Question One.
Sedentary behaviour is defined as any
waking activity that involves the expenditure of < 1.5 metabolic equivalents
while in a sitting, lying or reclining position. Reduced prolonged sedentary
behaviour (> 6 hours per day) has been found to improve negative health
outcomes such as obesity, cardiovascular disease and metabolic syndrome. Louise
wants to test the effectiveness of two interventions developed to reduce
sedentary behaviour in university students. Twenty-four undergraduate students
were invited to take part in the study and were randomised into one of two
groups: skills-based training or education-based training. Participants in the
skills-based training group were taught skills such as standing techniques
while completing traditionally sedentary tasks. Participants in the education
group were provided online talks by sedentary behaviour experts on the dangers
of prolonged sedentary behaviour and the importance of reducing it.
Louise is interested in the following:
·
Are sedentary behaviour scores significantly different depending on what group
students were in? · Are there significant differences
between sedentary behaviour scores at baseline and follow-up?
· Do sedentary behaviour scores
differ significantly as a function of the interaction between intervention
group and time? Louise has assessed sedentary behaviour by measuring students’
time spent sedentary per week using the sedentary behaviour section of the
International Physical Activity Questionnaire (IPAQ). Each student had their
weekly sedentary time measured at baseline and follow-up.
Instructions:
1. Assuming the data is parametric,
conduct the appropriate analysis, including post hoc analyses if necessary.
2. Write a results section in APA format,
incorporating results from the SPSS output, tables and graphs as appropriate.
Question Two.
Virtual reality immerses the user in a
completely digital world that can simulate the real world as well as fictitious
worlds. One use of virtual reality in psychological research is simulating
real-world stressful events as a way of training individuals to become more
resilient to them in their everyday lives. One common stressor that is tested
in virtual reality is a fear of heights.
Kevin is interested in testing how effective
various virtual reality equipment are at inducing stress in participants. For
this experiment, participants were immersed in a virtual environment where they
were standing on a plank on top of a skyscraper. Kevin recruited 18
participants from his local community, all aged between 18 and 25. Participants
took part in three different virtual reality conditions over the course of
three days (one condition per day): a non-immersive condition where
participants were watching the simulation on a 2-D monitor; an immersive
condition where participants wore a head-mounted display in a 2x2 square metre
room enabling them to walk along the virtual plank freely and; a final
immersive condition where participants also wore a head-mounted display but
were asked to stand on a real plank to enhance immersion while standing on a
virtual plank on top of a skyscraper. After each condition, participants were
asked to complete the Perceived Stress Scale (PSS).
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