In their survey of how much time young people spent playing video games, psychologists Craig Anderson and Karen Dill used random selection to create a representative sample of American youth.
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Q409: Of the nearly 6,000 people who participated
Q410: The confirmation bias is the tendency to
Q411: Psychological records, medical records, and even school
Q412: One advantage offered by survey research is
Q413: A sample is always representative of the
Q415: Proponents of pseudoscience frequently use scientific jargon
Q416: The case study method is often used
Q417: Random selection is a process in which
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Q419: For survey results to apply to a
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