Thursday, August 27, 2020

Dominican Republic Essay Example | Topics and Well Written Essays - 1000 words

Dominican Republic - Essay Example Numerous neighborhood individuals, knowing there predetermination fled dreading the Europeans and later on framed there own provinces, called the Maroon settlements. The colonizers got another change, they imported the individuals of color and bondage was one of the most prevalent highlights around then. In any case, this changed in view of the Haitian Liberation, this ensured subjection was totally nullified from the nation, because of which, the blacks having no where to go chose in the nation. This is the historical backdrop of the nation, which saw numerous a change occurring. The individuals of Dominican Republic are aces with regards to backhanded correspondence, they solidly put stock in keeping up a decent connection with the same number of individuals as they can. The individuals of the Dominican Republic believe themselves to be more Latin American than Caribbean. The circumstance of the nation starting at now is very terrible; the individuals are battling to battle against the degenerate individuals, who are as of now in power. Spanish is spoken in the nation and the individuals are glad for the immaculateness of Spanish they talk in the nation. The banner of the nation is planned in such a way, that it shows national pride and enthusiasm. The banner comprises of the hues red and blue which demonstrate the blood of the individuals who surrendered their lives and freedom separately. The Dominican ensign can be found in the focal point of the banner. An ongoing national image, developed in 1992, is the Columbus Lighthouse. It was a work venture imagin ed by President Joaqun Balaguer when he was 85 years of age and visually impaired. It is a huge cross, level on the ground, confronting the sky and overflowing with lights, and was worked as a vacation destination. (Every Culture, 14 August, 2008). The beacon is in a territory where there is absolute neediness; individuals live hopelessly, with no power and without a lot progressively essential necessities. The beacon is a major fascination and can even be seen consuming splendidly from Puerto Rico. The local individuals are known as the Tianos; Columbus was very much welcomed when he originally showed up in the nation. These Tianos were harmony cherishing individuals and lived in the tropical timberland. These Tianos lives in make move homes and numerous families lived under a similar rooftop. The towns were additionally partitioned into locale, each area had a boss, who took care if that specific region. During this time there was no bondage in the nation and it was liberated from every single other insidiousness as well. The Tianos were truly adept at developing harvests, exceptionally the root crops. They additionally burrowed and utilized it as decorations. Columbus watched out for the gold burrowing aptitudes of the Tianos and believed that he had a decent possibility of paying his obligations to the lord and sovereign of Spain. The way of life of the Tianos isn't plainly introduced in light of the fact that almost all the Tianos kicked the bucket following three many year s of Columbus' visit to the nation. Columbus is known the world over for his exploring abilities however he flopped in ruling these Tainos, rather than cultivating he made them dive in quest for gold. The locals passed on, as there were painful condition, food was not accessible in bounty and the populace diminished. The nation likewise observed the attack of the United States of America from 1916 to 1924. The predominance of the United States brought numerous changes, for example during the standard numerous new classes of land proprietors rose and the nation additionally sa

Saturday, August 22, 2020

The development program for graduate students Research Paper

The improvement program for graduate understudies - Research Paper Example For instance: understudies can help in making sense of whether the relational abilities of educators are of wanted standard by rating how effectively they comprehend what their teachers are instructing. Understudies can even assistance in making sense of whether the educator has the explanatory abilities and the experience required to train a specific subject to the undergrad segments. Also, the educators would themselves be able to give understanding in regards to the issues they experience while instructing understudies. Thirdly, evaluations of understudies in their tests can even assistance recognize whether the understudies can comprehend the educator or not. While figuring out who to prepare, it is important to make sense of who do not have the right stuff require educating. In the event that both the future just as the present educators comes up short on those abilities, they ought to be prepared. Those instructors whose understudies are not getting passing marks in addition to those educators who are evaluated low with regards to homeroom correspondence and understudies comprehension ought to try and be

Friday, August 21, 2020

What Are The Best Essay Topics?

What Are The Best Essay Topics?To ensure that your essay for a college exam is written effectively, it is important to select the correct five-paragraph essay topics. Once you find the right topics for your specific situation, writing the essay should be easy and enjoyable.So what should you look for in essay topics? The most important thing that you should consider when selecting essay topics is the format of the essay. The format should be clear and the wording should be concise and to the point.The essay should include five main points. These points must be supported by supporting facts and other supporting evidence. Some examples of the kinds of facts would be reasons, opinion and analysis, motivation, data and reasoning. There should also be examples of opinion such as why a choice is the best or the most appropriate.Five paragraph essays can also contain two supporting paragraphs and one supporting paragraph. This kind of essay can be more powerful because the supporting paragr aphs are given more prominence and give an outline of the material being covered in the supporting paragraph.But the essay may not be written completely from the perspective of a student. It must also include an outside perspective. The example of a student perspective should include critical thinking skills in addition to language and thought patterns. Finally, the essay should incorporate elements of the three areas stated above.If you are unable to write five-paragraph essays or you need help with this kind of essay, don't worry, because there are plenty of writers available online and offline. You can take advantage of their expertise in this area and they can help you write an effective essay for your college exam.The Internet is a good source of tips and advice for writers. There are forums that offer free advice and sample essays for different topics. Or you can even find specific tips for writing essays based on the needs of the job or the university.Whether you are a colleg e student, a teacher, a graduate or a recent graduate, your essay topics should be something that you enjoy. The people who create these types of topics have special knowledge and experience that you will greatly benefit from. They can tailor your essay for your individual needs and assist you in writing the best essay possible.

Monday, May 25, 2020

Brave New World By Aldous Huxley - 1136 Words

In Brave New World, Aldous Huxley writes about a dystopian society consisting of consumerism and happiness. This society strictly relies on its rules and provides a narrow way of thinking in life. When John is introduced in the book, he possesses knowledge of a Indian civilization unlike Bernard Marx and Helmholtz Watson. In this strange civilization, John learned old English from Shakespeare and Christianity, which are ousted in the World States. Because of his knowledge of this information, he is shunned from the new society he is not used to. This alienation pushes him out separating his views of life and the government’s views. In Brave New World, Huxley alienates John and his forbidden knowledge, preventing to upset the World†¦show more content†¦Therefore, the two civilizations sees life in two different views. The reservation contains uncivilized people, unknown religion, old people, undeveloped land. The World States contains soma, sex, consumerism, Ford-ism, young life, technological advancement. Two completely opposite cultures mixed into the book. When Bernard Marx brings him to his home, John begins to initiate a bad influence over many characters. He possesses too many forbidden concept and ideas, which forces him to break the World State’s rules and regulation. By breaking the rules, John causes a disruption to the government. As a result, he could bring the destruction of the World States. John is alienated when he enters the World States. He offers a different perspective in life than the citizens of the World States, which astonishes them. Because of this different perspective, John does not comprehend the rules of the new world he lives in now. Without understanding the their laws and what is forbidden, John is ostracized and alienated from the citizens born into the World State’s system. John starts, â€Å"But aren’t you shortening her life by giving her so much†(154)? John asks the doctor if he is giving the correct dose of soma to his sick mother, Linda. This quote from John clearly shows that John questions life in the city, especially an official doctor. To be a Doctor, one must understand the rules and

Thursday, May 14, 2020

Establishing Respect among Middle School Students to Reduce the Number of Infractions to the Office Dissertation Proposal

1.1 Overview of the Topic Middle school is a level of study that involves the transition of students from being children to teenagers, and such children are faced by both internal and external changes. Internally, they are facing the onset of hormonal changes occasioned by the onset of adolescence while externally they grapple with esteem issues and the need for freedom. Children in middle school present a complex disciplinary conundrum that requires tact and skill to manage effectively. This is in part due to idea of figuring out criteria for social interactions and in part due to minimal or lack of understanding on matters relating to respect (Eriwn, Soodak, 2012). Teacher and counselors across American middle schools are constantly solving respect related conflicts leading to confrontation within the school. Most infractions can be solved through arbitration and minor disciplinary measures such as detention after class. In other instances the cases amount to juvenile delinquency and may require the intervention of parents, teachers, counselors and the state. 1.2 Definition of the Problem Middle school is the problem child of school disciplinary problems. Records from the last 10 years have shown that children in middle school display the most aggressive behavior. They also have the highest recorded incidence of bullying and indiscipline in the education system. These damning statistics have prevailed albeit with marginal improvement in some jurisdictions despite continued school initiated interventions. The main problem is the absence of a comprehensive broad-based solution in the face of traditional and emerging disciplinary issues in middle school 1.3 Organizational context The American education system is categorized into 3 levels: elementary school, middle school and high school. Children enroll into elementary school as early as age 5 and are expected to be through with the high school by age 18. Education is funded by the federal, state and local governments. Locally elected school boards set the policies for the school district curriculum, funding and teaching programs. School districts enjoy budgetary autonomy which allows them to run their affairs independent of the local government. Each state and, therefore, by extension each school district tackles indiscipline independently. Consequently, there as many approaches to discipline as there are school districts. Bullying is prevalent within American schools. Disrespect among young children breeds a host of infractions including bullying. Most schools use a school-wide approach. Teachers, students and school administrators play a proactive role in the solution of disciplinary problems. The responsibility of maintaining discipline and correcting errant students is vested entirely on the parties within the school system. The school wide approach to discipline assumes that teachers and students are capable of solving deviant behavior since most infractions occur within the school setting. This theory ignores the contribution of the community in the correction of young children. Parents are particularly pivotal in the role of providing examples, instructions and correction to their children 1.4 Existing Research In reviewing the existing research, the focus is on Watson’s arguments based on his book Learning to Trust: Transforming Difficult Elementary Classrooms through Developmental Discipline. It also includes references to systems theory, action science theory, and change theory. According to Watson (2003) developing respect among middle school students is a critical element in child management. It is extremely essential for every student to develop respect, not only to satisfy their egos and reduce infractions to offices, but also to improve their interrelation with other members of the school and society. Additionally, respect is essential in promoting students’ relationship with their teachers and parents, as well as in providing grounds for his behavior and attitude towards all other members in society. Eriwn and Soodak (2012); Watson (2003) stresses that establishing respect among the middle school students is a foundation of their later stance on parental authority, law and police, the individuals with whom they will finally live and work, and for the community as a whole. According to Eriwn and Soodak (2012), respect among middle school students must be sustained not only to ensure peaceful coexistence among the students, teachers, parents and the community, but also to ensure there is reduction of infractions cases as well as increased educational performance. Arguably, for a student to establish a positive personality and positive perception of the teachers there is need to establish respect among them.   According to Bloch (2003), respect can be established among the students by showing exemplary behaviors, teaching them to be respectful, and the importance of being respectful. According to the system theory, establishing respect among the middle school students to reduce the number of infractions should involve a holistic perspective. The holistic approach stresses the interaction between the students and other various elements in determining their respect establishment. A system from this perspective consists of frequently interacting or interrelating set of activities. Thus, according to this theory, establishing respect among students requires focusing on regular interrelating or interaction activities among students (Eriwn Soodak, 2012). According to action science theory, respect among middle school students can be established through enhancing their skills and confidence. Enhancing students’ skills and confidence enhances the formation appropriate organization among students as well as promoting long-term student and group efficiency. According to Argyris, Putnam and Smith (2005), the establishment of respect among middle schools students can be focused on by first identifying and resolving complex real life issues significant in changing their attitudes. The change theory posits that the establishment of respect among the middle schools children can be done through three distinct and vital stages. The first stage is unfreezing, which refers to the process of identifying the best way of making students to let go of their disrespect in middle schools which has led to increased infractions in office. It is argued by Kritsonis (2005) that unfreezing is crucial in conquering the tensions of student opposition as well as group conformity. Unfreezing can be done by incorporating driving forces that lead student’s behavior to developing respect. The second stage is movement and comprises the process of change in attitudes, behavior, feeling, or thoughts in a more liberating manner. The third is refreezing stage, and involves establishing the developed respect as a new habit. Kritsonis (2005) has that without the refreezing stage, an individual can go back to the old habit easily. 2.1 Alternative intervention The best intervention should involve the students, parents, teachers and the community in the development process. The adolescents have the need for social approval and acceptance. By being involved in the initial process, the children will be willing to enforce the rules since they endorsed them. Teachers should participate by becoming strong role models to their students. At home, parents should provide a continuum for the disciplinary process by incorporating identical disciplinary measures at home. Finally, the new intervention should teach students that actions have consequences which may be positive or negative. Discipline will be rewarded with praise while indiscipline will be met by appropriate punishment. Finally, this new approach will recognize the differences that are inherent in each student by acknowledging that some children are vulnerable to indiscipline due to their physical, economic and social backgrounds. This approach is justified by the failure of previous interventions which had various structural weaknesses. The School- wide (SW) approach to Student discipline did not factor in the importance of parent participation in student discipline. The first role model for the child is the parent. When they cannot provide this much needed direction, no amount of teacher intervention can fill this gap. The improved version of the SW concept introduced positive behavioral support (SW- PBS). This new approach uses both the school centered prevention system together with individualized support for at risk children. This approach has been highly effective in promoting respect and discipline within schools.   SW-PBS has been implemented across 34 states with a total of 2900 elementary and middle school levels implementing it. The proposed action plan should be more effective since it will provide preventive, curative and deterrent approaches to student discipline. Teachers will have fewer disciplinary cases since students will be more willing to obey the rules they helped create. In the absence of teachers, parents and guardians will take the mantle of disciplining and setting a good example for the children. The Children will have motivation in the form of public praise and deterrence through appropriate punishment. This approach will be the first all rounded approach to discipline and promotion of respect within the education system. 2.2 Purpose of the study The study will develop new strategies that will address the challenges of indiscipline in middle school by combining successful interventions with the solutions of their weaknesses. The new intervention will be a combination of tried and tested procedures together with the lessons learnt from their shortcomings. The purpose of the study is to determine the best combination of these factors to create a theoretically sound model of discipline for schools. This model should be effective in reducing disrespect and student infractions in schools. 2.3 Research Questions The research questions will be used to identify common cause of disrespect among middle school children by understanding the nature of the reported cases. The questions will seek to determine the effectiveness of existing interventions in solving the problem of indiscipline. Teachers will be asked to identify repeated offenders thereby providing a numerical basis for determining the effectiveness of existing interventions. Finally, the questions will require respondents to identify the failures of existing interventions and suggest possible solutions. What are the common cases of disrespect reported among middle school children? What are the causes of these cases? Identify available interventions for such cases. How many repeat cases occur after the use of existing interventions? What failures have you observed in the existing interventions Suggest possible adjustments to existing interventions to make them more effective. 2.4 Need for the Study This study will establish a comprehensive framework for tackling indiscipline in all middle schools regardless of the prevalent socio-economic environment. The new intervention will tackle indiscipline from the basic level of the child’s value creation by promoting good examples and positive reinforcement at home and in school. 2.5. Role of the researcher I will Endeavour to be as objective as possible during the study. I will tackle my belief in the ‘silver bullet’ ability of the alternative intervention by examining other similar approaches that could have failed and presenting these facts without prejudice. From the foregoing, it is important to acknowledge that behavioral issues rarely have model solutions that fit all situations. The alternative intervention may work for majority of the situations but certainly not in all. Methodology: Design of the Action Plan 3.1. Action Plan: Intervention The major aim of this plan is to provide a plan to guide positive actions that students can emulate to establish respect amongst themselves and as well, as minimize the number of infractions to the office. Interventions presented in this plan have the capacity of improving the cultures and attitudes of students to create a friendly zone in different student initiatives. On matters regarding to respect, students must learn how to respect themselves, respect others, and respect belongings. Respecting oneself will increase self-esteem and helping a student to attain self-respect can be achieved through goal-setting and goal-realization (Bloch, 2003). Respecting others involves teaching a student to treat others in the same manner s/he will expect to be treated. Respecting belongings entails teaching a student to value and appreciate things around them. The intervention process will involve a number of activities that students will perform within the Kennedy Alternative School. These activities will include: Conducting training sessions on respect to equip students with skills for exercising respect. Watching a video on Respect: Students will watch the video Big Changes Big Choices: Respecting Others by Michael Pritchard and afterwards made to discuss the influence of the video on their character and attitudes. Goal Setting: Teachers must ensure that each student identifies a set of goals that must be achieved each year. Students should check these goals after ensuring that they have accomplished. Importantly, these goals should atleast include respect for oneself, respect for others, and respect to belongings. Complimenting each other: Teachers can designate a special activity dubbed the â€Å"respect week† where students must keep a weekly journal account regarding complimenting the behavior of their fellow students. Entries in such journal can include information they entered about a particular student and as well, the reaction of the student after the compliment. Task on Respect: Students can be made to collect information regarding on respect from magazines, newspapers, pictorial representations, and other literary materials and paste them on the schools notice board. Thereafter, they must provide their views and opinions on how such information relates to respect. Character education: This activity involves all stakeholders in the school community and must be aimed at permeating the school culture and enabling students to develop respect in all situations (Character Education Partnership, 2010). Rule-setting and Rule-Enforcement: The school should adopt an approach that utilizes all behavior management aspects such as rule-enforcement and rule-setting to foster student’s character to understand and commit themselves to core values regarding to respect. Students will be evaluated based on the duration of the activity. For instance, weekly journals on compliments will be evaluated on a weekly basis. Goal setting is a continuous activity that can last up to one year. Equally, tasks on respect and watching videos will be evaluated at the end of the activity. 3.2. Data collection Interviews Interviews will be used to collect factual information about the students. In addition the interview questions will also seek to retrieve information meanings, perspective, opinions, and attitudes of the students with regards to the activities on respect. The manner in which the questions will be structured is such that the students will be able to provide information to the best of their knowledge without any feeling of coercion. Oral interviews are preferred in this study because they help solicit high response  (Silverman, 2011). At the same time oral interviews are most preferred among middles school students; completing complex questionnaires by the students may not be yield much response as compared to oral interviews. The interviews are appropriate for this research because of a number of reasons. The informants or the respondents can use the opportunity to raise new issues and challenge the researcher’s agenda  (Silverman, 2011). The researcher also gets the opport unity to ascertain the motives, intentions, and behaviors of the respondent with regards to discipline in school. Oral interviews are also preferred because they allow the students some time to give their response and provide long answers  (Silverman, 2011). Observation Observation is one of the data collection methods used in education research to collect qualitative data  (DeWalt DeWalt, 2002). Since the action implementing the action plan requires one to first collect qualitative data for assessment, observation method will also be employed by the researcher. Similarly, observation is important tool for data collection in action research studies  (DeWalt DeWalt, 2002). Observation used in this case will also rely on recording the behaviors of the students in addition to making direct observation by the researcher. Recording will require capturing motion pictures, still pictures, and voice records of the participants. This is especially aimed at gathering information without the consciousness of the participants. Learners only need to act normal as they proceed with their day to day activities while the researcher makes observations and records some of the activities  (Silverman, 2011). Test scores Test scores can be used to assess the effectiveness of the action plan once it is implemented and put in force. This will require continuous assessment because of the need to establish the effectiveness of the action plan.   For instance, the performance of students on tasks such as weekly journals and their ability to answer questions after watching videos will be assessed using test scores.   3.3. Data analysis The type of data to be collected is mainly qualitative data. Both observations and oral interviews used for data collection will gather qualitative data which will require a process to analyze. The first step in the data analysis process is to understand the nature of data collected. This will require that the researcher reads the texts given in response by the participants and also listens to the recordings in order to effectively understand the nature of data. The essence of this step is to ascertain the quality of the data collected  (DeWalt DeWalt, 2002). The second step in the process focuses on the analysis. The researcher will review the purpose of the assessment and confirm the exact results intended to achieve the goals and objectives of the research  (Seidel, 1998). The approach to be used in the analysis will focus on a topic, or a question. The researcher will then look through all the responses given by the students to identify differences and consistencies. The next step will be categorizing the information from the identified themes and patterns. The information will be categorized coherently in a manner that brings meaning to the text and also summarizes the text. Finally, after following all the previous steps, the researcher will then develop interpretation from the data analyzed. The themes and patterns identified from the data will be used to support the explanation of the findings. This step will require the researcher to simply attach meaning to the analyzed data. 3.4. Site permission The assistant principle at Kennedy Alternative School serves the role of observing and keeping records of the referrals. The assistant principle is also entitled to provide permission to use the site. The site has an Institutional review board that approves behavioral research conducted using students. Through the board, risk benefit analysis is conducted to establish the need for doing a research using students. According to the board, there are categories upon which the research studies needed are approved. For instance, research conducted in normal and accepted educational settings using normal practices in education are approved. The research study in this proposal meets the criterion for its approval by the IRB. In order to obtain the permission for accessing the data source, one needs to subscribe to the site by providing certain information about the interest in the data source, stakeholder, or population. The subscription request is then approved by the assistant principle be fore one can begin accessing the data source. References Argyris, C., Putnam, R. Smith D.M. (2005). Action Science: Concepts, Methods, and Skills for Research and Intervention. San Francisco: Jossey-Bass Bloch, D. (2003). Positive self-talk for children, teaching self-esteem through affirmations: A guide for parents, teachers, and counselors. New York: Bantam Books. Character Education Partnership, (2010). A Framework for School Success: 11 Principles of effective character education. Character Education Partnership DeWalt, K., DeWalt, R. (2002). Participant observation. Walnut Creek: AltaMira Press. Dostal, E. (2005). Biomatrix: A Systems Approach to Organizational and Societal Change. South Africa: BiomatrixWeb Eriwn, E. Soodak, L. (2012). Respecting differences: Everyday ways to teach children about respect. London: Wiley. Kritsonis A. (2005). Comparison of Change Theories. International Journal of Scholarly Academic Intellectual Diversity; 8:1, 2004-2005. Pritchard, M. Big Changes Big Choices: Respecting Others Seidel, J. V. (1998). Qualitative data analysis. Qualis research, 1-15. Silverman, D. (2011). Qualitative Research: Issues of Theory, Method and Practice. London: Thousand Oak. Watson, M. (2003). Learning to Trust: Transforming Difficult Elementary Classrooms through Developmental Discipline. San Francisco: Jossey-Bass.

Wednesday, May 6, 2020

The Internet And The World Wide Web - 1490 Words

Since the late 19th Century there has been many changes that were taking place in society. The major one was the introduction of the internet and the World Wide Web. Around the 1950 s the first network called ARPANET was created and through research the internet was later on produced in the late 1970 s. Within two decades the internet went from being a new form of communication technology, to being, for most people a very important part of their culture and daily life. Many once held an optimism that the Internet would for example revolutionise work and office life, create active, engaged citizens instead of the passive subjects of the broadcast media age (Poster, 1995)1, or lead to the creation of alternative communities, worlds and even identities free from the prejudices of offline society (Rheingold, 1993)2. This was indeed a drastic change to how the culture previously was as the internet and technology just made simple daily activities much easier, for instance instead of sendi ng letters one could just send an email or an instant message. In the more recent years many resources became available online, some of which was previously done physically such as job applications, benefit forms and assistance of general information. This is due to globalisation, modernisation, the internet and social media. This essay will discuss whether we live in a digital culture , and how it differs from previous cultural traditions and practices. Due to globalisation, we nowShow MoreRelatedThe Internet And The World Wide Web1697 Words   |  7 PagesThe Internet is a unique place where all different nationalities, social groups and age groups with different values and characteristics, meet and interact. All spheres of media are being represented on the world wide web. 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Friends, families, acquaintances have the capability to interact and connect at no charge disregarding of their locations as a result of the Computer-Mediated-Communication (CMC). With the improvement of the social media platforms such as Twitter, Myspace, Fac ebook, IM, Instagram and LinkedIn, youths have become hooked to online socialization. They have been

Tuesday, May 5, 2020

Intentional Torts free essay sample

On a Saturday night there were an incident between two males and a female in a bar called Bottom’s Up. A man name John had too much to drink and was intoxicated. He was shouting obscenities toward a lady name Jane that was sitting at a table next to another guy name Leroy, which he was a frequent customer. However, Jane ignored John and continued to drink her beer. When she ignored him than he approached her looking disturbed. Leroy asked John over to the bar for a drink, but John told him to mind his own business. John grabbed Jane’s wrist and when he did Leroy grabbed John’s wrist and put him in a neck hold. John was protesting Leroy to let go of him, but Leroy did not let go. Leroy placed John in a chair and told him not to make a move or he will punch him. We will write a custom essay sample on Intentional Torts or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page After the incident happen Jane told Leroy that John was her husband. Issue 1) Why was Leroy taking upon his self to defend Jane, even though she was a complete stranger? 2) Why did Leroy even put his hands on John, especially if John didn’t touch him? 3) In what ways did assault, battery and false imprisonment come into play in this case? Rules In this case it is considered defense of persons in which is a legal justification for assault, battery and false imprisonment. Assault is someone that intentionally puts another in fear and battery is when someone using force against another person. False imprisonment is someone that is holding another person down against their will. The reason it is considered defense of persons because Leroy was using reasonable force by protecting Jane the third person from injury where John threatened by an attacking force. According to KRS Â § 503. 070, the only time to use physical force upon another person where it is justifiable is when causing serious injury or provokes the use of physical force to the other person. Analysis/Application On a Saturday night when John was intoxicated he was shouting obscenities toward a lady name Jane. He was very rude, obnoxious, and assaulting. Jane was sitting at a table next to Leroy’s, but she ignored John and continues to drink her beer. John was not very please and gave her a disturbed look. When John was shouting to her it became an assault because he intentionally put her in fear. However when he reached out and grabbed her wrist it was considered a battery because John was using force against another person. Leroy had put his hands on John’s wrist, put him in a neck hold, and would not let go, which became a false imprisonment because he was holding John against his will. Leroy was protecting Jane because he saw that she was in fear and was threatened by an attacking force, which is considered defense of persons. According to KRS Â § 503. 70, which was the Kentucky Statute the defense of persons is when causing serious injury or provoked use of physical force to the other person. Conclusion Leroy saw that John was intoxicated and put his hands on John because he seen that there was a threat against Jane, which he protected her. The assault, battery, and false imprisonment was involved in this case because John intentionally put fear in her, reached out and grabbed her wrist, but when he did than Leroy stepped in. Leroy grabbed John’s wrist and put him in a neck hold and didn’t let him go, which is considered false imprisonment. According to KRS Â § 503. 070, only time it is justifiable in using defense of others is when causing serious injury or provoked use of physical force to the other person. Assume that Leroy can prove that John acted with the requisite intent, John will be liable for assault, battery, and false imprisonment.

Tuesday, April 7, 2020

The Green Mile Essay Example For Students

The Green Mile Essay This movie is about an inmate, John Coffey, who has special healing powers. He is charged with killing 2 girls. While awaiting his execution he heals some kind of cancer from Tom Hanks character and heals the wardens wife who is gravely ill. He does this by touching them and then he coughs up the illness. He even heals a dead mice. After bringing back the mice, I assumed that he didnt kill the girls but instead was trying to bring them back to life. It ends up another inmate in the next cell killed them. He shows Toms character this by touching the other inmates hand then touching Toms hand.So the dilemma is whether to kill John or not. I think that John should not have been executed. There was no evidence that he did do this. We will write a custom essay on The Green Mile specifically for you for only $16.38 $13.9/page Order now This takes place in a southern jail in times where black people werent widely accepted. They were able to take him out of prison the first time to heal the wardens wife so they couldve taken him out again. This guy saved two live. Morally they should have spared him. I would have spared his life. My conscience would not have allowed me to execute someone I knew was not guilty.

Monday, March 9, 2020

Ionic Essays

Ionic Essays Ionic Essay Ionic Essay Define and describe ionic and covalent bonds. An ionic bond is a type of chemical bond formed through an electrostatic attraction between two oppositely charged ions. A covalent bond is the chemical bond that involves the sharing of pairs of electrons between atoms. A compound is made when two or more atoms form a chemical bond, linking them together. The two types of bonds are ionic bonds and covalent bonds. In an ionic bond, the atoms are bound together by the attraction between oppositely charged ions. If the electron is shared equally between the atoms forming a covalent bond, then the bond is said to be nonpolar. An electron is more attracted to one atom than to another which forming a polar covalent bond. Ionic bonds are formed between a cation and an anion. Pure ionic bonding cannot exist: all ionic compounds have some degree of covalent bonding. An ionic bond is considered a bond where the ionic character is greater than the covalent character. The larger the difference in electronegativity between the two atoms involved in the bond, the more ionic the bond is. Bonds with partially ionic and partially covalent character are called polar covalent bonds. Ionic bonding is a form of no covalent bonding. Ionic compounds conduct electricity when molten or in solution, but not as a solid. They generally have a high melting point and tend to be soluble in water. The stable balance of attractive and repulsive forces between atoms when they share electrons is known as covalent bonding. For many molecules, the sharing of electrons allows each atom to attain the equivalent of a full outer shell, corresponding to a stable electronic configuration. Covalent bonding includes many kinds of interaction, including ? -bonding, ? -bonding, metal-to-metal bonding, agnostic interactions, and three-center two-electron bonds. The term covalent bond dates from 1939. The prefix co- means jointly, associated in action, partnered to a lesser degree in essence, means that the atoms share valence. Molecule H2, the hydrogen atoms share the two electrons via covalent bonding. Covalency is greatest between atoms of similar electronegativity. Covalent bonding does not necessarily require the two atoms be of the same elements, only that they are of comparable electronegativity. Although covalent bonding entails sharing of electrons, it is not necessarily delocalized.

Friday, February 21, 2020

Critically assess the importance of performance appraisal as an Essay

Critically assess the importance of performance appraisal as an integrative function of human resource management - Essay Example One of such tools is the performance appraisal system which elaborates on the evaluation of the individual employee performances and likewise suggests the determination of the reward system. However, being linked with employee performances in a direct way, the tool can be identified to impose various limitations and complexity issues for the modern day management. Based on this notion, it has often been argued that performance appraisal performs a vital function to determine the sustainability of an organisation by a large extent (Rees & Porter, 2004). Emphasising on this particular aspect, the discussion hereby deals with the role of performance appraisal system to support the success of an organisation by gaining sustainability in terms of enhanced employee loyalty and consistent augmentation in their productivity. The sole intention of the essay is thus to critically discuss about the importance of performance appraisal system taking into account the case example of Rother Homes, a major player in the market of UK housing association. Importance of Performance Appraisal as an Interpretive Function of HRM Performance appraisal can be identified as one of the most important tools considered in the modern day applications of HRM to evaluate the performance of the employees effectively in an organisation (The University of Texas- Pan America, 2008). It is in this context that an appropriately executed performance appraisal tends to make the organisation familiar with the employee’s performances and their capacity to work. The feedback obtained from the performance appraisal is often useful for the organisation to accurately decide upon the employees’ reward in terms of promotion or demotion. Hence, a properly executed performance appraisal program helps the organisation to identify the shortfalls of the employees and effectually work on the indentified issues. Moreover, it helps to conduct management development program efficiently and prepare qual ity workforce for the future operations (Dargham, n.d.). Although formulating standards is regarded as quite difficult in the application of HRM, it is also necessary to establish standards for measuring and evaluating the overall employee performances accurately and effectively. In order to ensure that the performance appraisal is effective in an organisation, it must include the features in terms of validity and reliability being free from biases and relevance (Khan, n.d.). Illustrating the Importance of Performance Appraisal in Rother Homes Separating the Financial Bonus from Performances In the case of Rother Homes, it has been witnessed that the management attempts to relate financial incentives with the performance appraisal system in order to motivate the employees to contribute their best in the organisational process. However, in executing the process, the organisation tends to lack analysing its impact on the employees which in turn indicates a major lacuna of the entire p erformance appra

Wednesday, February 5, 2020

Greenhouse effect and global warming Essay Example | Topics and Well Written Essays - 1000 words

Greenhouse effect and global warming - Essay Example As many establishments for instance are trying to produce offerings, more greenhouse gases like carbon dioxide and methane are directly emitted into the atmosphere. The rising number of vehicles due to industrialization has even led to the increase of greenhouse gases. For this reason, Al Gore and other global warming alarmists try to inform the public the need to reduce carbon dioxide emissions and other related greenhouse gases. These created various responses especially among global warming skeptics and realists. For the realists, scientific proofs are necessary so they cited important findings that could prove global warming as a natural environmental cycle occurring regularly over the earth’s entire existence (Taylor). Showcasing major findings of researches and even natural observations lead to the conclusion among global warming alarmists that humans have contributed enough for the recent climate change. The increase of greenhouse gases in the atmosphere traps heat ener gy causing earth to warm. As a result, climate change is imminent, and even from a simple observation everyone could agree with the prevailing environmental changes taking place everywhere. The United States Environmental Protection Agency (EPA) believes that climate change is indeed taking place and humans have become responsible for it (Environmental Protection Agency). Reduction of greenhouse gas emission is what EPA believes to be one important solution in order to address environmental problems associated with climate change.

Tuesday, January 28, 2020

AirAsias Information Technology Strategy

AirAsias Information Technology Strategy AirAsia was established in 1993 and commenced its operations on 18th November 1996. This airline was originally founded by a government owned conglomerate DRB-Hicom. However, on 2nd December 2001, the heavily indebted airline was purchased by former Time Warner executive Tony Fernandess company Tune Air Sdn Bhd for the token sum of one ringgit. Fernandes proceeded to engineer a remarkable turnaround, turning a profit in 2002 and launching new routes from its hub in KLIA at breakneck speed which undercutting former monopoly operator Malaysia Airlines with promotional fares as low as one ringgit. In 2003, AirAsia has opened a second hub at Senai International Airport in Johor Bahru which is near Singapore. And, it launched its first international flight to Bangkok. AirAsia has therefore started a Thai subsidiary, added Singapore to the destination list, and it commenced flights to Indonesia. Also, flight to Macau was started in June 2004 and flight to Mainland China and the Philippines started in April 2005. In addition, the flight to Vietnam and Cambodia is in the year 2005 while to Brunei and Myanmar is in 2006. With a strong yet simple slogan Now Everyone Can Fly, AirAsia has effectively placed its brand in customers mind when comes to selection of flight. In Malaysia, AirAsia is the second powerful national airline. Also, it was the first successful low cost and ticket-less airline in the Southeast Asian region. It is main based in the Low Cost Carrier Terminal (LCCT) at Kuala Lumpur International Airport (KLIA). And, AirAsia has a registered office in Petaling Jaya, Selangor and its head office is on the grounds of KLIA in Sepang, Selangor. In addition, AirAsia is one of the successful businesses that have adopted cost leadership thoroughly through effectiveness and efficiency of the operation management. AirAsia has broken the travel norms around the world speedily and has become the worlds top airline. Beside this, AirAsia also has a route network that spans more than 20 countries; therefore it continues to pave the way for lower cost aviation through innovative solutions, more efficien t processes and a passionate approach to the business. The vision of AirAsia is to be the largest cost airline in Asia and for the purpose of serving the 3 billion people who are currently underserved with poor connectivity as well as high fares. There are 4 missions such as to be the best company to work for where the employees are treated as part of the big family in AirAsia, to create a ASEAN brand which is being recognized globally, to attain the lowest cost to make sure everyone in the world can fly with AirAsia, and to maintain the highest quality product by embracing technology in order to reduce cost and enhance the service levels of AirAsia. Apart from that, together with the associate companies such as AirAsia X, Thai AirAsia and Indonesia AirAsia, AirAsia is set to take the low cost flying. AirAsia X was established in 2007 in order to provide high frequency as well as point to point networks to the long haul business. Its cost efficiencies are derived from maintaining a simple aircraft fleet and a route network based on low cost airports. Hence, guests will continue to enjoy the low fares through cost savings that AirAsia pass on to the guests. Moreover, AirAsia X franchises the brand name of AirAsia, Asias largest low cost carrier which uses a common ticketing website, uniform, uniforms, and management style with AirAsia. AirAsia X is also affiliated with Virgin Group and Air Canada. Reasons for Adopting Information Technology (IT) There are some factors that contributed to the adoption of IT for AirAsia. As we know, airline companies involved in helping people move from one place to another. And, there are billions of people in this world. Without IT, airline companies will not process smoothly and it might lead to serious confusing among the customers and the company. Also, people in this society are having the same problems such as traffic jam, working pressure and time pressure. They are busy with their works and they focus more on efficiency and effectiveness. They do not want to spend extra time on irrelevant things such as queue up to buy something or waiting for long hours. Therefore, most airlines including AirAsia do offer online reservation for the flight as well as hotel rooms in order to save their customers time as well as enhance customer satisfaction. Apart from that, the technology is getting in advanced in this modern era. There are many companies who have adopted Information Technology (IT) in doing their business. And, this IT has helped in enhancing a better management of the operation of the companies. Also, people in this society are concern more on company who has adopted IT and how this IT will help in making their life better as well as decision making in some tasks. AirAsia therefore choose to adopt IT in its business as to follow up the current IT trend as well as fulfilling the demand of the people in this society. They also implemented different systems to enhance their overall operation which will lead to efficiency and effectiveness of AirAsia. IT Strategy AirAsia has some strategies initiatives which involve IT solutions in order to build its company share and reputation. In order to make its operation effective and efficient, AirAsia has implemented few IT systems in its marketing and sales activities. As you know, E-Commerce in nowadays has become a business tool and it is also a vital strategic management that allows a company to sell, advertise, purchase, supplies inventory tracking as well as sharing of information. Therefore, E-Commerce does become a major success to Airline Company that lead to effectively and efficiency in their business. AirAsia is one of the airline companies that implements E-Commerce and maximizes their information technology usage to manage their company effectively and efficiently including make low cost possibly in their business. In order to maximize their IT, AirAsia has implemented current IT systems, for examples, Yield Management System (YMS), Computer Reservation System (CRS), and Enterprise Resource Planning (ERP). These systems have indirectly generated extra revenues and build customer loyalty for AirAsia. Yield Management System (YMS) which also known as Revenue Management System (RMS) is the process of understanding, anticipating as well as influencing consumer behavior to maximize revenues or profits from a fixed perishable resource. Moreover, there is an important component in this system which is the use of overbooking where sometimes there must be a chance that a customer may not appear during that day. As a good example, it might be possible for a customer to book a ticket for a flight but did not turn up for the departure. And, this may cause the airline to end up flying an empty seat which will then cause lost in revenue for the airline company. But, in order to solve this problem, most airlines routinely overbook their flight. And, if there is an unusually large proportion of the customers show up, the company will be forced to bump some customers to another flight. Second, AirAsia using Customer Reservation System (CRS) which is an integrated web based reservation and inventory system. This includes Internet, airport departure control, call center, as well as others. This system is a direct sales engine that rid off the travel agents effectively and the need to pay for the sales commissions to them. And, CRS is totally customer friendly as the customer can buy or reserve a ticket directly via online without come to the ticket counter. This has brought more customers to use the website often thus reduce the extra costs of customer such as transportation costs. CRS also include Open Skies and New Skies. First, the Open Skies system is a built-in web enabled reservation as well as inventory system. The solution is built expressly in order to satisfy the distinctive needs of airlines that either implements a low cost business or in the process of making their business to more efficient streamline operations. Also, this system can be used either individually or combined yet it is depending on the persons needs. Open Skies helps some low cost airlines in worldwide to become a high performance business that continue to grow widely. On the other hand, New Skies is a next generation of reservation and distribution system. And, it is designed for the worlds fastest growing airlines which include newly launched airlines as well as rapidly growing hybrid airlines such as AirAsia. This system is a comprehensive airline passenger sales and management solution that provides capabilities for integrated online booking, call center reservations, inter-airline and alliance code-share itineraries, departure control as well as travel agency global distribution connectivity. Also, New Skies is based on the Navitaires Open Skies reservation and distribution system that have been used by over 40 of the worlds successful airlines. It represents a giant leap forward in quick deployment, speed to market with the new features and enhancements. New Skies has completely integrated departure control and real time reporting to keep your operation runs smoothly. Also, it is easy to use, change as well as customize. Third, AirAsia implements Enterprise Resource Planning (ERP) system. It is a packaged of business software that integrates organizational processes and functions into a unified system. It helps business management executives with a comprehensive overview of their complete business execution which may influence their business decisions indirectly. There are some examples of functions: Human Resource, Supply Chain Management, Finance and Logistics. These all are stand alone software and has their applications and database. But, with ERP System, all of this individual software can work under one umbrella. And, all the departments can share information easily and it helps to save time and cost. The workflow that has taken place between different departments becomes more automated. The customers also get better services as the person who is using the customer facing applications can access to every bit of information that regarding each relevant process. For an instance, a person who is w ork under sales team can access to the customers product which is still under manufacturing. In addition, ERP system helps to reduce the need to carry large inventories which will increase the operational and labor costs. And, this system is implemented in AirAisia thoroughly. Experience Resulting From The IT Implements Utilization of Information Technology (IT) have directly contributed to the promotional activities, enhance brand equity, and keep the cost as low as possible by enable the customer to direct purchase the ticket online or through sales offices. This has helped the customers to save airline agent fees. The systems that have been implemented by the AirAsia have a significant change to their company. First, AirAsia has used the Yield Management System (YMS) for taking the operating costs and in helping themselves to optimize the price as well as allocate the capacity for maximizing expected profits. For an instance, seats are revenues for AirAsia and other airline companies. Every seat is considered as a profit for them. Therefore, AirAsia has introduced a plan whereby seats are available at different prices in various points of time. Hence, reservation that has done in later time will be charged more compared to one who has reserved earlier for the same seat. As a result of this system, this has enabled AirAsia to understand the behavior of their respective customers and implement effective strategy to generate expected revenues with lowest cost. Second, AirAsia has implemented Computer Reservation System (CRS). AirAsia has used Open Skies to centralize customer data and this has helped AirAsia to track booking and the schedule of flight activities in real. Open Skies booking system which provided by Navitaire performed almost flawlessly on every single occasion and it managed to handle the most demanding requirements of AirAsias flight booking operations. On the other hand, on July 2010, AirAsia has successfully completed the implementation of its new reservation system which called New Skies. This booking system has replaced the previous system, Open Skies. Furthermore, this New Skies gives the customers a new experience as well as providing a greater convenience and generate more savings for the customers. New Skies booking system has make the procedure of booking more efficiently. This New Skies ensure the airlines to maximize the distribution channels and dynamics packaging that emphasize on direct Internet sales. For distribution, New Skies gives AirAsia the control that they need over how quickly they deploy sales fares, special promotion, discounts and electric vouchers to stay ahead of the competitors. This is wise useful for AirAsia in this modern era. It also eliminates the need to maintain multiple databases associated with paper and e-tickets which indirectly increase the operational costs. Same with Open Skies, this New Skies enable the customers to continue booking online and the AirAsia sales offices, counters as well as the call center. They also can normally self check in via the web, mobile and kiosks at the airport together with the self manage options online such as adding check in baggage weight, pick a seat and pre-book meals. However, there are some differences between the Open Skies and New Skies booking system. With the new reservation system, the customers can look for the new feature which is Low Fare Finder. It helps the customers to view the lowest fare available according to their selected destination and date for travel. Also, the customers now are able to book their seats for multi-cities in just one transaction only. For an instance, if the customer plans to fly from Kuala Lumpur to Perth to Singapore and return, the respective customer do not have to make two separate bookings which is only provided by the new reservation system only. In addition, this New Skies booking system is able to support characters such as Mandarin, Japanese and other languages whereby the Open Skies system was able to support alphanumeric characters only. Hence, AirAsia can target multilingual customers globally and stay ahead in the airline industry. Lastly, Enterprise Resource Planning (ERP) is implemented by AirAsia as this enables AirAsia to successfully maintain process integrity, reduce the financial month-end closing processing time, and speed up the reporting as well as data retrieval process. Every department such as financial, marketing and sales are unified into a single IT system to allow the employees to make decisions by viewing enterprise wide information on all airline operations. And, this system helps AirAsia by focusing on capturing transactions in daily operations therefore it helps to save operational costs and this indirectly increase the efficiency and effectiveness in its operation management.

Monday, January 20, 2020

Critique of Robert Frost Essay examples -- essays research papers

Marion Montgomery, â€Å"Robert Frost and His Use of Barriers: Man vs. Nature Toward God,† Englewood Cliffs, NJ; Prentice-Hall, Inc., 1962. Reprinted by permission of The South Atlantic Quarterly.   Ã‚  Ã‚  Ã‚  Ã‚  Robert Frost is considered by the casual reader to be a poet of nature like that of a Wordsworth. In a sense, his poetry is about nature, yet with strong underlying tones of the drama of man in nature. Frost himself stated, â€Å"I guess I’m not a nature poet,† â€Å" I have only written two without a human being in them (138).† Marion Montgomery’s critical essay plays with the epitaph that Frost proposes for himself in The Lesson for Today: â€Å"I have a lovers quarrel with the world.† Montgomery says, that the lovers quarrel is Frost’s poetic subject, and states, â€Å"throughout his poetry there is evidence of this view of mans’ existence in the natural world (138). The essay examines how Frost’s attitude toward nature is one with armed and amicable truce and mutual respect interwoven with boundaries of the two principles, individual man and the forces of the world. But the boundaries are insisted upon. The critical essay examines how Frost’s direct addresses of nature are often how man is essentially different from objects and features of nature. Montgomery insists, â€Å"†¦his trees and animals, though he speaks to them, do no take on grave countenances (140).† The jest of Montgomery’s ideal is when Frost speaks directly to or directly of natural objects or creatures, â€Å"that ...

Sunday, January 12, 2020

The Impact of Video Games on Children Essay

Video games have been available to consumers for the last 30 years. They are a unique form of entertainment, because they encourage players to become a part of the game’s script. Today’s sophisticated video games require players to pay constant attention to the game, rather than passively watching a movie. This has both positive and negative impacts on players. Several studies have been published that explore these impacts on today’s children. Sections: What impact does playing video games have on children or adolescents? Tips on managing your child’s media consumption The Entertainment Software Rating Board (ESRB) References What impact does playing video games have on children or adolescents? The most widely used â€Å"positive† impact video games are said to have on children is that they may improve a player’s manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more â€Å"realistic† virtual playing experience. This quality makes the video game industry a powerful force in many adolescent lives. However, numerous studies show that video games, especially ones with violent content, make teens more aggressive. Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Walsh (2000), a majority of teens admitted that their parents do not impose a time limit on the number of hours they are allowed to play video games. The study also showed that most parents are unaware of the content or the Entertainment Software Rating Board (ESRB) rating (see below) of the video games their children play. In another study conducted by Gentile, Lynch, Linder & Walsh (2004, p. 6) â€Å"adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week†. The authors also stated that teens who play violent video games for extended periods of time: Tend to be more aggressive Are more prone to confrontation with their teachers May engage in fights with their peers See a decline in school achievements. (Gentile et al, 2004). The interactive quality of video games differs from passively viewing television or movies because it allows players to become active participants in the game’s script. Players benefit from engaging in acts of violence and are then able to move to the game’s next level. Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns. Video games also encourage players to identify with and role play their favorite characters. This is referred to as a â€Å"first-person† video game (Anderson & Dill, 2000, p. 788) because players are able to make decisions affecting the actions of the character they are imitating. After a limited amount of time playing a violent video game, a player can â€Å"automatically prime aggressive thoughts† (Bushman & Anderson, 2002, p. 1680). The researchers concluded that players who had prior experience playing violent video games responded with an increased level of aggression when they encountered confrontation (Bushman & Anderson, 2002). In a Joint Statement (2000) before the Congressional Public Health Summit, a number of American medical associations — the American Medical Association, American Academy of Pediatrics, American Psychological Association, American Academy of Family Physicians and American Academy of Child & Adolescent Psychiatry — caution parents about violence in the media and its negative effect on children. Their report states that exposure to violent media can elevate aggressive feelings and thoughts, especially in children. These effects on aggressive behavior can be long-term. Although fewer studies have been conducted on interactive video games, evidence suggests that playing violent video games may have a more dramatic influence on the behavior of children and adolescents (Joint Statement, 2000). Back to top Tips on managing your child’s media consumption Because of the popularity of video games, completely eliminating them from your child’s life might be difficult. But you can decrease the negative impact that they have on your child. Here are a few tips: Know the rating of the video games your child plays (see below). Do not install video game equipment in your child’s bedroom. Set limits on how often and how long your child is allowed to play video games. Monitor all of your child’s media consumption — video games, television, movies and Internet. Supervise your child’s Internet use — there are now many â€Å"video games† available for playing online. Take the time to discuss with your children the games they are playing or other media they are watching. Ask your children how they feel about what they observe in these video games, television programs or movies. This is an opportunity to share your feelings and grow closer with your child. Share with other parents information about certain games or ideas for helping each other in parenting. Back to top The Entertainment Software Rating Board (ESRB) The ESRB is a self-regulatory body established in 1994 by the Interactive Digital Software Association (IDSA). The major video game manufacturers created this board after concerned groups applied pressure over the content of video games. Similar to the movie industry’s rating system, all major game companies now submit their new products for rating to specially trained raters at the ESRB. The ESRB rates over 1,000 games per year. The ESRB looks at a number of factors when rating games. In particular, it considers the amount of violence, sex, controversial language and substance abuse found in a game. Based on its developed guidelines, the ESRB then gives an age recommendation and content descriptor to each game submitted. The following are the rating symbols currently in use, according to the ESRB Web site. Early Childhood (EC): Content should be suitable for children 3 years and older and contain no objectionable material. Everyone (E): Content suitable for persons ages 6 and older. The game may contain minimal violence and some â€Å"comic mischief. † Teen (T): Content suitable for persons ages 13 and older. Content is more violent than (E) rating and contains mild or strong language, and/or suggestive themes. Mature (M): Content suitable for persons ages 17 and older. Content definitely has more mature sexual themes, intense violence and stronger language. Adults Only (AO): Content suitable only for adults and may contain graphic sex and/or violence. Adult Only products are not intended for persons under the age of 18. Rating Pending (RP): Game has been submitted to the ESRB and is awaiting a final rating. The ESRB Web site has more details about this rating system, as well as the â€Å"content descriptors† that are used in conjunction with the ratings on game packaging. The site is also useful for parents who want to search for the rating of a particular game. Back to top References Bushman, B. & Anderson, C. (2002). Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1679-1686. Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed. ), Media violence and children. Westport, CT: Praeger Publishing. Gentile, D. A. , Lynch, P. , Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22. Joint Statement on the Impact of Entertainment Violence on Children: Congressional Public Health Summit. (July 26, 2000. ) Available: http://www. aap. org/advocacy/ releases/jstmtevc. htm. Walsh, D. (2000). Interactive violence and children: Testimony submitted to the Committee on Commerce, Science, and Transportation, United States Senate. (March 21, 2000. ) Back to top Source: http://www. pamf. org/preteen/parents/videogames. html By Andrea Norcia, college student writer Reviewed by the Web Content Committee of PAMF Additional articles: Violent Video Games and Aggressive Behaviors, By Andrea Norcia, college student writer Join the conversation: Website Feedback Site Map  © 2012 Palo Alto Medical Foundation. All rights reserved. Sutter Health is a registered trademark of Sutter Health ®, Reg. U. S. Patent. & Trademark office. 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Thursday, December 26, 2019

How Video Games Impact A Human - Free Essay Example

Sample details Pages: 10 Words: 2862 Downloads: 8 Date added: 2019/05/06 Category Entertainment Essay Level High school Tags: Video Games Essay Did you like this example? The goal of this research paper was to answer one question. Which way do video games impact people the most? Socially, mentally, physically, or academically? This paper covers a variety of topics, spanning from common myths about video games to the framework of how the human mind processes information. The conclusion that was reached is that video games impact people the most socially. The criteria used to reach a conclusion were studies and statistics from members of the scientific community. Video Games and the Impact they have on a Human 1.2 billion people on the planet Earth play video games daily (Soper). Out of these 1.2 billion people, 700 million of them play video games daily (Soper). Video games are known to affect people in a plethora of ways. These ways include mentally, physically, socially, and academically. However, video games impact people more so socially then they do mentally, physically, or academically. Don’t waste time! Our writers will create an original "How Video Games Impact A Human?" essay for you Create order One way video games can impact someone is socially. A monumental way video games help is by improving peoples teamwork capability. Contradictory to popular belief, video games prove more helpful than hindering. However, according to a study by the Entertainment Software Association, 46% of gamers play cooperatively and 54% play in multiplayer.Co-operative gaming would be the equivalent to playing a game with someone whos using the same screen as whoever they are playing with, such as sharing a T.V. Multiplayer gaming is equivalent to playing online with multiple people at the same time. This shows that many gamers are actually talking and interacting with people while in the midst of gaming. This relates to real life interaction because it involves basic skills such as discussing and convening with people about a particular topic. A myth about video games is that theyre played by antisocial people who sit inside all day. When looking at the numbers, video games are more popular than a brand new movie playing at cinemas all across the United States. In 2014 Blizzard released the game Destiny and made $325 million dollars within its first five days of release (La Monica). Compared to the remake of Jurassic World that topped the box-office that summer with making only $70 million dollars in U.S. ticket sales (La Monica). Another way video games can improve teamwork is by helping with communication. Playing video games is mostly about socializing and communicating. Also, many teens have said that in addition to communicating about the particular game to others, they often relate what is going on in the game to society today (Kananowitz). When playing cooperative games such as the Battlefield or Call of Duty series teamwork is vital. Playing video games forces you to communicate with the other individuals and work together to get the mission accomplished (Kananowitz). This is made possible by the resurgence in communicating while playing. Major gaming industries such as Microsoft or Sony allow their systems to have voice-chats and parties where fellow players can communicate. For example, if a group of friends wanted to play Call of Duty together they could all simply join a party together and then from there coordinate how or when they wanted to play. A party on Xbox is just like a normal birthday party someone could have in real life. Theyre both places where people can be invited too and converse about whatever they want; from there they can go do other things such as play games. However, there are two different types of chats or parties one can be in. The first option is the party chat, where one can only talk to the people that were invited party, which makes it the users choice, and they wouldnt communicate with anyone else in the game theyre playing. The second type of chat one can be in is a game chat. In the game chat people are open to talk to anyone that is in the game. If there was a game with 100 players, it could be possible to talk with all 100 people in the game. To do this a headset; in order to have a vessel in which to carry out the communication, is quintessential. Yet, these headsets can still be wildly pricy. Popular brands such as Turtle Beach or HyperX can cost anywhere from $29.99-$249.99. Cases of headsets over $200 are usually from more hardcore players, so the casual video game fan can still find a quality pair from $19.99-$79.99. Another way video games can improve social skills is by teaching how to support others. When playing video games its important to have everyones cooperation to complete the game, its important to support each other and help out whoever they are playing with. This is most common in RPGs (role playing games) such as World of Warcraft and The Elder Scrolls. In these types of games its usual to play in a group of four to five people, each person has a specific skill that another member of the party doesnt have. For example, one member of the party might need a certain type of potion in order to defeat a monster, but another member of the party is the only one who can create potions. Although it is fairly new, competitive gaming has had quite the rise in popularity throughout the last couple years. More specifically theyre called eSports, and their popularity is growing at an astounding rate. In a study by Anders Hval Olsen of Cornell University it indicates that, the eSport audience is p rojected to increase by 305.51% from 2014-2019 (Olsen). The study also indicates that the virtual streaming audience will increase 140.61% within those same years (Olsen). These numbers indicate that the amount of people who will be watching these eSports will steadily increase throughout the next couple of years. In comparison, its like the increase of attendance at a baseball game. These eSports can become more useful socially in the coming years. This is because it could simply be used as an icebreaker in a conversation. Its common knowledge that a good conversation starter is to ask about someones favorite sports team, such as the Boston Red Sox or New England Patriots. If eSports sustain their current increase in popularity, the future question may be, Whos your favorite eSports team? This is how video games ultimately help people with their teamwork skills. The final way video games help people is socially is by teaching how to be compassionate. A three month study by the U.S. National Library of Medicine National Institutes of Health included 375 subjects, male and female, between the ages of 13-29 and had them put into either an intervention or control group. The intervention group played a video game that stipulated many things such as knowledge, stress, and control, while the control group was simply normal. In the end the implication was that the intervention group showed an increase in things such as self love and knowledge (Kato). Next, video games can also help players have a much more supportive mindset, in the same manner that a sports team would. For a better perspective, on a baseball team people are constantly bound to be fallible, which can induce gargantuan amounts of stress and anger. Yet, after a hard practice full of blunders the coach will never begin to throw a fit and scream at every individual that screwed up. Ins tead, the coach will simply tell the player to pick their head up, and keep on trying their hardest. Video games are like this because when one is playing a video game such as Madden or NBA 2K and y lose, they cant exactly throw a giant fit about it. Theyll just need to realize that they cant always win, but they can always keep practicing and try again. Also, gaining a supportive mindset can allow someone to become a much more kind, caring, and accepting person. That is the final way that video games can help people socially. Although video games mostly impact people socially, they can impact them in other ways as well. A major way video games can also have an impact is physically. Even though its hard to believe, certain types of video games can be beneficial to someones health. In an experiment by the American Psychological Association they had 147 young adults between the ages of 18-35 play 13 minutes of Dance Dance Revolution on the Playstation 3 using the Move Motion Controllers while measuring their energy levels using calorimetry. In an article by Eleuterio Ferrannini calorimetry is described as the method in which the type and rate of substrate utilization, and energy metabolism are estimated in vivo starting from gas exchange measurements (Ferrannini). The result of the experiment showed that while playing the video game, the subjects had there engagement, enjoyment, and BMI (Body Mass Index) levels all increased. This also shows that video games that are more engaging and active can cause higher energy levels (activity) and leads to the burning of calories (Ferrannini). These types of activity inducing games are sold for video game consoles such as the Wii or for the Xbox 360s Kinect System. As fantastic as these types of games are, they have one monumental downside, theyre just not popular anymore. The Kinect was introduced by Microsoft in the summer of 2009, and it looked like it was set for success. It was a fresh idea that used motion sensor and infrared technology which allowed players to play games and control their Xbox system by simply using their own voice or body. It was decently priced, as one could purchase it separately for $150 or purchase it with an Xbox system for a total of $299. The Kinect system sold about 30 million units in its shortened span of popularity, from its release in 2009 to its ultimate discontinuation in 2017 (Weinberger). The Kinects last reach for success was in 2013 when it added new voice commands prior to the release of the new; at the time, Xbox One (International Business Times). It was discontinued because it simply couldnt keep up with the ravaging popularity of normal video games. For example, in 2014 Call of Duty: Advanced Warf are was released for Xbox 360 and according to TechSpot, it had amassed 21 million copies sold in the United States. It also was the best selling game of that year. While in 2014 the best selling Kinect game was Kinect Sports Rivals which had 8.5 million copies sold in the United States (Campbell). Another example of video games that can promote and help people physically is Pokemon Go. An experiment was conducted on Pokemon Go over the span of 3 months. The experiment had 32,000 users wear special Microsoft Bands that track their physical activity by using sensory data. The players were identified by certain search engines, the physical activity is measured by accelerometers. After a check in 30 days later, the data shown that all users had a 25% increase in their physical activity levels compared to their prior levels. This is an extra 1,473 steps for each person daily (Eysenbach). Although contradictory to popular belief, video games can also improve your eyesight. More specifically they can improve your reading ability. A study by Sandro Franceschini stated that children with dyslexia who play fast paced action video games such as Call of Duty can actually improve their reading abilities. Sandro says children with dyslexia who played AVG showed an improvement in visuo-spatial and temporal attentional shifting matched with an improvement in reading speed without any increase in reading errors (Franceschini). That is how video games can impact people in a physical way. A third way video games can be impactful is mentally. A positive way that they can affect someone is by improving their executive functioning. Executive functioning is when your prefrontal cortex chooses how someone might react to certain situations. This essentially means that video games can affect peoples decision making skills. A study by Melissa T. Buelow had an experiment that tested the effects video games had on decision making. With 228 undergraduates (114 male and 114 female) she had one group play video games actively for 30 minutes while the control group did not. After this she had both groups take the Iowa Gambling Task (IGT) and then compared the results. The Iowa Gambling Task is a test that shows how the user makes decisions as well as how they perform under pressure. Its based off the Somatic Marker Hypothesis created by a neuroscientist named Antonio Damasio in 1998 (Chiu). As it turns out the group that had played video games actively prior to the task performed b etter on it then the control group that hadnt played the games. Next, video games can have an impact in a plethora of ways, but its been discovered that in some cases they can cause a mental disorder. An article by Bruce Y. Lee says this about the so called Gaming Disorder, gaming disorder is characterized by a pattern of persistent or recurring gaming behavior. He also believes this disorder is mostly caused by the duration of time someone spends playing video games. Also, he says that it can be associated with mood swings. Check whether your gaming has increased over time and if there have been accompanying changes in your mood (e.g. becoming moodier, crankier, more irritable, or depressed) (Lee). The third way video games help socially is by boosting problem solving skills. Firstly, video games can also help the brain learn a simple, but helpful strategy which is simply called, rest and reset. This simple strategy is a subliminal way to cause a persons brain to take a break from what theyre doing and then come back to it later with a clearer mind. An example of this strategy goes way back to the summer of 1905. At this time a 26 year old Albert Einstein was going through a debilitating problem. He was trying to figure out which of these two things were wrong: James Maxwells Equation or Isaac Newtons famous Laws of Gravity. He then talked about his dilemma to his friend Michele Besso. Einstein, feeling utterly abysmal, told Besso that he was going to give up on the problem he had been thinking so intensely about. Once he shoved the thoughts to the back of his mind, he decided to head home. On the way home he looked outside at a large tower and wondered what would happen if he went by it in a car at the speed of light. He then looked at his stopwatch, and realized that the car would move normally (May). This helped Albert Einstein solve his dilemma of which one of the geniuses was wrong. It also proves that when someone take a break from a problem then come back to it, theyll think a lot clearer. This is how video games help with problem solving abilities. The fourth and final way video games can have an impact is academically. This is shown by video games helping with peoples memories. In video games its crucial to always listen to the tutorials so the player will know how to play the game. Since these tutorials usually teach the basics of the gameplay they only show up in the beginning stages of the game. Also, Its key to remember a variety of combinations for the buttons on the controllers. When playing a video game the player cant just look at their controller and the screen at the same time so theyll need to be able to memorize the layout of the buttons and which ones relay which commands (A is to jump, B is to crouch, X is to punch, etc.). Another way videogames can help academically is by helping foreign peoples ability to learn English. A study was done that tested how much video games could impact Saudi Arabian childrens ability to learn English. The experimental group of 30 Saudi Arabian girls in Kindergarten used video games pre-selected by the British Council to help them learn English. The control group; the other 30 Saudi Arabian girls, learned vocabulary the old-fashioned way, using methods such as flashcards. At the end of the experiment the two groups took the same test that challenged their knowledge of English. The conclusion was that the experimental group had a much higher median score than the control group (Alshaiji). Video games can also help people; more specifically kids, academically by teaching them about the inner-workings of the human body. There are video games called serious games that increase kids understanding of various things in the human body (Fiellen). For example, theres a game called Re-Emission thats aimed at teens and young adults learning about cancer. In the game, the player controls a nanobot that traverses through a 3D environment of what the body of a cancer patient would look like (Fiellen). As they go through the new environment theyll encounter things such as cancer cells and other ailments. After the experience the people who played the game demonstrated a greater knowledge about cancer and how it affects the body (Fiellen). To further elaborate video games are extremely impactful in a multitude of ways. Albeit socially, physically, mentally, or academically. In this day and age technology is at an all time high. Its imperative that people know about the effects that technology can have on them, as well as the implications that may follow.

Wednesday, December 18, 2019

Preventing Delinquency And Its Effects On Society

Preventing delinquency, says Peter Greenwood, not only saves young lives from being wasted, but also prevents adult criminal careers and reduces the burden of crime on its victims and on society. He claims that it costs states billions of dollars a year to arrest, prosecute, incarcerate, and treat juvenile offenders. Investing in successful delinquency-prevention programs can save taxpayers seven to ten dollars for every dollar invested, primarily in the form of reduced spending on prisons. The most successful community-based programs are those that have huge family interactions, probably because they focus on providing skills to the adults who are in the best position to supervise and train the child. (Sanders (2005) (Greenwood, 2008) states that researchers have identified many â€Å"proven delinquency-prevention programs. Other programs such as these are still being looked into. In his article, Greenwood reviews the methods used to identify the best programs, explains how progra m success is measured and it can play a huge role in many communities and different forms of society The most successful programs are those that prevent youth from engaging in delinquent behaviors from the jump, before it even really sprouts out. Greenwood specifically cites home-visiting programs that target pregnant teens and their at-risk infants and preschool education for at-risk children that includes home visits or work with parents. Successful school-based programs are very useful becauseShow MoreRelatedBreaking Down the Walls of Delinquency1685 Words   |  7 PagesObviously something is going on in today’s society if more and more children are committing delinquent crimes. Sometimes a researcher has to get to what he or she thinks is the root of the problem to figure out what spawns a certain issue. 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