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research methedology final
YASIR AL-AZRAQI
Created on April 30, 2022
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Transcript
Yasir Al-Azraqi
STATISTICAL DATA ANALYSIS
Presentation
A 'problem' is a situation or issue that needs to be addressed or resolved.
- Research problem: Effectiveness of using virtual reality technology in treating PTSD
- Model: Investigating effectiveness of VR in reducing PTSD symptoms in individuals who experienced traumatic events.
- Variables: Independent: use of VR technology, Dependent: reduction in PTSD symptoms
- Hypothesis: VR therapy leads to greater reduction in PTSD symptoms compared to traditional therapies
research problem
Steps:
- Research PTSD and current treatments
- Research VR technology and its potential use in treating PTSD
- Develop study protocol, including recruiting participants with PTSD, designing VR intervention, and determining outcome measures.
- Conduct study, collect data from participants
- Analyze data and draw conclusions
- Write up findings in research paper
research problem
14 Thanks
13 Appendices
12 References
11 Limitations of study
10 Recommendations
9 Conclusions
8 Results
7 Design of research
6 Theoretical framework
5 Methodology
4 Research questions
3 Research objective(s)
2 Problem statement
1 Introductio
Index
Appropriate citation is important to give credit to sources and avoid plagiarismSteps for citation in a research paper:
- Identifying sources through a literature review
- Documenting source information, such as authors, date, and title
- Incorporating sources in the text with in-text citations and summaries
- Creating a reference list at the end of the paper in the proper format
- Checking for accuracy and consistency in formatting
- Including all relevant information in the reference list, such as authors, publication year, title, journal name, volume, issue, and page number
Importance of citation
Steps for determining the "quality" of metrics:
- Determine validity: Face, Content, Criterion-related, Construct
- Establish reliability: Test-retest, Inter-rater, Internal consistency
- Use statistical tests, observational studies, and experimental designs for further evaluation.
goodnessof Measures
- Both quantitative and qualitative data can be used to assess the effectiveness of VR technology in treating PTSD
- Quantitative data: self-reported anxiety levels, physiological measurements and standardized assessments
- Qualitative data: focus groups, interviews, to understand patient experiences and views
- Both types of data are needed for comprehensive understanding of therapy's effectiveness and patient experiences.
qualitative and quantitative data
honeymoon period
Hypothesis Based on the data provided, one possible hypothesis is that there is no statistically significant difference in the mean life satisfaction scores of males and females. This hypothesis is supported by the results of the independent samples t-test, which showed no significant difference in the means of life satisfaction scores for the two groups (t = -.375, p = .709). Additionally, the mean difference between the two groups is -.157 with a 95% confidence interval of the difference ranging from -.987 to .673, which suggests that the difference in means is not statistically significant.
Hypothesis
The correlation coefficient is .132, indicating a weak positive correlation and the p-value is .003, which is less than .05, indicating that the correlation is statistically significant. The model summary shows that aggression explains 1.7% of the variance in the number of hours spent playing video games. The ANOVA table confirms that the relationship between video games and aggression is statistically significant, with a p-value of .006. The coefficients table shows that the predictor variable aggression is a statistically significant predictor of the dependent variable video games hours per week with a coefficient of .073 and a p-value of .006. The correlation coefficients between the predictor variable and the dependent variable are equal to .132, which confirms that the correlation between video games and aggression is weakly positive. Therefore, the hypothesis is that there is a positive association between hours of video games played per week and aggression.
- R-squared value of 0.13, indicating 13% of variance in job satisfaction can be explained by independent variables workshift1 and workshift2.
- ANOVA table shows overall model not statistically significant.
- Coefficients table shows constant term is 2.656 and coefficients for workshift1 and workshift2 are 0.353 and 0.285 respectively.
- p-values for both shift1 and shift2 are greater than 0.05, indicating no statistically significant effect on job satisfaction.
- Hypothesis: workshift1 and workshift2 have no effect on job satisfaction.
Hypothesis
Thanks!