Factorial Designs: A Simple Example
Factorial Designs: A Simple Example
A Simple Example
Probably the easiest way to begin understanding factorial designs is by looking at an example.
Let's imagine a design where we have an educational program where we would like to look at a
variety of program variations to see which works best. For instance, we would like to vary the
amount of time the children receive instruction with one group getting 1 hour of instruction per
week and another getting 4 hours per week. And, we'd like to vary the setting with one group
getting the instruction in-class (probably pulled off into a corner of the classroom) and the other
group being pulled-out of the classroom for instruction in another room. We could think about
having four separate groups to do this, but when we are varying the amount of time in
instruction, what setting would we use: in-class or pull-out? And, when we were studying setting,
what amount of instruction time would we use: 1 hour, 4 hours, or something else?
With factorial designs, we don't have to compromise when answering these questions. We can
have it both ways if we cross each of our two time in instruction conditions with each of our two
settings. Let's begin by doing some defining of terms. In factorial designs, a factor is a major
independent variable. In this example we have two factors: time in instruction and setting. A
level is a subdivision of a factor. In this example, time in instruction has two levels and setting
has two levels. Sometimes we depict a factorial design with a numbering notation. In this
example, we can say that we have a 2 x 2 (spoken "two-by-two) factorial design. In this notation,
the number of numbers tells you how many factors there are and the number values tell you how
many levels. If I said I had a 3 x 4 factorial design, you would know that I had 2 factors and that
one factor had 3 levels while the other had 4. Order of the numbers makes no difference and we
could just as easily term this a 4 x 3 factorial design. The number of different treatment groups
that we have in any factorial design can easily be determined by multiplying through the number
notation. For instance, in our example we have 2 x 2 = 4 groups. In our notational example, we
would need 3 x 4 = 12 groups.
We can also depict a factorial design in design notation. Because of the treatment level
combinations, it is useful to use subscripts on the treatment (X) symbol. We can see in the figure
that there are four groups, one for each combination of levels of factors. It is also immediately
apparent that the groups were randomly assigned and that this is a posttest-only design.
Now, let's look at a variety of different results we might get from this simple 2 x 2 factorial
design. Each of the following figures describes a different possible outcome. And each outcome
is shown in table form (the 2 x 2 table with the row and column averages) and in graphic form
(with each factor taking a turn on the horizontal axis). You should convince yourself that the
information in the tables agrees with the information in both of the graphs. You should also
convince yourself that the pair of graphs in each figure show the exact same information graphed
in two different ways. The lines that are shown in the graphs are technically not necessary -- they
are used as a visual aid to enable you to easily track where the averages for a single level go
across levels of another factor. Keep in mind that the values shown in the tables and graphs are
group averages on the outcome variable of interest. In this example, the outcome might be a test
of achievement in the subject being taught. We will assume that scores on this test range from 1
to 10 with higher values indicating greater achievement. You should study carefully the
outcomes in each figure in order to understand the differences between these cases.
Factorial design is an important method to determine the effects of multiple variables on a
response. Traditionally, experiments are designed to determine the effect of ONE variable upon
ONE response. R.A. Fisher showed that there are advantages by combining the study of multiple
variables in the same factorial experiment. Factorial design can reduce the number of
experiments one has to perform by studying multiple factors simultaneously. Additionally, it can
be used to find both main effects (from each independent factor) and interaction effects (when
both factors must be used to explain the outcome). However, factorial design can only give
relative values, and to achieve actual numerical values the math becomes difficult, as regressions
(which require minimizing a sum of values) need to be performed. Regardless, factorial design is
a useful method to design experiments in both laboratory and industrial settings.
Factorial design tests all possible conditions. Because factorial design can lead to a large number
of trials, which can become expensive and time-consuming, factorial design is best used for a
small number of variables with few states (1 to 3). Factorial design works well when interactions
between variables are strong and important and where every variable contributes significantly.
Scientific research involves a systematic process that focuses on being objective and gathering a multitude
of information for analysis so that the researcher can come to a conclusion. This process is used in all
research and evaluation projects, regardless of the research method (scientific method of inquiry, evaluation
research, or action research). The process focuses on testing hunches or ideas in a park and recreation
setting through a systematic process. In this process, the study is documented in such a way that another
individual can conduct the same study again. This is referred to as replicating the study. Any research done
without documenting the study so that others can review the process and results is not an investigation
using the scientific research process. The scientific research process is a multiple-step process where the
steps are interlinked with the other steps in the process. If changes are made in one step of the process, the
researcher must review all the other steps to ensure that the changes are reflected throughout the process.
Parks and recreation professionals are often involved in conducting research or evaluation projects within
the agency. These professionals need to understand the eight steps of the research process as they apply to
conducting a study. Table 2.4 lists the steps of the research process and provides an example of each step
for a sample research study.
Step 1: Identify the Problem
The first step in the process is to identify a problem or develop a research question. The research problem
may be something the agency identifies as a problem, some knowledge or information that is needed by the
agency, or the desire to identify a recreation trend nationally. In the example in table 2.4, the problem that
the agency has identified is childhood obesity, which is a local problem and concern within the community.
Discourse analysis (DA), or discourse studies, is a general term for a number of approaches to
analyze written, vocal, or sign language use, or any significant semiotic event.
The objects of discourse analysisdiscourse, writing, conversation, communicative eventare
variously defined in terms of coherent sequences of sentences, propositions, speech, or turns-attalk. Contrary to much of traditional linguistics, discourse analysts not only study language use
'beyond the sentence boundary', but also prefer to analyze 'naturally occurring' language use, and
not invented examples. Text linguistics is a closely related field. The essential difference between
discourse analysis and text linguistics is that it aims at revealing socio-psychological
characteristics of a person/persons rather than text structure.[1]
Discourse Analysis
Discourse analysis is a qualitative research method that investigates the use of language in social
contexts. Concerned with the creation of meaning through talk and texts, discourse analysis
provides insights into the way language works to help shape and reproduce social meanings and
forms of knowledge (Tonkiss, 2012, p. 403). Grounded in social constructivism, which
emphasizes the sociocultural interactions as sources of knowledge, discourse analysis is based on
the following three theoretical assumptions (based on Potter,1996) :
Quasi-Experimental Design
A quasi-experimental design is one that looks a bit like an experimental design but lacks the key
ingredient -- random assignment. My mentor, Don Campbell, often referred to them as "queasy"
experiments because they give the experimental purists a queasy feeling. With respect to internal
validity, they often appear to be inferior to randomized experiments. But there is something
compelling about these designs; taken as a group, they are easily more frequently implemented
than their randomized cousins.
I'm not going to try to cover the quasi-experimental designs comprehensively. Instead, I'll present
two of the classic quasi-experimental designs in some detail and show how we analyze them.
Probably the most commonly used quasi-experimental design (and it may be the most commonly
used of all designs) is the nonequivalent groups design. In its simplest form it requires a pretest
and posttest for a treated and comparison group. It's identical to the Analysis of Covariance
design except that the groups are not created through random assignment. You will see that the
lack of random assignment, and the potential nonequivalence between the groups, complicates
the statistical analysis of the nonequivalent groups design.
The second design I'll focus on is the regression-discontinuity design. I'm not including it just
because I did my dissertation on it and wrote a book about it (although those were certainly
factors weighing in its favor!). I include it because I believe it is an important and often
misunderstood alternative to randomized experiments because its distinguishing characteristic -assignment to treatment using a cutoff score on a pretreatment variable -- allows us to assign to
the program those who need or deserve it most. At first glance, the regression discontinuity
design strikes most people as biased because of regression to the mean. After all, we're assigning
low scorers to one group and high scorers to the other. In the discussion of the statistical analysis
of the regression discontinuity design, I'll show you why this isn't the case.
Finally, I'll briefly present an assortment of other quasi-experiments that have specific
applicability or noteworthy features, including the Proxy Pretest Design, Double Pretest Design,
Nonequivalent Dependent Variables Design, Pattern Matching Design, and the Regression Point
Displacement design. I had the distinct honor of co-authoring a paper with Donald T. Campbell
that first described the Regression Point Displacement Design. At the time of his death in Spring
1996, we had gone through about five drafts each over a five year period. The paper (click here
for the entire paper) includes numerous examples of this newest of quasi-experiments, and
provides a detailed description of the statistical analysis of the regression point displacement
design.
There is one major class of quasi-experimental designs that are not included here -- the
interrupted time series designs. I plan to include them in later rewrites of this material.