Case Six: Knowing the Way 217
Case 6
Knowing the Way
Objective: The purpose of this case is to allow students to analyze data.
Summary: The Swamp Palace museum is an interactive museum that teaches visitors the
ways of life on the swamps of the southern United States. It contains over 100 exhibits
demonstrating the ecology of the swamp and the habits of the animals and insects inhabiting it.
Additionally, there are restaurants, swimming, and thrill rides in the forty plus acres and miles
of pathways.
The park was originally government-funded, but now it is self-supporting. While there are
enough visitors, the park has struggled just to break even. The Swamp Palace sought the help
of Marketivity Group, and exploratory research results are provided. The park commissioned
Marketivity to undertake a further study addressing several research questions (see question 3
below for the research questions). Marketivity implemented a quasi-experimental design and
students are asked to analyze the data in the questions below.
Questions:
1. Run frequencies on Gender, Others, and Age. Are any problems evident with coding?
Take any necessary corrective actions.
Gender
Frequency Percent Valid Percent
Cumulative
Percent
Valid Male 65 32.7 32.7 32.7
Coding problem is evident by the 18 respondents coded with a 3 (1=Male and
2=Female)
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