In a study of prosocial behavior, a researcher conducted an investigation at two local community youth clubs. In the study, she observed the volunteering choices of teenagers (aged 13–16) at both Club X and Club Y.
All the teenagers experienced VR Simulation A, in which they saw the positive impact of local community service. The virtual characters helping in this simulation were highly personalized avatars resembling popular local social media influencers. After experiencing the VR simulation, and over the next week, the researcher observed the teenagers and recorded whether or not they signed up to volunteer for an upcoming community environmental cleanup.
All the teenagers experienced VR Simulation B, in which they saw the identical positive impact of local community service. The virtual characters helping in this simulation were generic, standardized avatars matched in general appearance but not resembling any known individuals. The spoken narration and storyline used in Simulation B were identical to those in Simulation A. After experiencing the VR simulation, and over the next week, the same researcher observed the teenagers and recorded whether or not they signed up to volunteer for the upcoming community environmental cleanup.
Identify the experimental design used in this investigation. Explain one reason why this design was a suitable choice in this case.
689 exam-style questions on AQA A Level Psychology Scientific processes. Each one has a worked solution and a mark scheme showing where the marks go.