27
The population proportion = p1= 0.4
q1= 0.6
We formulate the null and alternate hypotheses that the new program is effective
H0: p2> p1 vs Ha: p2 ≤ p1
The test statistic is
z= p2- p1/√ p1q1/n
z= 0.259-0.4/ √0.4*0.6/27
z= -0.141/0.09428
z= -1.496
The significance level ∝ is 0.05
The critical region for one tailed test is z ≤ ± 1.645
Since the calculated value of z= -1.496 does not fall in the critical region z < -1.645 we conclude that the new program is effective. We fail to reject the null hypothesis .
Answer:
F(2)?
Step-by-step explanation:
Answer:
Step-by-step explanation:
The perimeter is 28".
The total length of three sides of the square = 28-5-5 = 18", so the side length of the square is 18/3 = 6".
The area of the triangle is ½(6)(4) = 12 square inches.
The area of the square is 6² = 36 square inches.
Total area = 12+36 = 48 square inches.