The best design for this experiment would be a repeated measures design. This is ideal to determine if eating an apple makes you healthy.
<h3>What is an experimental design?</h3>
An experimental design refers to the general structure of an experiment including how people are distributed into the control and experimental group to test a specific phenomenon.
<h3>What is a repeated measures design?</h3>
In a repeated measures design all participants are both parts of the control group, in this case, people who do not eat apples, and the experimental group, or people who eat apples.
<h3>What does this design imply?</h3>
In the case of determining if eating an apple every day, this design implies:
- All participants will be asked to not eat apples every day for a specific period such as one or two months, and health levels will be measured during this time.
- After the first step, all participants will be asked to eat an apple every day during the period, and their health will be measured.
- The researcher can compare the results of each participant, which is more accurate than comparing one participant to another.
Learn more about experiments in: brainly.com/question/1452319
Answer:
choice c. x = 6
Step-by-step explanation:
b(x) = (x+41, what is b—10)
it looks like b = x + 4
b = 10, then
10 = x + 4,
x = 6
It's hard to have √2 points in a basketball game (or almost any game). The number of points scored is a discrete random variable, usually restricted to non-negative integers.
So, you have $15 in total to spend.
1. Subtract your admission fee. 15-5=10
2. Divide 10 by .85 to get the number of games you were able to play. 10 divided by .85 = 11.76
3. Now, since it says the minimum you were able to play, round to the nearest digit. 11.76=11
You were able to play a minimum of 1 game and a maximum of 11 games.
The ordered pairs that are a solution to the equation y=4-2x are (0,4) and (-1,6)