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Is this valid? Determine whether each of the following simulation designs is valid. Justify your answer. (a) According to a recent survey, 50% of people aged 13 and older in the United States are addicted to email. To simulate choosing a random sample of 20 people in this population and seeing how many of them are addicted to email, use a deck of cards. Shuffle the deck well, and then draw one card at a time. A red card means that person is addicted to email; a black card means he isn’t. Continue until you have drawn 20 cards (without replacement) for the sample. (b) A tennis player gets 95% of his second serves in play during practice (that is, the ball doesn’t go out of bounds). To simulate the player hitting 5 second serves, look at pairs of digits going across a row in Table D. If the number is between 00 and 94, the serve is in; numbers between 95 and 99 indicate that the serve is out.

Short Answer

Expert verified
Both simulation designs are valid.

Step by step solution

01

Understanding Simulation (a)

The problem statement for (a) involves simulating the choice of a random sample of 20 people using a deck of cards to represent the proportion of addiction. Here, a red card represents addiction (50%), while a black card does not represent addiction (50%).
02

Assessing Validity of Simulation (a)

Using a deck of 52 cards, with an equal number of red and black cards (26 each), accurately represents the 50% addiction rate for the sample. Drawing 20 cards without replacement does not affect the proportion significantly for this small sample size and accurately simulates the problem. Hence, this design is valid.
03

Understanding Simulation (b)

The problem statement for (b) involves simulating a tennis player's success rate of 95% in second serves using pairs of digits from 00 to 99. Numbers between 00 and 94 represent a successful serve, while 95 to 99 represent a failed serve.
04

Assessing Validity of Simulation (b)

The simulation design uses numbers 00 to 94 to represent a 95% success rate, which correlates with the player's performance. As each pair of digits has an equal chance and there are 100 possibilities (00-99), the success-failure proportion accurately reflects the player's statistics, making the design valid.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Probability
Probability is a fundamental concept in understanding simulations. It refers to how likely an event is to occur based on certain conditions or inputs. In the context of the given exercise, we explore the probability of two distinct events: people's addiction to email and a tennis player’s successful serve. Let's start with email addiction. In part (a), we're considering a situation where it's 50% likely that any chosen person in a group of 20 is addicted to email. Each trial (or draw from a deck of cards, in this case) results in an outcome of either being addicted or not. Therefore, the probability for each outcome is equally split—50% for addiction (red card) and 50% for no addiction (black card). Next, consider the tennis player's success rate in part (b). The problem defines a 95% probability of successful serves, meaning there is a 5% probability of a serve going out. Here, probability tells us that if he attempts 5 serves, each attempt has a high chance of being successful within the defined boundaries (00 to 94). Understanding these probabilities helps us determine the most likely outcomes when simulations are run.
Random Sampling
Random sampling is an essential tool in simulations because it ensures that every individual or event has an equal opportunity of being selected within a sample. This principle is crucial for generating reliable and unbiased results. In the exercise, random sampling is demonstrated through two main activities: - For scenario (a), using a deck of cards ensures randomness. By shuffling the deck and drawing cards one by one, randomness is achieved because each card has an equal probability of being drawn each time. Even though cards are drawn without replacement, the sample size is small enough (20 cards out of 52) that the effect on probability is minimal. - In scenario (b), random sampling is used through digit pairs which have equal probability from 00 to 99 in the simulation. Each digit pair equally represents potential outcomes of the tennis player's serves. Random sampling in simulations helps create a more accurate representation of the real-world processes being modeled.
Simulation Design
Simulation design involves creating a model that accurately reflects the real-world scenario we aim to study. The design determines the methods and tools that will be used for the simulation. In part (a) of the exercise, the simulation is designed using a deck of cards where the colors substitute for addiction or no addiction. The choice of 52 cards divided into red and black provides a tangible way to simulate a 50% probability scenario, which is both simple and effective. For part (b), the simulation utilizes digit pairs to represent successful and unsuccessful tennis serves. The choice of numbers from 00 to 99 ensures that 95% of these numbers (00 to 94) can accurately model the player's real-life serve success rate. This realistic representation is key in reflecting the player’s actual performance probability. Good simulation design must always ensure that the method used accurately reflects the probabilities and outcomes it aims to simulate.
Representativeness
Representativeness in simulations relates to how well the model or process reflects the real-world situation it is simulating. For simulations to be useful, they need to resemble the true nature of the phenomenon they emulate. In the given exercise: - The use of cards in scenario (a) is representative of the 50% addiction rate because it mirrors the equal split between addiction and non-addiction. Despite using only 20 cards, the proportions remain close enough to be representative of a larger population under realistic constraints. - Similarly, the digit pairs in scenario (b) are a good representation of the 95% serving success rate. The assignment of 95 possible success numbers (out of a total of 100) accurately reflects the high likelihood of success for each serve. To achieve a representative simulation, it is crucial to maintain the proper proportion and randomness in sampling. This ensures that the simulated results align closely with what would be expected in reality, allowing for meaningful insights and decisions based on the simulation.

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