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  • A quote to aid in discussing the idea that uncertainty is undesirable but knowledge of it is desirable in statistics. The quote is by British actress and writer Frances Anne Kemble (1809 – 1893) written in 1838 and quoted in the 1972 book Fanny Kemble Wister, editor, "Fanny: The American Kemble: her journals and unpublished letters."
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  • A quote that might be used in discussing the research cycle where data is gathered in order to reduce uncertainty, which in turn leads to refinement of models and a new quest to reduce remaining uncertainty. The quote is by American educator and classicist Edith Hamilton (1867 – 1963) from her book Spokesmen for God (1949). The quote may also be found at www.quotationsbywomen.com.
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  • A quote to be used in discussing how sufficient data should be able to trump an hypothesis. The quote is by English philosopher and pioneering feminist Mary Wollstonecraft (1759 – 1797) from her 1792 book "A Vindication of the Rights of Woman." .
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  • A song about the different assumptions needed for parametric statistical methods and the importance of checking how well they hold and what effect they may have on the results and conclusions. The lyrics were written in 2017 by Dennis K. Pearl from Penn State University and may be sung to the tune of "Every Breath You Take" written by Sting and made popular by The Police on their 1983 album "Synchronicity." Audio of the parody was produced and sung by students in the commercial music program of The University of Teas at El Paso.

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  • A song to aid in teaching about time series plots and the three principal things to look for in them: long term trends, seasonal or other cyclic patterns, and random fluctuations. The song may to sung to the tune of "You've Got a Friend" by Carole King from her 1971 Tapestry album (and later popularized by James Taylor). The lyrics to the parody were written in 2017 by Dennis K Pearl from Penn State University and Lawrence M Lesser from The University of Texas at El Paso. The audio was produced by Nicolas Acedo with vocals by Erika Araujo, both students in the Commercial Music Program at The University of Texas at El Paso.

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  • A game to aid in teaching experimental design and significance testing (especially one sample, two sample, and matched pair situations). Tangrams are puzzles in which a person is expected to place geometrically shaped pieces into a particular design. The on-line Tangram Game provides students the opportunity to design many versions of the original game in order to test which variables have the largest effect on game completion time. A full set of student and instructor materials are available and were created by Kevin Comiskey (West Point), Rod Sturdivant (Ohio State University) and Shonda Kuiper (Grinnell College) as part of the Stat2Labs collection.

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  • A game to aid in the active learning of linear regression. TigerSTAT is a three dimensional on-line game where students use the game to collect data and explore models for estimating the age of a Siberian tiger. In this game, students act as researchers on a national preserve where they are expected to catch tigers, collect data, analyze their data (using simple linear regression on transformed data), and draw appropriate conclusions. Instructors also have the option of asking students to read a scientific publication discussing current methods in estimating ages of tigers. The TigetSTAT labs handouts were created by Rod Sturdivant (Ohio State University), Kevin Cummiskey (West Point) and John Jackson (West Point). Tietronix Software developed the game. This resource is part of the Stat2Labs collection.

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  • A game for use in the active learning of linear regression and sampling biases. TigerSAMPLING is almost identical to TigerSTAT. However in the TigerSAMPLING game there are additional questions that emphasize BIAS and GENERALIZABILITY. These games collect data and explore models for estimating the age of a Siberian tiger. In this game, students act as researchers on a national preserve where they are expected to catch tigers, collect data, analyze their data (using the simple linear regression on transformed data), and draw appropriate conclusions. The TigetSTAT labs handouts were created by Rod Sturdivant (Ohio State University), Kevin Cummiskey (West Point) and John Jackson (West Point). Tietronix Software developed the game. This resource is part of the Stat2Labs collection.
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  • A game to aid in the active learning of significance testing including power and the limitations of p-values. Statistically Grounded is an on-line game that introduces multivariate issues in a simplified game environment. Students are asked to serve as a consultant for their friend, Joe. Joe is starting his own coffee company and students help him design a study to determine whether factors, such as location, time of day, price, type of music, or some combination of these influence sales. The on-line game allows students to design a study, sample data, and make suggestions on how Joe's business should be run. The game then simulates several months of business based on student's suggestions. The goal is to design a plan that will earn the most sales and make the largest amount of profits. The TigetSTAT labs handouts were created by Rod Sturdivant (Ohio State University) and John Jackson (West Point) as part of the Stat2Labs collection at Grinnell College
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  • A game for the active learning of concepts in experimental design and hypothesis testing in the one sample, two-sample and matched pairs situation. Memorathon is an on-line game in which a person is expected to repeat a sequence of buttons provided by an electronic device. Each time you successfully repeat the given sequence of buttons, the sequence gets longer. The challenge is to remember as long a sequence as possible. Cognitive psychologists test short-term memory using serial recall, which evaluates the ability of people to recall information in the specified order in which it was presented. Measuring how many items a subject can remember in order without an error, called memory span, is also studied. The Memorathon Game is an example of serial recall and memory span. This on-line game provides students the opportunity to design multiple versions of the Memorathon Game in order to test which variables have the largest effect on memory. You can leave all the variables blank when you are simply trying out the game, however, if you want to find your score in the database of results, input any specific course ID and student ID. Memorathon is part of the Stat2Labs collection at Grinnell College which includes instructor notes and student handouts.
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