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Case study · Read claims about the mind
Three headlines, three studies
A case study for the end of "Read claims about the mind": three headlines traced back to their studies, judged, ranked and rewritten.
Educational, not medical or mental-health advice.
Three headlines appeared on the same news site in one week. The headlines and studies are made up, but each is a common kind. Work through the task yourself first, with the lessons open, then compare your answers with the solution step by step.
Headline A: "Video games make teenagers aggressive, study finds" The study: a survey of 1,200 teenagers about how many hours they play video games and how often they get into arguments or fights. More gaming went with slightly more aggression: r = 0.10, statistically significant (p < 0.001). Not repeated yet.
Headline B: "New supplement boosts memory by 30%" The study: 18 adults, paid for by the supplement's maker, took it for two weeks and did a memory test before and after. Scores rose from 10 to 13 out of 20 on average (p = 0.049). There was no control group, everyone knew what they were taking, and it has not been repeated.
Headline C: "Spacing out study sessions improves exam results, large trial confirms" The study: 1,500 students were randomly assigned to study the same material either all in one evening or spread over a week. The plan was published before the trial began. Those who spaced their study scored higher on the exam a month later (d = 0.4, p < 0.001). The result matches many earlier experiments.
Your task
- For each headline, list what the study can and can't show, using the tools from this path (correlation and cause, experiment design, sample, significance and effect size, replication).
- Rank the three from most to least trustworthy, with one reason each.
- Rewrite headlines A and B so they say only what the evidence shows.
Solution
Try the task first, then open one step at a time and compare.
Step 1: headline A, the video-game survey
- Design: a survey, so it shows a link, not a cause. "Make teenagers aggressive" claims cause.
- Other explanations: a third factor (for example, less supervision at home could lead to both more gaming and more fights), or reverse direction (more aggressive teenagers may be drawn to certain games).
- Numbers: significant because the sample is large, but r = 0.10 is a weak link: gaming hours would account for about 1% of the differences in aggression between teenagers.
- Replication: not yet repeated.
Step 2: headline B, the supplement
- Design: no control group, no placebo, no blinding. Scores could rise because people practised the same test twice, because they expected to improve (placebo), or by chance.
- Sample: 18 people: small, so results swing.
- Significance: p = 0.049, only just under 0.05, from a small study: a fragile result.
- Who paid: the maker, which doesn't make it wrong, but is a reason for extra care.
- "30%": 10 to 13 is a 30% rise in score, but with no control group we can't say the supplement caused any of it.
Step 3: headline C, the spacing trial
- Design: a randomised experiment, so it can show cause, for students like these.
- Sample: 1,500, large.
- Preregistered: the plan was published first, so there was little room for p-hacking.
- Effect size: d = 0.4, between small and medium, a meaningful gain for a free change in study habits.
- Fits other evidence: it matches many earlier experiments on spacing.
Step 4: the ranking
- C, most trustworthy: a large, preregistered, randomised experiment that fits earlier findings.
- A, middle: a large sample, but only a weak link, and it can't show cause.
- B, least trustworthy: tiny, no control group or placebo, paid for by the maker, and only just significant.
Step 5: honest headlines
- A: "Teens who game more report slightly more arguments and fights; the survey can't show games cause it."
- B: "Small, uncontrolled study by supplement maker reports memory gains; a proper trial is needed."
Check yourself
Nothing here is graded or saved.