Answer:
B.
Explanation:
Because the study is relying on the effects of violent video games and how it affects anti-social behavior.
If this was a math problem it'd be:
---> y= effect and signs of anti social behavior.
---> x= violent video games.
--->5= Hours spent playing. (Lets use 5 as a random number to write this as an equation then.)
Equation form:
Most likely would look something like this
(5x=y)
Hope this helped. I know it's late but it came up on my "Selected for you" section so I decided I'd answer it.
<h3>
Answer: 65</h3>
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According to the empirical rule, roughly 68% of the normal distribution is within 1 standard deviation of the mean.
In this case, that tells us 68% of the population is between x = 65 and x = 79. The center is at mu = 72, which is the highest point. On either side of this center is where the curve goes downward as you move away from the center. Note the symmetry as well. Each tickmark represents 1 standard deviation unit.
Because 68% of the class got scores between x = 65 and x = 79, this means 100% - 68% = 32% of the class got a score x such that x < 65, or x > 79
Cut this in half and get (32%)/2 = 16%
16% of the population is in either tail.
16% of the population is the set of x values such that x < 65; we can say that 16% of the population is more than 1 standard deviation from the mean, and also smaller than the mean.
The 16th percentile is the marker where 16% of the population is below that value.
Therefore, the 16th percentile is the value <u> 65 </u>
16% of the class scored less than 65 on the test.
Answer:
zach ran 31680 feet over the weekend.
Step-by-step explanation:
1 mile = 5280, so 6 x 5280 = 31680
Answer:
-3
Step-by-step explanation:
I think it's-3 because it is the closest to a subtraction answer so sorry if I'm wrong
Answer:
Step-by-step explanation: