section 5.2 experimental design. experimental units, subjects and treatments experimental unit –...
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Section 5.2
EXPERIMENTAL DESIGN
EXPERIMENTAL UNITS, SUBJECTS AND TREATMENTS
Experimental Unit – The individuals on which the experiment is being conducted
Subjects – Experimental Units that are human beings
Treatment – A specific experimental condition that is applied to the units – in an attempt to see if it has an effect
EXPERIMENTAL UNITS, SUBJECTS AND TREATMENTS - EXAMPLES
Experimental Unit – 1 acre of land … to have corn planted and harvested later
Subjects – A person who will take a test of some sort
Treatment – For the above, different brands of fertilizer used… or for the subjects, you might have different types of teaching methods, or background music
FACTORS and LEVELS
Factor: The Explanatory Variable … For example … A quantity of fertilizer, or drug, or volume of music
Level: The amount of the factor being applied to the experimental unit … for example … 100 lb, 200 lb, 500lb of fertilizer each month per acre ... 10mg, 20 mg, 30 mg of a drug … 30db, 40 db, 70 db of music played during instruction
PLACEBO
Placebo: A treatment that does not really have any level of the factor we are treating the subjects with
Often referred to a “dummy pill” .. That creates the illusion that a treatment has occurred, when it has not
It is a strategy that allows us to compare the response a subject has merely from the fact that they are undergoing a treatment …to the response from undergoing the real treatment
LURKING VARIABLES
What are they, and what are we gonna do about them
Recall – they were those nasty hidden explanatory elements that might really be at the root cause of some response variable that we cannot account for, know about or control
So, a well designed must havce a CONTROL GROUP with randomized assignments to each group(s).
PLACEBO EFFECT
Placebo Effect – any dummy treatment that triggers a response form the subject (inanimate objects do not think, and psychologically react to placebos). An expectation for a response on the part of the subject or the experimenter can often create the perception of a observed response.
Example- Treating Ulcers – Gastric Freezing – later shown to just be the Placebo Effect
CONTROL GROUP Control Group – The group of subjects or experimental
units that do not receive any treatment for the purposes of comparison. (Example: you might conclude the fertilizer made an incredible difference … only to later compare the harvest to the control group and see it is the same. Lurking variable? Maybe incredibly fantastic weather all season long.
“CONTROL” is the FIRST BASIC PRINCIPLE of experimental design! – BIG IDEA #1
Without Control – Experiments in medical treatments are ALWAYS BIASED in favor of results showing a positive effect.
RANDOMIZATIONBIG IDEA #2
Assigning Subjects to treatment groups Matching of subgroups is helpful – Stratifying
can only go so far in controlling Lurking Variables
Simplest way to ensure that the Lurking Variables are not responsible for the responses .. RANDOMIZATION … assignment by CHANCE ALONE
CORN A vs. CORN B
What if we wanted to see which variety of corn would grow better.
We plant Corn A in plot X We plant Corn B in plot Y How can we tell if the corn grew better due to
the brand of corn? … or the soil, sun, etc. impacting the two plots X and Y?
RHETORICAL … you can’t!
30 RATS
Number all the rats 01 through 30. Use a table of random digits or a computer to
generate random values until 15 rats have been selected.
Assign them to group A Assign the remaining to group B … or alternate group A then group B then
group A, etc.
RANDOMIZED COMPARATIVE EXPERIMENTS
Randomization of assignments assures that experimental units in each group are relatively similar in all respects before treatment
Comparative Design ensures that influences other than the treatment operate equally on both (all) groups.
Therefore differences in response must be due to the treatment OR the random effects of chance
EXPERIEMNTAL UNITS & n
BIG IDEA #3 – Use a big enough n – sample size – so the effects of the variation even out.
The effects of chance do average out over the long-run – and with larger samples
If you only use ONE or a FEW units, then the effects of chance are magnified, and the link to the treatment is ore uncertain
PRINCIPLES OF EXPERIMENTAL DESIGN - SUMMARY
1. CONTROL
2. RANDOMIZING
3. REPLICATION
STATISITICAL SIGNIFICANCE
Statistical Significance – When an observed effect is so large that it would very RARELY occur by chance
Are we saying “IMPOSSIBLE” to occur … NO But YOU the student of statistics must embrace new
interpretations of “POSSIBLE” ... Or “WILL HAPPEN” Flipping a coin right now in front of you 20 times inb a
row HEADS … leads you to conclude that SOMETHING IS FAKE … rather than a RARE EVENT ACTUALLY JUST HAPPENED!
But to be clear – WE NEVER PROVE anything in Statistics
COMLETELY RANDOMIZED
Completely Randomized – All experimental units are assigned at random among all treatment groups
Random Assignment
Group 1 20 Houses
Group 2 20 Houses
Group 3 20 Houses
Treatment 1 Meter
Treatment 2 Chart
Treatment 3 Control
Compare electricity
use
DOUBLE-BLIND
Double-blind - Neither the subjects nor the experimenter are aware of what treatment is being received by the subjects Example: I administer 3 types of pills to patients in
three groups Treatment A, B and the Control Group. I do so by having someone else code the pills, and I record which patients revived which coded pill.
LACK OF REALISM
Lack of Realism – occurs in an experiment where the conditions, environment or situation does not realistically replicate the conditions that we want to study Example: Do YOU or I behave realistically when
you know you are being OBSERVED or EXPERIMENTED ON?
Example: High Center Rear Brake Lights .. I’ll call it the novelty effect – a lurking variable
MATHCED PAIRS DESIGN Matched Pairs Design – An experimental design
in which two units are blocked together to receive the two different treatments.
A subject might receive both treatments, one after the other. Several subjects might be involved to allow for A follows B on half, and B follows A on the other half.
Before and After experiments are also an example. Rate sweetness … FREEZE .. Rate sweetness again
BLOCK DESIGN
Block – a group of experimental units or subjects that are known before the experiment to be similar in some way that is expected to affect the response to the treatments
Block Design – the random assignment of units to treatments is carried out separately within each block