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Single factor designs
• Involve 1 IV (2 or more levels)
• Ex: Eyewitness memory
• Hypothesis: witnessing a violent event can impair memory for details just preceding the event.
- IV: type of movie (violent, non violent)
- DV: % correct recall
- Results: Violent movie Non violent
movie
Recall 4% 28%
Ex: Liking of odors
Hypotheses:
- An odor encountered frequently will be preferred to a novel one.
- There will be no difference between a novel and a somewhat familiar odor.
• IV: Type of odor (very familiar, somewhat familiar, novel)
• DV: Liking score on Likert scale
• Results: Higher liking scores for very familiar odor. No difference between somewhat familiar and novel.
Advantages
• Economical• Excellent control over variability• Increased sensitivity to find effect of IV
Ex. between-subjects
IVs: 1. Age = young vs. old
2. Dosage = 20 mg vs. 40 mg
DV: # symptoms
2 x 2 factorial design (= 4 conditions)
IV1 IV2
Ex within-subjects
• Longitudinal study
Infants’ interactions (smiles) to their parents (mother vs. father) at 3 different ages (3, 6, 9 mos).
IVs: 1. parents = mother vs. father
2. age = 3 vs. 6 vs. 9 months
DV : % smiling
2 x 3 factorial design ( = 6 conditions but only 1 group)
IV1 IV2
2 gender (male, female) x 2 topic (math, literature) – same pps tested in math and lit.
# IVs:
2 (1 between and 1 within)
# levels:
2 each
# groups of subjects:
2 (male and female)
# conditions (or cells):
4
Male Female
Math 5 5
Lit. 5 5
Gender and Confidence in Math and Lit.
Advantages of factorial designs
• Economy: can examine the effects of more than 1 variable
• Flexibility: choose the number of IVs and of levels.
List Length
Short (10 items) Long (20 items)
Type of Media
Study time Pictures Words Pictures Words
5 min. X X X X
30 min. x x x X
Effect of studying time and list length on memory for pictures vs. words
# IVs:# levels for each IV:#conditions (cells):
# groups of subjects:
3 (list length, type of media, study time)2 for each IV
8
Depends – (1 within/2 between; 2 within/1 betw.)
Examples
• # IVs in a 4 x 2 design: • How many levels in each
IV:• How many conditions:• How many groups:
Examples
• # IVs in a 4 x 2 design: 2• How many levels in each IV:
4 and 2• How many conditions: 8• How many groups: don’t
know
Examples
• # IVs in a 3 x 2 x 2 design: 3
• How many levels in each IV: 3, 2, 2
• How many conditions: 12
Examples
• # IVs in a 2 x 2 x 5 design: 3• How many levels in each IV: 2,
2, 5• How many conditions: 20
Interaction
An interaction is present when the effect of one of the IVs on the DV is not the same at all levels of the second IV.
Design
• 2 diagnostic category (schizophrenic, control) x 2 type of words (emotional, neutral)
• 2 x 2 between-subjects design• 4 cells• 4 groups of subjects• DV: # words recalled
Hypothesis:
- Schizophrenic participants will remember more neutral words than emotional ones
BUT
- Control participants will remember more emotional words than neutral ones.
Type of words
Population Emotional Neutral
Schizophrenic 5 13 9
Control 14 7 10.5
9.5 10
Y
Y
The effect of Type of Words varies with the Type of PopulationOr The effect of Type of Population varies with the Type of Words
Hypothesis:
- High arousal is better for simple tasks than for complex ones
BUT
- low arousal is better for complex tasks than high arousal. (or under low arousal there is a small diff. between simple and complex tasks)
More on interactions
Hypothesis:
Under success, Af.Am captain is evaluated more positively than Cauc. captain
BUT
Under failure, Cauc. Captain is evaluated
more positively than AfAm. Captain
• First IV: race of captain (AfAm, Cauc)• 2nd IV: outcome (success, failure)
• DV: evaluation of captain
Race of captain
Condition AfAm Cauc
Success 309.6 280.6 295.1
Failure 155.3 196.1 175.7
232.45 238.35
Y
Y
Race of captain
Condition AfAm Cauc Diff scores
Success 309.6 280.6 28.7
Failure 155.3 196.1 40.8
Diff. scores 154 85
100
150
200
250
300
350
black white
success
failure
100
150
200
250
300
350
success failure
black
white
Task Difficulty
Anxiety Easy Hard
Low 5.55 1.19 3.37
High 3.34 3.34 3.34
4.45 2.26
The effect of task difficulty
differs across the levels of
anxiety:
For low Anx., an easy task
yields a better performance
than a hard task,
BUT for high Anx., the
performance is the same for
easy and hard tasks
DV: mean number of tasks completed
Task Difficulty
Anxiety Easy Hard
Low 5.55 1.19 3.37
High 3.34 3.34 3.34
4.45 2.26
The effect of Anxiety
differs across the levels of
Task difficulty:
For an Easy task, Low
Anxiety yields a better
Performance than High
Anxiety,
BUT for a Hard task, Low
Anxiety yields a worse
performance than High
Anxiety
Looking it at the other way
The effect of task
difficulty do NOT differ
across levels of anxiety:
For Low Anxiety, an easy
task yields better
performance than a hard
one
AND for High Anxiety, an
easy task also leads to
better performance than
a hard one
Task Difficulty
Anxiety Easy Hard
Low 4.25 1.10 2.67
High 6.25 3.10 4.7
5.25 2.10
Main Effects of each IV
Overall effect of each IV collapsed across (or averaged over) the levels of the other IV.
• As many main effects as there are IVs.
Is there a main effect of difficulty level?
0
10
20
30
40
50
60
low diff high diff
Diffi culty level
small
large
Ylow Y high3535
0
10
20
30
40
50
60
low diff high diff
Diffi culty level
small
large
xxNo main effect of difficulty level:Performance is similar whether difficulty level is low or high
Is there a main effect of distraction?
0
10
20
30
40
50
60
low diff high diff
Diffi culty level
small
large
YS
YL
X
X
47.5
22.5
0
10
20
30
40
50
60
low diff high diff
Diffi culty level
small
large
x
x
Main effect of distraction: Performance is better whendistraction is small than whenit is large
No main effect of difficulty level: Performance is similar whether difficulty level is lowor high
X X
TV Videogame0
0.51
1.52
2.53
3.54
4.55
Violent Non Violent
Type of Media
# a
gg
res
siv
e r
es
po
ns
es
- No interaction because for both TV and Videogame, violent content yields more aggression than non violent
- Main effect of Type of media? Yes, videogame yields more aggression
- Main effect of Type of Content? Yes, violent content leads to more aggression
TV Videogame0
0.51
1.52
2.53
3.54
4.55
ViolentNon Violent
Type of media
# a
gg
res
siv
e
res
po
ns
es
- Interaction because playing videogame with violent content increasesaggression compared to NV games BUT watching violent TV doesnot increase aggression compared to watching non violent TV
- Main effect of Type of media? Yes, videogame yields more aggression
- Main effect of Type of Content? Yes, violent content leads to more aggression
3 factor interaction
• IV: – A, B, C
• How many main effects: – A, B, C
• How many interactions: – A x B – A x C– B x C– A x B x C
Do men and women recall emotional and non emotional words in the same way and how is it linked with mood?