Mistake Master

Experimental Design

An experiment assigns treatments, the levels of an explanatory variable, to experimental units and measures a response. A well-designed one compares at least two groups (one may be a control receiving a placebo or the standard treatment), assigns treatments by chance, replicates with multiple units per treatment, and directly controls extraneous variables by holding them constant. Random assignment creates groups similar with respect to every extraneous variable, which is what breaks confounding and licenses a cause-and-effect conclusion. Blinding, single or double, keeps the expectations of participants and evaluators out of the response, and the placebo effect is the measured gap between inactive treatment and no treatment.

The traps are element-without-function errors. Confounding gets explained as vague other stuff instead of a named variable tied to both the treatment and the response in this study. Causal conclusions get justified by random selection, or generalization to everyone gets justified by random assignment, when each randomness does only its own job. Blocking gets described as recruiting equal group sizes, which is a sampling decision, and replication gets confused with repeating the experiment. Each element exists to defeat a specific alternative explanation; name the element and its function together, or the credit is not earned.

60 volunteer subjects RANDOM ASSIGNMENT group 1: n = 30 new treatment group 2: n = 30 placebo compare chance builds the two groups, so before treatment they differ only by luck
A completely randomized design. Random assignment sits between the subjects and the groups: everything downstream of it can be compared, everything upstream of it is balanced.

The work

Lesson live · diagnostic and drills coming soon
Lesson
Experimental Design

Builds the four pillars of a well-designed experiment, sets placebos and blinding to their real jobs, separates blocking from stratifying, and pins the exact conclusion a randomized experiment on volunteers can and cannot draw.

Skill check · 10 scenarios
Diagnostic
10-item topic check

Ten items on experiments: naming design elements with their function, spotting confounding that random assignment would have broken, choosing block and matched pairs designs, and scoping the causal conclusion. Take it cold to find the element you misuse, or after the lesson to confirm you no longer do.

Not yet available · 10 items
Targeted Practice
Drill a single misconception

Pick one of the failure modes you missed and drill it on its own. The round is adaptive: two correct in a row clears it for now and moves you to the next. Two in a row is a checkpoint, not proof: if the error resurfaces later, the misconception comes back.

Unlocks from the diagnostic, which is not published yet