Tuesday, December 24, 2019
Analysis Of Sherman Alexie s The Lone Ranger And Tonto...
Culture is a system of how one self-identifies. The dominant culture sets the values and expectations of society ideals. When one tries to silently assimilate into the dominant culture without losing their heritage a Hybrid is created. Sherman Alexie’s combination of short stories, The Lone Ranger and Tonto Fistfight in Heaven, highlights the many struggles Native Americans face within their culture while trying to fit into the White culture. The telling of these stories reveals the Hybridity Native Americans have become; with the white ideals creating a people who are a part of two cultures but belong to neither. The use of traditional Native American names and images by the White culture perpetuates a blatant categorization of Native Americans that continues to marginalize them. Native American names including but not limited to the Sioux, Blackhawks, Seminoles, Redskins, Indians, and Chiefs are all current names held by high school, college, professional, and even some youth teams in White society. Along with some teams is a comical depiction of or even a mascot that is an Indian; which further mocks Native American culture by leading participation in dances, â€Å"War-Whooping,†and misuse of symbolism. Victor reflects on this cultural appropriation by stating, â€Å"Indians can easily survive the big stuff. Mass murder, loss of language, and land rights. It’s the small things [like this] that hurt the most,†(49). His thoughts have a humorous cover to the pain that is beneathShow MoreRelatedAnalysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight 1233 Words  | 5 PagesThroughout â€Å"The Lone Ranger and Tonto Fistfight in Heaven†the theme of resilience is deliberately presented. Native Americans past and present continue to face stifling issues such as racism, alcoholism, isolation and suicide. Sherman Alexie makes it his obligation in his stories and poems to show Native American resiliency through humor. By using his characters to show resiliency through humor Alexie presents humor as an integral part of Native American survival. In Sherman Alexie’s best workRead MoreAnalysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight 932 Words  | 4 PagesThe short story The Lone Ranger and Tonto Fistfight in Heaven lets us know that Sherman Alexie is a Native American poet, novelist, and performer. Sherman Alexie s key characteristics to his writing are irony and dark humor. Sherman Alexie’s main focus in his writing is his experience as a Native American. â€Å"The Lone Ranger and Tonto Fistfight in Heaven†is a short story that talks about his relationship with a white woman. There is also a lot of contrast between the way Native Americans are seenRead MoreAnalysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight 2477 Words  | 10 PagesIn Sherman Alexie’s novel, The Lone Ranger and Tonto Fistfight in Heaven(1993), nearly all of the characters suffer from alcoholism. Those who do not drink, cannot escape the external backlash from an alcoholic environment. Through the stories of the characters in the book, both on and off the reservation, the author is able to distinguish arguments for and against the white people on whether or not they are to blame for the problems Native Americans have faced related to alcoholism. The fate ofRead MoreAnalysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight Heaven 1435 Words  | 6 Pageslegendary warriors of the past. As times change and the days of Indian and cowboy battles are behind us; how is it possible for a warrior to still be relevant in the modern day? Sherman Alexie expresses this idea of a modern-day warrior in his book The Lone Ranger and Tonto Fistfight in Heaven. Many times, throughout the book Alexie brings up the idea of warriors and uses their actions to portray them to seem noble. Multiple characters in the book want to change their current outlook on life and breakRead MoreAnalysis Of Sherman Alexie s Lone Ranger And Tonto Fistfight Heaven 1598 Words  | 7 Pageshas been shown through Sherman Alexie’s Lone Ranger and Tonto Fistfight in Heaven. In this novel, he attempts to shed light on the struggles Native American people, specifically on the Spokane Reservation, withstand through multiple stories and perspectives. Some novels, if their perspective of truth has not been taken into account, still affect people in their everyday lives, albeit major or minor. While all novels do have lessons, whether they be good or bad, an author s obligation to tell theRead MoreRhetorical Analysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight 1116 Words  | 5 PagesEdwards Newman 10/26/14 Essay 2 ENC 1102 (Green 2) In his stories Sherman Alexie’s humor, portays a role that helps bring people together,Alexie s sophisticated use of humor unsettles conventional ways of thinking and helps brain growth, which allows Indian characters to connect to their heritage in ways and forces non-Indian readers to reconsider their ideas on them. â€Å"The Lone Ranger and Tonto Fistfight in Heaven†by Sherman Alexie is a humorously told, short story detailing the struggle of an AmericanRead MoreAnalysis Of Sherman Alexie s Lone Ranger And Tonto Fistfight Heaven 1534 Words  | 7 Pagesthis can be shown through Sherman Alexie’s Lone Ranger and Tonto Fistfight in Heaven. In this novel, he attempts to shed light of the struggles Native American people, specifically on the Spokane Reservation, withstand through multiple stories and perspectives. Some novels, if their perspective of truth is not taken into account, still affect people in their every day lives, albeit major or minor. While all novels do have lessons, whether they be good or bad, an author s obligation to tell the truthRead MoreRhetorical Analysis Of Sherman Alexie s The Lone Ranger And Tonto Fistfight Heaven 1448 Words  | 6 PagesHumor: Sherman Alexie’s Comic Connections and Disconnections in The Lone Ranger and Tonto Fistfight i n Heaven,†the author Joseph L. Coulombe, writes about the humor used in Sherman Alexie’s short stories. Coulombe argues that in Sherman Alexie’s stories that humor is essential for character development and the creation of bonds between these characters. He often makes statements discussing how humor allows Alexie’s characters to show strength and connect to their Indian heritage. â€Å"The Lone RangerRead More Analysis of Sherman Alexies The Lone Ranger and Tonto Fistfight in Heaven and Smoke Signals582 Words  | 3 PagesAnalysis of Sherman Alexies The Lone Ranger and Tonto Fistfight in Heaven and Smoke Signals      Sherman Alexie based on some short stories included in his book, The Lone Ranger and Tonto Fistfight in Heaven, wrote the screenplay for the movie Smoke Signals. Both the movie and the book portray problems that Indians had to deal with, and how they dealt with it. The book is far more complex than the movie, showing a wider variation of characters facing different situations.      In
Monday, December 16, 2019
Advertisement Budget Free Essays
Introduction Budget is quantitative expression of future plan of activities. It is a future plan of activities expressed in terms of currency/rupees. It is prepared for a fixed period of time. We will write a custom essay sample on Advertisement Budget or any similar topic only for you Order Now Advertising budget is a financial document that’s hows the total amount to be spent on advertising and lists the way this amount is to be allocated. It is a translation of advertising plan into money to be spent on advertising. It is an estimation of total amount to be spent on advertising during a given period of time for achieving marketing objectives. It involves allocation of a portion of total marketing resources to advertising functions of a firm. An advertising budget shows how much amount is to be spent on advertising and how this amount will be allocated among different media, sales territories, products, selling-activities, etc. It states the proposed advertising expenditure and serves as a decision-making tool for the management while allocating available funds to the various advertising functions and related activities of the company. Advertising budget and its process is similar with the Sales Promotion budget And Integrated Marketing Communication (IMC) budget . All three terms can be used interchangeably also due to close similarity. Advertising budget is prepared by Advertising Manager in consultation with Marketing Manager of thecompany. But in small business organizations, which do not have separate advertising department theresponsibility of preparing ad-budget lies on top management or Marketing Manager. According to the Institute of Cost and work Accountant London â€Å"A budget is a financial or quantitativestatement prepare prior to a definite period of time; of the policy to be persuade during that period for the purpose of achieving a given objective†. Features of Advertising Budget The features of advertising budget are as follows: 1) Advertising budget is a financial statement expressed in monetary terms, 2) It is for a specific future period. It is prepared prior to the budget period during which it will operate, 3) It is prepared by Advertising Manager. It is approved by top management for its implementation, 4) It shows the plan of allocation of available funds to various advertising activities, 5) It affects the selection of media, selection of advertising agency and selection of message source (model for advertisement), 6) Its size depends on various internal and external factors, and 7) It is a limiting factor which determines the size of advertising campaign. Advertising Budget as a Concept of Investment Advertising budget is assigned to build the image and reputation of the organization. The achievement of the budget is observed over a long period. Some of the expenditure on advertising attracts customers immediately;they buy the product when they listen to or view the advertising message. This expenditure is known as revenueexpenditure. Some expenditure is incurred on building the image and reputation. The effects of advertising arerealized gradually over a long period. This expenditure is capital expenditure or investment. The expenditure onadvertising is accepted as revenue expenditure by the income-tax authorities. The marketing manager isauthorized to control and spend the money assigned to him for advertising purpose. Advertising expenditure is a capital investment when it is incurred to build the image, goodwill and reputationof product and company; and this results in a gradual increase in the sales, although the expenditure isconsidered as revenue expenditure in the accounting entry. It is an outlay or expenditure made today to achieve benefits in future. This expenditure is known as capital investment although it is assigned under the revenue budget but it is not accepted as a capital budget. Factors Influencing the Size of the Advertising Budget 1) Objectives to be Attained: How much the company is going to spend is determined by the objectives to beattained. Objectives act as the sheet anchor and the standards for advertising performance. These objectivesare – bringing about increase in sales, introduction of new products, supporting sales force, reachinginaccessible consumers, entering a new market, improving dealer relations, expanding industry’s sales, building up goodwill, building a brand preference, counter acting competition, dispelling the likelymisunderstandings and so on. It is a particular sales objective or the set of objectives that shapes theadvertising budget. 2) Coverage Expectations: Advertising coverage implies the number of persons to be reached. It is thequestion of reaching a target audience through different media and media vehicles. The extent of coverageis influenced very much by the nature of the market enjoyed by the products. 3) Product Class: Talking of only consumer goods, these have been classified into three categories, namely, convenience, shopping  and specialty. In case of convenience goods, they require a large advertising expenditure because of their intensive distribution and heavy dependence on mass advertising to sell inadvance to the prospects before they shop. On the other hand, the fashion goods require less advertising asthe buyers can judge the qualities of these products themselves in person while they hop from shop to shop. Services goods such as automobiles, fridges, washing machines, T. V sets, cooking ranges, kitchen-waresand the like warrant heavy doses of advertising and personal selling efforts. ) Stage in the Product-life Cycle: Every product has its life-cycle consisting of four phases, namely,introduction, growth, maturity and decline. When a new product is introduced, it calls for the heaviest dosesof advertising, and therefore, the budget gets blown-up. During the growth stage, the funds spend are reallysubstantial. However, when the product reaches the stage of maturity or saturation and the stage of decline,it is the price appeal that works than the advertising strategy. Hence, the advertising spending gets reducedconsiderably. 5) Prevailing Economic Conditions: The economic activities are not always the same. The economic systemfaces brisk and slack phases which are referred to as boom and slump phases of business cycle. During thesour economic conditions, majority of the companies cut back the advertising budget and during the periodof boom conditions, they fatter their budgets beyond limits. This has been because, the business communitythinks advertising as recurring expenditure than an investment. 6) Age of the Company: A company which is seasoned and is known to the consumers will have certainly anadvantage in introducing a new product or a service. People readily accept How to cite Advertisement Budget, Papers
Sunday, December 8, 2019
Importance of the Mobile Applications-Free-Samples for Students
Question: Outlines the Importance of the Mobile Applications in the Business Organization. Answer: Introduction Mobile phones are ruling the current market in the world. Mobile phones have become an integral part of the human beings. Mobile phones have helped in fulfilling the needs of the human being in the world. The mobile applications are developed to meet the requirements of customers in the market. Business organization have also implemented various mobile applications that have helped in fulfilling the needs of the customer in the market. This report deals with the mobile application developed by the Coles Supermarket in Australia. This report outlines the importance of the mobile applications in the business organization. This report also deals with the importance pf the mobile application in the business scenario. Overview of the Company The Coles Supermarket is one of the largest retail market company in the Australia. It was founded in 1914 in Melbourne by George Coles. It has now speeded all over the Australia having more than 100,000 employees at present. Coles is an online supermarket giant in the Australia. It has developed a B2C mobile application for the customers in the market. The mobile application is named as Coles App. This app has helped in smoothening the sales and buying behavior of the customers in the market. This app has allowed the customers to look for the new products and services provided by the company in the market. There are various catalogues provided in the applications that have helped the customers to analyses the product before purchasing it. Features of the application The Coles App has been given good ratings by the customers in the market. There are various features of the Coles App. The CEO of the company has provided with various features in the app is a part of the Celebrate Specials campaign. As commented by Tilevich and Kwon (2014), this app as designed to make savings of the customers. There are various discounts and coupons provided in the applications. Users and add their items in the shopping cart according to their choices. There are variety of ranges in the types of products according to their choice of the customers. Therefore, this application is a user-friendly application for the customers. There is a new tab named as My Favourite Products, where customers can store their favourite products from a range of products given in the application. As mentioned by Hoehle and Venkatesh (2015), this mobile application can be accessed from Google Play Store and App Store. There is easy installation process of the application in the mobile. The interface of the application is very attractive and user-friendly that helps in attracting the customers to the application. The user have to create their account in the app that helps in making their profile and start their shopping with the help of app. This app also allows the users to register their flybuys loyalty card and make online payment through the card. There are various discounts and coupon codes for the loyalty card. A loyal customer of the company are provided with better opportunities for purchasing products and services at an affordable rate. Benefits for the company This mobile application has helped in increasing the business of the company in the country and all over the world. Most of the customers are using mobiles phones in recent years. Therefore, developing this mobile app has helped in providing a shop in their hands. As cmmented by Schobel et al. (2013), this application has helped in purchasing any product easily from the company. Therefore, the brand image of the company has improved in the market. The customers are enjoying their purchasing process form the application (Trevena et al. 2015). Therefore, the revenue of the company has been continuously increasing in the market. According to the survey, the market of the Coles have increased by 6% with the help of the mobile applications. This application as increased the number of customers for the company in the market. Now, the customers can purchase any product of their choice right from their home. As commented by Flora et al. (2014), this application also provides home delivery service of the products ordered by the customer from the mobile application. Therefore, this app has able to maintain the customer satisfaction level for the company in the market. There is an increase in the number of customers joined with the company in the market. Figure 1: Market growth of Coles (Source: Flora et al. 2014) The above figure shows that with the implementation of the mobile app of the Coles, the market share of the Coles has been increased in last ten years. The growth in the market share has able the company to rule the retail market in Australia. The customer satisfaction is the primary goal of the company in the market. The market revenues of the Coles supermarket has evolved with the implementation of the mobile application in the market. The user have to create their account in the app that helps in making their profile and start their shopping with the help of app. This app also allows the users to register their flybuys loyalty card and make online payment through the card. There are various discounts and coupon codes for the loyalty card. A loyal customer of the company are provided with better opportunities for purchasing products and services at an affordable rate. The mobile application has able to create a channel between the customers and company in the sales of products and services in the market. As mentioned by Kumar, Krishna and Manjula (2016), the customers are benefited with the help of the mobile application of the Coles Supermarket. The Australian retail market has been continuously growing and providing various opportunities for different companies in the market. The Coles Supermarket has grabbed this opportunity and become a successful retail market giant in the market (Atapattu and Sedera 2014). According to the report of IBIS, Australians have spent $2.4billion shopping for groceries online. This has shown a huge growth in the market of 30 percent of the online market in retail world (Giles, Kraft and Henderson 2017). Figure 3: Change in market growth (Source: Giles, Kraft and Henderson 2017) Figure 4: Market revenue of Coles (Source: Pearson 2017) This figures shows that the company have able to grow in the market at constant rate. The total profit has risen 4.3% from the previous value. Therefore, the mobile app has helped in finding a way to success of the company in the market. The company has able to maintain a long-term relationship with the customers in the market. The Coles Supermarket has able to provide career opportunities for the young people in the country. Limitations of the Mobile Application There are some limitations of the mobile app reported by the customers of the company. As mentioned by Mukhtar (2014), the customers have reported about the hanging problem of the application in mobile. The application used to stop responding many times as reported by the customers. The cost of the products in the applications is more than at the stores of the Coles. There is an extra charge for the home delivery of the products to the customers. As mentioned by Ball, Mouchacca and Jackson (2014), this charge is added with the pricing amount of the product. Due to high traffic in the application, the application becomes slow and the server gets down. This might create problems in the payment of the products and causes loss to customers. Opportunities for the Application There are various opportunities for the mobile application of the company. The market of the retail is still in its growing phase and providing lots of opportunity to the company. As stated by Pearson (2017), the company have started the Flybuys travel services for the tourists to travel all over the world. This information is also provided in the application. Therefore, the application can be used to book tickets for a trip to different places. The company is providing new look to the liquor shop in the market and updating the mobile application to provide new liquor to the customers. The company has focused on removing the issues obtained from the customers in the market. As mentioned by Hsiao and Hsiao (2017), the company is trying to remove the loopholes and gaps involved in the mobile application. The company have maintained a close look on various aspects of the mobile applications. The company has focused on improving the delivery system of the mobile applications in the marke t. Therefore, the mobile application has able to maintain the growth in the market. Conclusion It can be concluded that the mobile applications have helped business organisation in increasing the revenue of the company in the market. The Coles App has helped in increasing the customer relationship in the market that has increased the revenue of the company in the market. The company have started the Flybuys travel services for the tourists to travel all over the world. This information is also provided in the application. The application used to stop responding many times as reported by the customers. The cost of the products in the applications is more than at the stores of the Coles. References Atapattu, M. and Sedera, D., 2014. Firm-Customer Mobile Digital Connectedness: Conceptualization, Measurement and Implications. InPACIS(p. 127). Ball, K., Mouchacca, J. and Jackson, M., 2014. The feasibility and appeal of mobile apps for supporting healthy food purchasing and consumption among socioeconomically disadvantaged women: a pilot study.Health promotion journal of Australia,25(2), pp.79-82. Flora, H.K., Wang, X. and Chande, S.V., 2014. An investigation into mobile application development processes: Challenges and best practices.International Journal of Modern Education and Computer Science,6(6), p.1. Giles, A.K., Kraft, S. and Henderson, R., 2017. MOBI: An Interprofessional Mobile Application for Teaching Use of Ambulatory Assistive Devices.American Journal of Occupational Therapy,71(4_Supplement_1), pp.7111510176p1-7111510176p1. Hoehle, H. and Venkatesh, V., 2015. Mobile Application Usability: Conceptualization and Instrument Development.Mis Quarterly,39(2). Hsiao, K.L. and Hsiao, K.L., 2017. Compulsive mobile application usage and technostress: the role of personality traits.Online Information Review,41(2), pp.272-295. Kumar, N.A., Krishna, K.H. and Manjula, R., 2016. Challenges and Best Practices in Mobile Application Development.Imperial Journal of Interdisciplinary Research,2(12). Mukhtar, S., 2014. Applications and technologies associated with web-based geographical Information systems. Pearson, G., 2017. Further challenges for Australian consumer law. InConsumer Law and Socioeconomic Development(pp. 287-305). Springer, Cham. Schobel, J., Schickler, M., Pryss, R., Nienhaus, H. and Reichert, M., 2013. Using vital sensors in mobile healthcare business applications: challenges, examples, lessons learned. InInternational Conference on Web Information Systems and Technologies(pp. 509-518). Tilevich, E. and Kwon, Y.W., 2014. Cloud-based execution to improve mobile application energy efficiency.Computer,47(1), pp.75-77. Trevena, H., Neal, B., Dunford, E., Haskelberg, H. and Wu, J.H., 2015. A comparison of the sodium content of supermarket private-label and branded foods in Australia.Nutrients,7(8), pp.7027-7041.
Saturday, November 30, 2019
The Atomic Bomb Flashed Above Hiroshima Essays -
The Atomic Bomb Flashed Above Hiroshima Hiroshima is the capital of Hiroshima Prefecture, southwestern Honshu, Japan. Hiroshima has warm, humid summers with July temperatures. Hiroshima caught the attention of the world when a U.S. plane dropped the first atomic bomb on the City, destroying it on August 6,1945. The Atomic bomb blast in 1945 obliterated three- fifths of the city within seconds and killed about 75,000 people. At exactly fifteen minutes past eight in the mourning, on August 6, 1945 Japanese time, at the moment when the atomic bomb flashed above Hiroshima. At the time of the blast:Mrs.Huts Nakamura, a tailors widow stood by the window of her kitchen, watching a neighbor tearing down his house because it laid in path of an air-raid defense free lane . Mrs. Huts Nakamura, who lived in the section called Nobori-Cho got her three children, a ten year old boy,Toshio, an eight year old girl yoke, and a five year old girl, Mohawk out of bed and dressed them and walked with them to the Military area known as the East Parade Ground. There she unrolled some mats and the children laid down on them. They slept until about two, when they were awakened by the roar of the planes going over Hiroshima. As soon as the planes had passed, mars.Nakamura started back with her children. They reached home a little after two-thirty and she immediately turned on the radio, which was broadcasting a fresh warning. She put the children in their bedrolls on the floor, laid down herself at three o'clock, and fell asleep at once. The siren jarred her awake at about seven o'clock, she arose and hurried to the house of Mr.Nakamoto, the head of her neighborhood Association and asked him what she should do. He told her to remain at home unless an urgent warning. The Prefectural Government convinced, everyone in Hiroshima that the city would be attacked. Their house was 1,350 yards or three-quarters of a mile, from the center of the explosion. Timbers fell around her as she landed and a shower of tiles also fell on her; everything became dark and she became buried. She heard a child cry "Mother,help me!" and she saw her youngest child, Mohawk the five year old buried up to her chest and unable to move. As Mrs.Nakamura started Frantically to claw her way toward the baby, she couldn't see or hear anything of her other children. Mrs.Nakamura always was a strong person, she never thought of the worst and always hoped for the best. Here is an example of her strength, Mrs.Nakamura, although she was too ill to walk she managed to return to Hiroshima alone, by electric car to the outskirts, by foot from there. Mrs.Nakamura cared for her children and everyone else. Her attitude was always pushing for the good never wanting to give up. Mrs.Nakamura said,(she needed nothing more to make her give up thinking, in spite of the atomic bomb, that Japan still had a chance to win the war). Mrs.Nakamura helped everyone through this time including herself. Weakness occurred after the bomb had dropped. Mrs.Nakamura, who had suffered no cuts or burns at all, though she had been rather nauseated all through the week she and her children had spent as guests of Father Kleinsorge and the other Catholics at the Novitlate. Mrs.Nakamura began fixing her hair and noticed, after one stroke through her hair, that her comb carried with it a whole handful of hair. Three or four days past, she became bald and began living indoors, practically hiding. Mrs.Nakamura daughter, Mohawk woke up feeling week and tired and they both stayed on their bedrolls. Her son and other daughter, who had shared every experience with her during the after bombing, felt fine. They did not realize it, but they were coming down with the strange, capricious disease which became known as radiation sickness. Mrs.Nakamura laid indoors with Mohawk. They both continued to be sick, Mrs.Nakamura realized that their sickness was caused by the bomb. Mrs.Nakamura was too poor to see a doctor and never knew exactly what the matter was. Without any treatment at All they began to feel better. All the children had lost a little hair but were well. Hiroshima is the capital of Hiroshima prefecture, southwestern Honshu, Japan. The Atomic bomb blast in 1945 obliterated three fifths of the city within seconds and killed about 75,000 people. Mrs.Huts Nakamura, with her ten year old boy Toshio, eight year old girl Yoke, and a five year old girl Mohawk were strong through the whole situation. I chose Mrs.Nakamura because she was a
Tuesday, November 26, 2019
Benefits of Having a Car in College
Benefits of Having a Car in College There are seemingly a lot of benefits to having a car in college. After all, who wouldn’t want to have access to wheels whenever they choose? And while there are some important cons to consider, there are certainly several key pros as well. You Can Leave Campus If and When You Need a Break Whether it’s heading to a concert somewhere in town, going out to dinner with some friends, or even just being able to take someone on a date, having the ability to get away from campus whenever you wish is certainly a luxury. You Can Help Friends Out If your friends are moving, needing to transport something too big to fit on the bus, or just need a ride to the airport, having access to your own car allows you to help them if and when they ask. It can feel good to know you’re helping someone out in a pinch or even helping support a fun event for someone special, like a celebratory birthday night downtown. You Dont Have to Worry About Transportation Around the Holidays Getting home – even if it’s a day or two drive – can be done on your own terms. You won’t have to worry about expensive flights, delayed trains, long bus rides, or other transportation woes. You can more or less leave when you wish. Additionally, as the owner of the car, you can also coordinate something fun, like a road trip toward your hometown that lets you drop off friends in their hometowns along the way. You Can Plan Road Trips Speaking of road trips, you can provide transportation for some seriously memorable road trips over things like Presidents’ Weekend or Spring Break. Having access to and use of a car both ensures you’ll get to go and that you’ll have some say about the itinerary. You Can Get an Internship or Job Off Campus Without a car, of course, you can also work or have an internship off campus, but having your own transportation definitely makes the logistics easier. Having a car can therefore open some additional professional doors, whether it’s a part-time gig at a company you’d like to work for after you graduate or an internship at an interesting museum in town. You Can Save Money by Shopping Around True, having a car on campus might cost a bit extra, but you can also save money in other aspects of your college life. When you’re stuck on campus, you’re quite limited in terms of where you can buy items, like groceries or school-related supplies. With a car, however, you can make the long trip for items at discount clothing stores, cheaper food options (think: Costco or Walmart), and other less-expensive retailers. Sure, buying in the campus bookstore can be smart for several types of purchases, but overall you’re likely to find better deals elsewhere. You Can Be More Flexible With Your Family Needs ​If you often need to help out with a family business, help take care of an ill family member or provide childcare for your family, having a car can cut down on the time it takes for you to get back and forth. This simple time saver can therefore provide you with more time to focus on your studies instead of commuting back and forth. Overall, the choice of having a car with your during your time in school depends heavily on the specific factors relevant to your situation. As with most things during college, however, it’s best to make an informed, educated decision about which choice seems the smart way to go.
Friday, November 22, 2019
Here We Come Group Energizer Theatre Game
Here We Come Group Energizer Theatre Game Sometimes teachers and other group leaders need new ways to get students energized and loosened up for classes or rehearsals. The activity below has been around awhile. It is called â€Å"Here We Come!†How You Play 1. Divide students into two groups. Groups may be as large as 10 to 12 students. 2. Teach students the following lines of dialogue: Group 1: â€Å"Here we come.†Group 2: â€Å"Where ya from?†Group 1: â€Å"New York.†Group 2: â€Å"What’s your trade?†Group 1: â€Å"Lemonade.†3. Explain that Group 1 must discuss and agree upon a â€Å"trade†- a profession, job, or activity that they will all mime after they have responded with â€Å"Lemonade.†(Group 2 should not be within earshot of their discussion.) 4. Once Group 1 has chosen its â€Å"trade,†the members of Group 1 line up shoulder-to shoulder on one side of the playing area facing Group 2, also lined up shoulder-to-shoulder on the opposite side of the playing area. 5. Explain that Group 1 will begin the game by delivering the first line in unison (â€Å"Here we come†) and taking one step towards Group 2. Group 2 delivers the second line (â€Å"Where ya from?†) in unison. 6. Group 1 then delivers the third line in unison (â€Å"New York†) and takes one more step towards Group 2. 7. Group 2 asks, â€Å"What’s your trade?†8. Group 1 responds with â€Å"Lemonade†and then they begin miming their agreed-upon â€Å"trade.†9. Group 2 observes and calls out guesses about the group’s â€Å"trade.†Group 1 continues miming until someone guesses correctly. When that happens, Group 1 must run back to their side of the playing area and Group 2 must chase them, trying to tag a member of Group 1. 10. Repeat with Group 2 deciding on a â€Å"trade†to mime and beginning the game with â€Å"Here we come.†11. You can keep score of how many tags a group makes, but the game works without the element of competition. It’s just fun and it gets students moving and revved. Some Examples of â€Å"Trades†PhotographersFashion ModelsTalk Show HostsPoliticiansManicuristsBallet DancersPre-school TeachersStep DancersCheerleadersWeight LiftersHairdressersWeather Forecasters What Constitutes Success in This Theatre Game? Students must offer and accept ideas quickly. They must work together as an ensemble when they mime their â€Å"trade.†For example, if the group chooses Pre-school teachers, some group members may play the children that the teachers teach. The more precise the mime that the students perform, the more quickly the game will keep moving. Guideline and Tips Remind the members of Group 1 that their goal is to engage in mime – which requires silence. No dialogue, no sound effects, no reactions to the guesses that Group 2 makes until they hear a guess that is correct.Remind the members of Group 2 that when they go to tag a member of Group 1, they need to aim for a shoulder and tag lightly. The tag is not a slap or a slug.If noise level is a concern, you may want to establish a rule of no screaming or shouting during the chase.Requiring the chase to be performed in slow motion is another way to curb noise and lessen the chances of trips, falls, and overly rambunctious activity.
Thursday, November 21, 2019
The American model of representation Essay Example | Topics and Well Written Essays - 1250 words
The American model of representation - Essay Example This research will begin with the statement that many nations have focused on implementing democracy. From the definition of democracy, it emerges that decision-making should rely on the will of the people and promote the public interests. However, it is unrealistic for each individual to contribute to active decision making. This is the reason why representative democracy has been adopted. In the United States, representative democracy is implemented by ensuring that the people choose representatives who sit in the two houses of the Congress. The founders of the American constitution acted proactively in support of democracy. The founders ensured that two houses of the Congress existed that would complement each other in the lawmaking process. The founders of the constitution developed a rational understanding of the purpose of both houses, which is still implemented in the modern day. It is commonly referred to as the bicameral legislature. Despite its functionality over the years, it is evident that this model of representation presents certain challenges. A democratic representative serving in either the lower or the upper house has critical responsibilities of representing the people who have elected him into office. The lower house is comprised of representatives chosen from states and districts. Each state or district chooses the number of representatives in accordance with the population of each state or district.
Tuesday, November 19, 2019
Bloom's Taxonomy of Education and its use in Nursing Education Research Paper
Bloom's Taxonomy of Education and its use in Nursing Education - Research Paper Example Krau has declared Bloom’s taxonomy as the keystone for achieving this target as it provides a framework for classification of objectives. This has increased the nurses understanding of the patient situation and has lead to a decrease in patient complications. Developed in 1956 and last revised in 2001, Bloom’s taxonomy remains one of the most universally applied models (C. Clark). For decades it has been used primarily for classifying learning outcomes. Originally it consisted of only cognitive domain, but subsequent revisions in 1972 and 1973 added the psychomotor and affective domains respectively. Cognitive domain is associated with knowledge and the development of intellectual skills (C. Clark). This domain can be divided into simpler and difficult behavioral objective categories. Each category denotes a degree of difficulty and the whole domain is structured like a ladder, each and every step needs to be bested before moving on. C. Clark indicates six categories of this domain. These are Remembering, Understanding, Applying, Analyzing, Evaluating and Creating. Affective domain centers on a nurse’s ability to handle different situations. According to D. Clark the domain deals with the targets feelings, values, appreciation, enthusiasm and attitudes. C. Clark also classifies this domain into five categories. Receiving phenomena, Responding to phenomena, Valuing, Organizing values and Internalizing values. Finally the Psychomotor domain involves physical movement, coordination and use of motor skills (C. Clark). Practice makes these skills better which can be assessed by precision and execution of the technique. D. Clark mentions seven categories ranging from simple to complex behavior. These are Perception, Readiness to act, Guided response, Mechanism, Complex to over response, Adaptation and Origination. All the skills from any of the above domains can be applied to nursing
Saturday, November 16, 2019
Nature Strongly Influences Early Human Development Essay Example for Free
Nature Strongly Influences Early Human Development Essay Since biology was determined as a science there have always been argues about the question of whether nature or nurture influence is more important to early human development. Early human development includes the period between conceiving the fetus and till the first steps of infancy. Each arguing side has many supporting arguments and evidences, which bring a new fuel to this ever-burning flame. Although nurture’s influence on the newborns could not be underestimated, nature’s influence is stronger and more important to the early human development because of genes and some inevitable processes in development. As it is known, at the moment of conception a remarkable amount of personal characteristics are already determined by the genes. They decide sex, the color of eyes and human characteristics. These genetic determinants are expressed in development through the process of maturation. This evidence shows the role of nature is much higher than the role of nurture. Despite this view, many still consider nurture to be more influential to early human development due to conditions in uterine environment. However, such an argument could not deny the fact that early human development innately determined sequences of growth and change that a relatively independent on environmental events. The process of human’s fetus development within the mother’s body is strictly fixed by genetically programmed time schedule, and fetal behavior, such as kicking, also follows an orderly sequences that depends on the stage of growth. The process of maturation is also fixed by this schedule. One of the best examples of inevitability of these processes in development is disappearance of the reflexive head-turning response to the direction of the source of sound. The temporary disappearance of this reflex probably represents a maturational transition from a reflexive response controlled by sub cortical areas of the brain to a voluntary attempt to locate the sound source. (Hiller, Hewitt Morrongiello, 1992; Ashmead et al. , 1991; Field, 1987). By four months, infants will reach the correct direction toward the source of sound in the dark; by six months, they show a marked increase in their responsiveness to sounds that accompanied by interesting sights and are able to pinpoint the location of sound more precisely, an ability that continues to improve into their second year (Hiller, Hewitt Morrongiello, 1992; Ashmead et al., 1991; Field, 1987). Opponents argue that this genetically programmed schedule is depends on environmental influence and nurture. Study carried out by McGraw indicates that practice or extra stimulation can accelerate the appearance of motor behaviors to some extent, especially in a stepping reflex. However, this five-seven weeks difference on start of walking between stimulated and does not stimulated newborns just highlights the inevitability of development processes. In conclusion, it should be evident that the arguments which was given to support that nurture is more strongly influences early human development is not valid. On the contrary, many people involved to studying this issue say that genes contribute to strengthen of natures influence on early human development by inevitability of natural processes. Furthermore, extra stimulation is not so significantly important for development because the children may develop without it. Therefore, Nature strongly influences early human development than nurture.
Thursday, November 14, 2019
Landscape Architecture Essay example -- essays papers
Landscape Architecture For my career opportunity project, I have chosen to take a look at the profession of landscape architecture. This field interest me for several reasons. First, I have always liked to draw and design and growing up I always wanted to be an architect or engineer. I felt that engineering put too many limitations on creativity, so architecture was the path of choice. Then, after working with my father’s small business for the past 6 doing some landscaping and lawn care, I decided that since I enjoyed working with plants and landscaping that I might want to look into a profession that would allow me to continue to work in those areas. Landscape architecture seemed to be the next logical choice, allowing me to continue being involved in the landscape industry and also to work much like I would in the field of architecture. When most people think of landscaping, they think of flower beds around a residence. The landscaping that a landscape architect is responsible for designing, however, rarely deals with residential landscapes and when it does so it is only on expensive projects. While landscape architects may do projects ranging form a few thousand dollars on up to as much as the customer would like to spend, the majority of their work is concentrated in the $30,000 to $15 million range (Pethel). You can see where few residential projects would fall into this range. However, this range is broad enough to encompass many different projects in ...
Monday, November 11, 2019
Montessori method of education Essay
Dr. Maria Montessori is the laminitis of the Montessori method of instruction. She started her foremost schoolroom â€Å"Casa dei Bambini†or Children’s House in 1907. Montessori method of instruction stresses the importance of esteeming kids – â€Å"Help me to assist myself†. Montessori instruction celebrates its hundredth twelvemonth in 2007. The ends of a Montessori instruction were to develop centripetal preparation. linguistic communication acquisition. arithmetic. physical instruction. practical life accomplishments and abstract thought through the instruction of the whole kid and the integrating of the household into the early instruction system. Montessori began her educational experiences by working with particular demands kids. At the clip of Montessori. particular needs kids were thought of as a â€Å"lost cause†. They could non larn how to go members of society because intelligence was fixed. She strongly opposed to the perceptual experiences on cognitive abilities of these kids at the clip. and believed that they could larn how to go members of society through particular learning techniques that utilized centripetal instruction and hands-on experience. Her purpose was to learn kids faculty members through practical life experiences and to â€Å"†¦to develop the whole personality of the kid through motor. sensory. and rational activity†( Hainstock. 1997. 35 ) . Montessori – The Montessori schoolroom is a meticulously prepared environment designed specifically to run into the demands of the kid both physically and emotionally. One facet of the prepared environment includes the Practical Life activities. Many Practical Life activities are tasks the kid sees routinely performed in the place. They each serve a meaningful intent as the kid Masterss each piece of work such as binding places. pouring H2O. brushing. or run uping and cookery. Through Practical Life activities. a kid will besides develop and polish societal accomplishments. These accomplishments developed through Practical Life construct self-esteem. finding and independency. The pupil learns to take attention of him and the surrounding environment. Maria Montessori explains in. The Discovery of the Child. â€Å"Through practical life exercisings of this kind the kids develop a true ‘social feeling. ’ for they are working in the environment of the community in which they live†( 5. pg. 97 ) . Additionally. all right motor accomplishments are improved through usage of the Practical Life stuffs. Through repeated undertakings which enable a kid to polish concentration. coordination. independency. and order. a child’s sense of self-worth grows. The Practical Life accomplishments are an indispensable constituent in the Montessori schoolroom. Not merely do they supply a nexus between place and school for the new Montessori pupil. but they provide a foundation for life-long love of While looking rather simple and insistent. Practical Life activities are extremely purposeful. A kid engaged in such activities demonstrates high degrees of concentration. sense of order. and polish of all right motor accomplishments. Besides. they show a sense of independency through caring for oneself and the environment. Furthermore. they show respect for schoolmates and instructors and develop a sense of pride. Not merely are these accomplishments and qualities necessary to come on in the Montessori schoolroom. but they are besides needed as an single develops into maturity. Practical Life activities can be divided into six chief classs. First. are Preliminary Exercises which assist in making modus operandi and order in the environment and are requirements for other activities. How to a axial rotation a mat. transport a chair. or how to open and shut a door are illustrations of Preliminary Exercises. Practical life exercisings besides include Fundamental Skills such as pouring. spooning. or tonging. As with all lessons in the Montessori schoolroom. these activities follow a consecutive order and ideally. each lesson builds upon the last. Another class is Care of Self. Activities such as rinsing custodies. buttoning. or binding shoe laces assist the kid to go physically independent. Care of Environment is another class affecting activities such as brushing. irrigating. cleansing. etc. Control of Movement is an country of Practical Life which encompasses lessons such as walking the Line and the Silence Game. Additionally. societal Grace and Courtesy lessons are introduced to the kid. These may include lessons on how to state please and thank you. disrupting person. or presenting friends and familiarities. Montessori stressed the relationship of these exercisings to the general felicity and good being of the kid. â€Å"A kid who becomes a maestro of his Acts of the Apostless through long and repeated exercisings [ of practical life ] . and who has been encouraged by the pleasant and interesting activities in which he has been engaged. is a kid filled with wellness and joy and remarkable for his composure and discipline†( The Discovery the Child. 5. pg. 93 ) . Changing types of presentations can be used by the instructor to present Practical Life activities. First is a corporate debut given the kids at one time. This could include proper table manners. how to disrupt person. how to talk with an inside voice. or how to turn the page of a book. Another method is a group presentation given to a little assemblage of kids. The last method of debut is Individual. given merely to one kid at a clip. Montessori believed the prepared environment is straight correlated to the child’s development. The schoolroom is a specifically designed country arranged entirely for the kids. There should be a assortment of motion and activity and all work operates together through the subjects. Montessori besides believed in the importance of aesthetically delighting schoolrooms. Children respond well to beauty. order. and quality in their environment. Through the Practical Life activities in the Montessori schoolroom. a kid non merely learns concentration. coordination. independency and order. but besides how to interact with others and derive an apprehension and grasp of the environment. The kid begins to construct himself from within while larning to handle him and others with regard and self-respect. These apprehensions finally prepare the kid for entry into society and a life-time of self-respect and self-worthiness. Practical Life activities in the Montessori schoolroom finally provide the foundation for success in all countries of life. Movement – Montessori said- â€Å"one of the greatest errors of our twenty-four hours is to believe of motion by itself. as something apart from the higher functions†( The absorbent head. pg 151 ) – it is non every bit clear as to how scientists and instructors have failed to observe the supreme importance of activity in the edifice up of the adult male to adult male be! It was during the clip of Dr Maria Montessori who felt it was clip to stress more on â€Å"movement†in educational theory – Mental development must be connected with motion. Like man’s nervous system is divided into three parts-BrainSense organs- collect feeling and go through them to the encephalonMuscles – the nervousnesss transmits nervous energy to the musculuss and this energy controls the motions of the musculuss. Motion is the concluding consequence to which the working of all these delicate mechanisms leads up and it is because of motion that personality can show itself ( The absorbent head. pg 148 ) ! The great philosophers must utilize address or composing to convey his thoughts and this involves muscular motion. What would be the value of his ideas if he gave them no look? This he can merely make by doing usage of his musculuss. Psychologists regard the musculuss as a portion of the cardinal nervous system ( works as a whole to set adult male in relation with his milieus ) and this whole setup of Brain. Senses and Muscles is called – the system of relationship- it puts adult male in touch with his universe ( populating or non life and with other people ) and without its aid a adult male could hold no contact with his milieus or his chaps. The vegetive systems merely help their proprietor to turn and be. It is the system of relationship which puts him into contact with the universe! There is nil in the universe which plays no portion in the cosmopolitan economic system. and if we are endowed with religious wealths. with aesthetic feelings and a refined scruples. it is non for ourselves. but so that these gifts shall be used for the benefit of all. and take their topographic point in the cosmopolitan economic system of religious life. Nature has given us many abilities and these must be developed and used. We know that for the enjoyment of good wellness. bosom. lungs and stomache must all work together. We must use the same regulation to the system of relationship. the cardinal nervous system†¦ . . if we have a encephalon. sense variety meats and musculuss. all these must collaborate. The system must exercise itself in all its parts. none of them being neglected for illustration we want to stand out in encephalon p ower but to win in this we must include the other sides excessively. To hone any given activity â€Å"movement†will be needed as the last phase of the rhythm. In other words a higher spiritualty can be reached merely through action and this is the point of position from which motion has to be judged. one of the greatest errors of our twenty-four hours is to believe of motion by itself. as something apart from the higher maps. we think of our musculuss as variety meats to be used merely for wellness intents. We â€Å"take exercise†or make â€Å"gymnastics†to maintain ourselves fit. to do us take a breath or to eat or kip better. It is an mistake which has been taken over by the schools. It is merely as though a great prince were being made the retainer of the shepherd. The prince – the muscular system –is merely being used to assist the vegetive life. Such premises will take to enquiry†¦there comes about a separation between the life of motion and the life of idea. Since the kid has a organic structure and mind both. games must be included in the course of study so as to avoid pretermiting any portion of n ature’s proviso. To maintain believing about the head on one manus and the organic structure on other manus is to interrupt the continuity that should reign between them. This keeps action off from thought. The true intent of motion is to function the terminals of being – that is the development of the head ( The absorbent head. pg 151 ) . All motion has most intricate and delicate machinery. but in adult male none of it is established at birth. It has to be formed and perfected by the child’s activity in the universe. Movement and activity are natural maps of childhood and acquisition comes through them. Activity becomes progressively of import to development. It is the motion that starts the intellect working†¦ Till now all pedagogues have thought of motion and the muscular system as AIDSs to respiration. or to circulation. or as a agency of constructing up physical beef up our new construct the position is taken that motion has great importance in mental development itself. provided that the action which occurs is connected with the mental activity traveling on. Both mental and religious growing are fostered by this. without which neither upper limit advancement nor maximal wellness ( speech production of the head ) can be. A kid is a inventor. He is an formless splendid being in hunt of his ain signifier. For illustration in the development of address. we see a turning power of understanding travel side by side with an drawn-out usage of those musculuss by which he forms sounds and words. Observations made on kids – the universe overconfirms that the kid uses his motions to widen his apprehension. Movement helps in development of head and this finds renewed look in farther motion and activity ( The absorbent head. pg 154 ) . The kid additions experience through exercisings and motion. He coordinates his ain motion and records the emotions he experiences in coming into contact with the external universe. The importance of physical activity or motion in a psychic development should be emphasized. The kid has an internal power to convey about cordinations. which he creates himself. and one time these have begun to be he goes on honing them by pattern. He himself is clearly one of the chief originative factors in their production. The motions the kid acquires are non chosen randomly but are fixed. In the sense that each returns out of a peculiar period of development. When the kid begins to travel. his head being able to absorb. has already taken in his milieus. He Is directed by a cryptic power. great and fantastic that he incarnates small by small. In this manner. he becomes a adult male. He does it with his custodies. by experience. foremost in drama so through work. The custodies are the instruments of man’s intelligence. He constructs his mind measure by measure boulder clay it becomes possessed of memory. the power to understand and the ability to believe. â€Å"The child’s head can get civilization at a much earlier age than is by and large supposed. but his manner of taking in cognition is by certain sorts of activity which involves movement†¦ . †( Montessori notes ) It is really interesting to analyze the mechanical development of motion. non merely because of its elaborateness but because each of the stages it passes through is clearly seeable. Man’s pes can be studied from three points of position: the psysiological. the biological and the anatomical and all of them are most interesting. The manus is in direct connexion with the man’s psyche. but besides with different ways of life that work forces have adopted on the Earth in different topographic points and at different times. The accomplishments of man’s manus are bound up with the development of his head. and in the visible radiation of history we see it connected with the development of civilisation. The custodies of adult male express his idea and from the clip of his first visual aspect upon the Earth hints of his handicraft besides appear in the records of history. Hence. the development of manual accomplishment keeps gait with mental development. We are told that St. Francis of Assisi – possibly the simplest and purest of human psyches used to state – â€Å"Look at these great hills! They are the walls of our temple and the aspiration of our Black Marias! †( The absorbent head. pg 163 ) The truth is that when a free spirit exists. it has to happen itself in some signifier of work and for this custodies are needed. ( The absorbent head. pg 163 ) The manus are connected with mental life. allows the head to uncover itself and enables the whole being to come in into particular relationship with its environment. His custodies under the counsel of his intellect transform this environment and therefore enable him to carry through his mission in the universe. The instruction of the motions is really complex. as it must match to all coordinated motions which the kid has to set up in his physiological being. The kid if left without counsel is disorderly in his motions and these disorderly motions are the particular features of the small kid. The kid is seeking the exercisings in these motions which will form and organize the motions that are utile to a adult male. The kid follows direction/instructions and if his motions are made a small definite so the kid grows quiet and contended and becomes an active worker. a being composure and full of joy. This instruction of motions is one of the chief factors in bring forthing that outward v isual aspect of â€Å"discipline†to be found in the â€Å"children’s house†. ( Montessori notes ) Importance of motion: –Movement leads to:Muscle development. both all right and gross – demand freedom for motion to take topographic point Stimulates the headStimulates the sensesDevelops concentrationDevelops independencyDevelops assurance ( through agility/balance and co-ordination ) Develops subject and willDevelops linguistic communicationLeads to standardizationConsequences in a healthy organic structure and headEmotional and rational development through motion: – Emotions are the impacting mental phases. organized by external thoughts of state of affairss and ever move while accompanied by bodily and mental exhilaration. However. when we talk about emotional development in kids. we find that kids show a broad scope of emotional reactions. Sometimes they are excited and ebullient and at other times they are down and sullen and some other clip they are merely angry. throwing fits. We find assorted sunglassess of emotions in them even at an early age. The word emotion originates from the Latin word â€Å" Emovere†which means to be excited. So. an emotion implies that province of head which excites a individual when adult male is influenced by emotion he gets aroused and his natural province of equilibrium is lost. Pattern of emotional development – if we have to understand the emotions of a kid of school age. it is indispensable to take into consideration his emotional development during the early old ages. Sometimes. freshly born babies behave as though they are violently aroused. If such vigorous behaviour means the strength of his feelings. so we must reason that emotional experiences can be as intense during this early period as at any ulterior phase of growing. Again we see that a new born kid is comparatively unresponsive to many stimulations which are likely to elicit him in later phases. Children are capable of rich and varied emotional experiences in the class of their development till they are grownups. Children from birth to 2 old ages go through a assortment of emotions and goes through many emotional experiences that may act upon his attitude towards life. Studies show that at birth there are general exhilarations largely refering his hungriness and amenitiess. after 2-3 months the kid shows definite marks of hurt along with delectation. By 6 months with his exposure of different sorts of stimulations the kid starts demoing other sunglassess of emotions like hurt or uncomfortablenesss develops into fright. disgust and choler. With the satisfaction of his demands he feels delighted and by the clip kid completes one twelvemonth this delectation differentiates itself from fondness. the kid recognizes emotions in others and responds to it clearly. But his emotions are non so strong as respect to joy and felicity when he turns one as they are at the age of 2. Therefore we conclude that by the terminal of 2nd twelvemonth the kid has already developed assorted emotions and feelings. Factors impacting emotional development – There are many factors that affect the emotional development among kids. the major 1s are – Fatigue – tired and exhausted kidIll wellnessOrder of birthIntelligenceEnvironmentParental attitudes The child’s emotions are still pure of contrasts. He loves because he takes in. because nature orders him to make so. And what he takes and absorbs to do it a portion of his ain life. so as to make his ain being ( The secret of childhood. pg 80 ) . The kid follows the adults and the words of a adult are supernatural stimulations. The kid is enchanted and fascinated by his actions and words. What the grown up Tells him remains engraved in his head like words incised by a chisel on a rock. The grownup should number and mensurate all his words before the kid. for the kid is hungry to take from him. he is an collector of love. The developing kid non merely acquires the modules of adult male: strength. intelligence. linguistic communication. but at the same clip. he adapts the being he is building to the conditions of the universe about him. The kid has a different relation to his environment from ours. The things he sees are non merely remembered ; they form portion of his psyche. He incarnates in himself all in the universe about him that his eyes see and his ears hear. In us the same things produce no alteration but a kid is transformed by them. This critical sort of memory which absorbs is called â€Å" Mneme†. In this procedure of soaking up. acquisition. geting. accommodating the kid is building non merely physically but emotionally or psychic as good. The minute the kid understands his environment he learns to work and accommodate to it and so further wants to get the hang in it which leads to alterations consequently. In this complete procedure the undermentioned emotions are built ; Self esteemAssuranceFeeling of capablenessSense of accomplishmentTherefore. kids enjoy procedure non purpose!The distinguishable difference between adult male and carnal – Montessori tends to follow a different point of view from many modern psychologists. Most of the psychologists place great accent upon the â€Å"inherited inclinations to behavior†which adult male has in common with animate beings. They maintain that everything we do is based on the natural impulses of human act. Therefore ; the love of cognition is but the sublimed inherent aptitude of wonder. For Montessori. she believes that adult male differs from carnal creative activity non merely in grade but besides in sort. She states that the most important thing about the kid development is non natural inclinations that are in common with animate beings. but the capacity to ground which distinguishes us from them. Here. she is non seeking to deny or minimize the significances of their findings. but she is stating that these simple psychic forces are merely a portion of the inquiry and a lesser portion. her strong belief is – â€Å"Animals have simply to rouse their inherent aptitudes towards their specified behaviour and their psychic life is limited to this. But in adult male there is other fact –the creative activity of human intelligence ( Montessori. notes ) . Unlike adult male. one can foretell the behaviour of animate beings. whereas for adult male. what he will make in the hereafter. no 1 can state. â€Å"For adult male there is no limit†( Montessori notes ) . Man is a rational animate being to be most â€Å"like to God†whose image we are made. Man entirely possesses â€Å"that capable and god-like ground which enables us to make what no animate being has of all time achieved –i. e. to lift to a consciousness of our being i. e. ego consciousness. to the cognition that â€Å"I am I†. It is with this gift of ground or mind as foundation that we are able to construct our single characters. How shortly does a kid Begin to ground? Harmonizing to Montessori. it begins every bit early as a babe where the kid starts from nil. Its ground revolves round his internal working like a small bud. developing and presuming concrete signifier from the images it absorbs from the environment. Harmonizing to Montessori at her talk in 1944. it was stated that the first twelvemonth of a child’s life is the period where greatest psychic activity can develop by the human being. This is apparent because we know that the encephalon is one thing that is active during the first twelvemonth. That the ground why the caput of a one twelvemonth old has doubled in size since its Born. At the 3rd twelvemonth. its encephalon is already half that of the adult- at four old ages eight –tenths of its ultimate size. Montessori farther elaborated that it is during the first period that the human being grows chiefly in intelligence: the remainder of its growing during this period. being low-level to this developing psychic life. The three features we can detect about a kid during this period are – The kid creates his ain head –Since intelligence is what distinguishes adult male from all other animate beings. the first feature is the creative activity of intelligence. As said before he foremost constructs himself by absorbing everything from the environment by his unconscious head. With these countless feelings. the kid continues to construct his witting intelligence. Montessori said ; to construct up this witting intelligence. the work of the manus plays an of im port and indispensable portion. The intelligence builds its ain instrument –Second fact is while building his ain intelligence he besides begins to build his ain bodily instruments of look. The child’s power of motion will develop in subordination to this superior purpose i. e. of psychic development. Its activity will non be confined within the narrow bounds of natural behaviour. but will work as an instrument of a free moral agent. His ageless fate is placed within his ain custodies. Fantastic adaptative powers of the kid –The 3rd feature of this period. are the fantastic adaptative power possessed by the kid. Montessori illustrated this point by comparing adult male to animate beings. Example – if a cat is born in France. England or India. it would mew merely the same manner wherever it grows up. However for a kid he will talk Gallic in France. English in England and Hindi or any other idiom in India. This is because of its â€Å"inner construction†. Motion and mental assimilation leads to integrating of personality – The kid constructs himself through motion. The value of motion goes deeper that merely assisting in acquisition of cognition. It involves the development of child’s personality -in 1st twelvemonth babe establishes his physical his physical development through motion. He learns to utilize his limbs and whole organic structure to transport out motions such as creeping. standing and walking and sometimes running. In the following few old ages he refines his gross motor accomplishments through motion. He continues to develop his all right motor accomplishments through activities that involve motions. As the kid interacts with his environment. he absorbs the environment into his psychic life. Through repeated usage of stuffs in the environment he learns to compare. discriminate. differentiate and justice the qualities of the stuffs. As the kid additions experience through exercisings and motions. he co-ordinates his ain motion and records the emotions he experienced in coming into contact with the external universe. He learns self aid accomplishments. taking and sharing. This is the societal and emotional development of the kid. It is besides non sufficient to let kids to larn without giving him the chance to work or research with the stuffs. When kids work with the stuffs. it involves originative motion. When learning kids. it is non sufficient for them to hear the things which we wish him to larn. â€Å"We must give no more to oculus & A ; ear than we give to the hand†( Montessori notes ) For illustration. in learning kids. the thought of dimension. it is no good to demo them a diagram of objects of assorted sizes. alternatively we need to supply kids with concrete stuffs such as the gnarled cylinder. tap tower. brown stepss. long rods and knobbles cylinders. They must be given the chance to research and experiment with the stuffs. This is so with all Montessori stuffs whether it is the four operations in arithmetic. parts of address or acquisition of lands and H2O. It ever involves motion. The kid as an single nowadayss two facets –the centre and the fringe. The centre is seen as the innermost bastion of the personality from which action returns. At this centre the kid increases his mental powers by seeking out esthesis and motion which takes topographic point at the 2nd portion of his personality i. vitamin E at the fringe. The fringe is that portion of the child’s personality which comes in contact with the external universe. It involves the senses. motions and the outward manifestations of his pick. Through uninterrupted interaction of the centre and the fringe. the head of the kid develops and expands. The directress should be concerned with the fringe as it is that portion of the kid that is accessible to her. The other methods of learning purposes at acquiring to the centre straight. The teacher’s concern is to feed the fringe. The instructor prepares the environment that meets the child’s inner demands and in his geographic expedition of the stuffs. he abstracts thoughts from them. As both centre and fringe interacts. the kid builds his head. The objects in the environment can non be chosen at random. Each stuff possesses an thought or concept to be realized. non to be announced by the instructor. At the kid explore with the stuffs. this concept/idea become presented. In pattern. we frequently find that even if the directress has prepared the environment and presented the stuffs to the kids. at that place do non look to be a chink of the centre and the fringe. The kid does non look to be interested and his act seems to be in a disorderly mode. Harmonizing to Montessori. the reply to this losing nexus is the â€Å"Point of Contact†. To explicate this. Montessori used the illustration of learning the grasp of music. If the instructor tries to play music forenoon boulder clay dark and kids are allowed to travel approximately to travel about anyhow and anyplace in a disorderly mode. there is a deficiency of contact. To decide this job. the musculuss. which move. should travel in response to the musical beat therefore set uping a psychic span between the psyche of the kid and the external world of music. The minute the kid understands that there exists the connexion ( i. vitamin E between the music and his motion ) . so the point of contact is established. So if the music changes its beat. so the kid becomes cognizant of it and changes his motion consequently. and he is on the route to hone himself. This world may be either material or religious ; but motion must ever attach to the kid at any rate. Let’s expression at an illustration to understand how the point of contact aid development. In their presenting of the sensory stuffs. kids were given new sounds. new forms etc. The chief intent of it is non merely convey new sounds. new forms but to convey order into this new feeling. The trouble or the mistake that the kid is to detect and understand must be isolated in a individual piece of stuff. For illustration the long rods will show to the kid merely a fluctuation in length and non in coloring material and design. Such isolation will assist child concentrate on the job more readily. It is through this method. that it leads the kid to be interested in dimension. and develop him to detect them in the universe about. Montessori calls her material â€Å"keys to the Universe†–it is of import to constantly retrieve that it is through this point of contact limited and precisely but existent work. helps the kid to cite the head to inquire at big in phantasy to something existent which opens up a new tract. With younger kids. nevertheless. it was observed that the exercisings in practical life will play an of import portion. but ever the point of contact will be established through motion. An illustration was to acquire up from a chair and carry it from one topographic point to another without any sound. The kids would be presented this construct of self flawlessness and would seek to make the same as it corresponds to his psyche. Again. we see the truth of Montessori’s axiom that â€Å"education begins through movement†.
Saturday, November 9, 2019
Double Indemnity: Love of Manipulation or Manipulation of Love? Essay
â€Å"The basic tool for the manipulation of reality is the manipulation of words. If you can control the meaning of words, you can control the people who must use the words†(Phillip K. Dick). Manipulation in this book can be summed up in one phrase: It takes two to tango. This dance takes total control of the manipulator and the person being manipulated. Beauty and lust are two common methods of manipulating others. This novel successfully portrays the manipulation of two very clever women through their full and utter control of Walter Huff. In the book Double Indemnity, the author James Cain describes women as manipulators and clearly shows their power to negatively affect men. He illustrates this through the characters Phyllis and Lola. In extensively flirting with Mr. Huff, Phyllis was able to manipulate him into killing Mr. Nirdlinger, leaving her free of any punishment linking her to the murder. James Cain proficiently uses Phyllis’ character to emphasize the power of cruel manipulation used effectively by this woman. This is a reoccurring theme throughout the three literary time periods: Classic, Cozy, and Hard Boiled. The women in this story are powerful users of manipulation due to their beauty, which feeds Huff’s most fundamental emotions. These emotions are: being loved, cared for, a sense of belonging, and inflating their sense of self. With Phyllis’ relationship with Huff, â€Å"She is wholly coquettish as she woos Walter into her scheme to kill her husband. She even says she loves her husband, but shortly afterwards the repulsive side of her character reveals itself in her comment that they would be doing her husband a favor by killing him†(Beetz). Mr. Huff is an intelligent man who can plan and scheme a course of action. He hardly shows weakness of emotion and effortlessly completes the murder of Mr. Nirdlinger. Mr. Huff followed his script with ease and serenity. Walter’s downfall was Phyllis’ ability to manipulate him to her ends. Phyllis makes herself look dim and useless in Walter’s eyes in order to get him to take initiative, plan, and execute the murder. Phyllis skillfully has Huff commit the murder and then deceitfully shifts the blame onto him. While she was using him for her final solution, â€Å"Phyllis ferrets out the weakness in Walter’s character–his need to feel superior to others–and proves herself capable of sophisticated manipulation. For example, she fabricates preposterous ideas of how she might do away with Mr. Nirdlinger, like drowning him in the swimming pool and making it look like a diving accident, so that Walter can strut his knowledge and develop an idea that will pass muster with the insurance investigators but will also yield the greatest payout†(Beetz). Phyllis controls Walter shrewdly throughout the book, whether by devious manipulation or self-portrayed, feigned stupidity. Although Walter seemed as if he were the smarter of the two, Phyllis had full control of him for the duration of the entire novel. Women may use their beauty as an ill-hearted power to get what they want with this game of love. Many professional females may secure positions of power by utilizing their flirtatious skills and their sexual attraction as an influence on men’s emotions. Although James Cain portrays Phyllis and Lola as polar opposites, Lola is still able to use her naà ¯vetà ©, youth, and beauty as leverage and exploits the two men in her life: Nino Sachetti, her boyfriend, and Walter Huff, her paramour. Lola uses her innocent beauty as a coercive force to secure her intended goal with Huff. Huff is attracted to her and influenced by her persona of caring, comfort, and beauty. Many believe that, â€Å"The symbolism is in the [checkers] game that Phyllis and Lola play nearby. Lola says she’s going out to meet her girlfriend, denies any intent of meeting her boyfriend, the penniless Nino Sachetti. Yet when Huff leaves the house, he finds the sexy young Lola waiting for him in his coupe†¦ and once again he finds himself being manipulated by a woman. But who is manipulating who? As it develops, Huff’s ambiguous relationship with Lola fits perfectly with Phyllis’ second agenda†(Russell). Walter is a victim of manipulation, for his lust for these two women promotes and decides his actions more than his common sense. One should nott kill for love, as it is uncharacteristic and hypocritical. He’s killing to secure his sense of love, which was not found with Phyllis. Walter tries to abide his conscience when he settles for Lola as a consolation prize. Lola notices his weakness and exploits his emotions with her promiscuous behavior toward him. Lola’s entrapment of her innocent beauty gave her the upper hand in her relationship with Walter, eventually leading to her complete control of him: â€Å"She had made a fool of me. She had used me for a cat’s paw so she could have another man, and she had enough on me to hang me higher than a kite†(Cain, 80). His willing submissiveness verifies the overpowering influence that the emotional and physical attributes of these women use to their own ends. Walter believes that he is meeting his needs with this devil’s bargain. Mr. Huff allowed himself to be easily manipulated by women because he made himself believe that the women had something to give that he so truly desired. Walter killed Nirdlinger not out of hateâ€â€Huff did not have anything against him, he killed Nirdlinger out of pure lust for his mistress. Walter Huff kills for love, but he will die without being loved. Phyllis and Lola use the three poisons for love: manipulation, intimidation, and domination. These poisons make the foundation for securing their financial and emotional stability.
Thursday, November 7, 2019
Win a Book Bundle by Reviewing Season 2 of Reedsys Podcast
Win a Book Bundle by Reviewing Season 2 of Reedsys Podcast Win a Book Bundle by Reviewing Season 2 of Reedsy's Podcast Update: This contest is now closed. Check out Bestseller Season 2 right here, and discover tons more amazing writing podcasts in our post of 30+ writing podcasts you need to be listening to!This week marks the start of Season 2 of Bestseller, the self-publishing podcast from Reedsy. Continuing the work he did in Season 1, host Casimir Stone will be following the origin story of an indie author, demystifying the process of writing and self-publishing a book.This season's protagonist is Bella Falls. Prior to publishing her Southern Charms Cozy Mysteries, she spent almost a decade brushing shoulders with the biggest names in self-publishing. In that time, she familiarized herself with writing to market and its various sub-genres and experienced the writing world as an editor, designer, personal assistant, and community member. It's true to say that her overnight success was a long time in the making.Listen, review, and win a book bundle!To promote this new season, we're givi ng away the first three paperbacks in the Southern Charms series to three listeners.Loading... The competition closed at 11.59pm EST on May 10th, 2019.Thanks in advance for your help, and good luck!
Tuesday, November 5, 2019
Direct Democracy Pros and Cons
Direct Democracy Pros and Cons Direct democracy, sometimes called pure democracy, is a form of democracy in which all laws and policies imposed by governments are determined by the people themselves, rather than by representatives who are elected by the people. In a true direct democracy, all laws, bills and even court decisions are voted on by all citizens. Direct vs. Representative Democracy Direct democracy is the opposite of the more common representative democracy, under which the people elect representatives who are empowered to create laws and policies for them. Ideally, the laws and policies enacted by the elected representatives should closely reflect the will of the majority of the people. While the United States, with the protections of its federal system of â€Å"checks and balances,†practices representative democracy, as embodied in the U.S. Congress and the state legislatures, two forms of limited direct democracy are practiced at the state and local level: ballot initiatives and binding referendums, and recall of elected officials. Ballot initiatives and referendums allow citizens to place – by petition – laws or spending measures typically considered by state and local legislative bodies on statewide or local ballots. Through successful ballot initiatives and referendums, citizens can create, amend or repeal laws, as well as amend state constitutions and local charters. Examples of Direct Democracy: Athens and Switzerland Perhaps the best example of direct democracy existed in ancient Athens, Greece. While it excluded women, slaves, and immigrants from voting, Athenian direct democracy required all citizens to vote on all major issues of government. Even the verdict of every court case was determined by a vote of all the people. In the most prominent example in modern society, Switzerland practices a modified form of direct democracy under which any law enacted by the nation’s elected legislative branch can be vetoed by a vote of the general public. In addition, citizens can vote to require the national legislature to consider amendments to the Swiss constitution. Pros and Cons of Direct Democracy While the idea of having the ultimate say-so over the affairs of government might sound tempting, there are some good – and bad – aspects of direct democracy that need to be considered: 3 Pros of Direct Democracy Full Government Transparency: Without a doubt, no other form of democracy ensures a greater degree of openness and transparency between the people and their government. Discussions and debates on major issues are held in public. In addition, all successes or failures of the society can be credited to – or blamed on – the people, rather than the government. More Government Accountability: By offering the people a direct and unmistakable voice through their votes, direct democracy demands a great level of accountability on the part of the government. The government cannot claim it was unaware of or unclear on the will of the people. Interference in the legislative process from partisan political parties and special interest groups are largely eliminated.Greater Citizen Cooperation: In theory at least, people are more likely to happily comply with laws they create themselves. Moreover, people who know that their opinions will make a difference, they more eager to take p art in the processes of government. 3 Cons of Direct Democracy We Might Never Decide: If every American citizen were expected to vote on every issue considered at every level of government, we might never decide on anything. Between all of the issues considered by local, state and federal governments, citizens could literally spend all day, every single day voting.Public Involvement Would Drop: Direct democracy best serves the interest of the people when most people take part in it. As the time required for debating and voting increases, public interest, and participation in the process would quickly decrease, leading to decisions which did not truly reflect the will of the majority. In the end, small groups of people often with dangerous axes to grind, could control the government.One Tense Situation After Another: In any society as large and diverse as that in the United States, what is the chance of that everyone will ever happily agree with or at least peacefully accept decisions on major issues? As recent history has shown, not much.
Saturday, November 2, 2019
Thomas Hope's influence on interiors and furnishings in the early Term Paper
Thomas Hope's influence on interiors and furnishings in the early 19th-century - Term Paper Example The freedom and capability to discover and pursue one’s interest is of great factor to any aspiring artists, like Thomas Hope, a young man who was blessed with a family banking fortune at his disposal that aided in his travels around the early civilisations of the world. At a tender age of 18, Hope, through a letter in 1804 addressed to Frances Annesly, already expressed his interest on the arts. â€Å"Egyptian architecture I went to investigate on the banks of the Nile, Grecian on the shores of Ionia, Sicily and the Peloponnesus. Four different times I visited Italy to render familiar to me all the shades of the infinitely varied styles of building peculiar to that interesting country†¦Ã¢â‚¬ (Nolan, 2011, P 2) Thomas wrote, which showed his immense interest on the field of his personal choice. Discussion Despite the fortune brought about by the banking industry on the Hope family that originated from Scotland and settlers of Holland, Thomas did not show interest in his inherited trade but instead focused on his â€Å"favourite hobby†(Nolan, 2011, P 2) travelling as a student of cultures. Prior to establishing himself in Portland Place, London, Hope stayed in Istanbul to explore the Istanbul/Constantinople lifestyle embodied on their arts and cultures, and produced about 350 drawings of observations of the rich and powerful in that area (Nolan, 2011). In the purchase of the Adam House in Portland, he established himself in London as a scholarly art collector, interior designer, and patron of artists and craftsmen, of which he had been called â€Å"the Furniture†man although some of those who used the term meant to ridicule him. Despite the criticism, he continued to sketch designs for furniture with accompanied texts to advance historically-based knowledge of design as embodied in his several books: Household Furniture and Interior Decoration (1807); Costumes of the Ancients (1809); Designs of Modern Costumes (1812); and the posthumous An Historical Essay on Architecture (1835) (Nolan, 2011). He also wrote a fictitious romance Anastacius. His travels were also coupled with careful scrutiny of the images in those localities he set foot on, as well as studying of the arts and culture of his host place. Prior to Napoleon’s expedition in 1798, Hope already went as far as Near and Middle East, and Europe. His knowledge o f the collections in the Vatican and the Capitoline Museums also contributed to his vivid designs. He also studied architecture and design whilst collecting antiquities that were housed in Duchess. He also sketched many detailed artefacts seen in his travels including landscapes, mosques, palaces, interiors, friezes, reliefs, and other details that stole his fancy (Kelly, nd). His interest in Egyptian art and architecture cannot be undermined. Egyptian forms and decoration was seen as contributed in part by the neo-classicism of his period as well as early European interest in the region (Kelly, nd). It has been suggested that in Hope’s interest of the arts, he came across the work of Dominique Vivant Denon, book Voyag dans la Basee et la Haute Egypte (1802) that detailed his experiences in Egypt as an aide of Napoleon Bonaparte. This book has been seen of great influence to Thomas Hope’s design of furniture (Honour, ___ ) of which it was suggested that â€Å"Hope sei zed on Denon’s Voyage, which very conveniently appeared during the Peace of Amiens, and scanned its plates for illustrations of Egyptian furniture. He sought to reproduce the chairs, couches and beds to be descried in the hieroglyphic paintings and carvings,†(Honour, 1817, p 19). It was observed, however, by Kelly (n.d.) that Hope actually acknowledged Denon as one of his four inspirations in the decorative motifs in his furniture
Thursday, October 31, 2019
Classic Airlines and Marketing Essay Example | Topics and Well Written Essays - 500 words - 1
Classic Airlines and Marketing - Essay Example irline is faced with the challenge of ensuring that they deliver quality services and at low costs so as to ensure they retain and acquire new customers (Lane & Kotler, 2006). In order for classic airlines to succeed in the market, it must foster forecasting of the market potential and demand for its products and establish long term marketing objectives. Classic airline aim is to marketing its fleet but is faced by organizational issues whereby its internal and external marketing strategies have not been able to live up to the expectations of its stakeholders. Due this, competition has undermined its profitability as customers are looking for other airlines that can satisfy their needs of lower travelling costs. This has had the effect of decreasing the lucrativeness of the company. Classic airlines needs to develop a marketing plan that will ensure that it attracts, retains customers and also boost its sales. A good marketing plan will lay down the strategies to be followed to ensure a company retains, attracts customers and also increases profitability. Classic airline has numerous challenges facing it due to the rising costs of operation and lack of innovation in the company that make it not to be able to meet consumer needs. The company is facing challenges that include decrease in its stock prices, its employee morale is low , and its loyal customers have been seeking services from other airlines. The airline needs to ensure it does environmental scanning as it will help in understanding the needs of its customers and this will further help in knowing how best to meet their needs by ascertaining that the services they offer are in line with the needs of those in need of the services (Lane & Kotler, 2006). Marketing management is required in Classic Airline as it will ensure that proper marketing strategies are put in place to ensure customers are acquired and retained. Classic Airlines should ascertain that they use marketing strategies to maximize profits
Tuesday, October 29, 2019
Scientific method Essay Example | Topics and Well Written Essays - 250 words - 2
Scientific method - Essay Example icides, monoculture, and the Green Revolution), and industry and urban development (linked to the utilization of more ecological resources and the production of more pollution and wastes (Hester and Harrison 56-7 & Likens and Bormann 17). Micro to macro processes in an ecosystem - Micro ecosystems exist in locations characterized by elements such as nutrient supply, temperature, pH, etc. within small areas. Macro ecosystems are identified as a community of living organisms interacting with each other, and their physical setting that increases spontaneously into a group of communities (Hester and Harrison 27). Impact that human activities have on the biosphere – The biosphere is a closed system consisting of dependent ecosystems thriving in a symbiotic environment. It does not need a lot of trigger to upset this balance. Human activities such as population can lead to the usage of resources and lower biodiversity (Hester and Harrison 89-90). Nonrenewable and renewable natural resources – Renewable resources are those that can be replaced through natural means. A good example of this is the forests. Non-renewable resources are those that cannot be replaced through natural means. A good example of this is the fossil fuel (Likens and Bormann 47 &
Sunday, October 27, 2019
Violent Video Games And Aggression Defined Media Essay
Violent Video Games And Aggression Defined Media Essay Video games are a form of entertainment enjoyed by many adults and children on a daily basis. There are sports, dance, and mystery games that often provide hours of entertainment. However, there are also controversial violent video games that have made headlines and have been the subject of many protests. Numerous studies on whether these violent video games are associated with aggressive and hostile attitudes in children have been conducted, and the results are often mixed. One of the first violent video games was released in 1976 and was known as Death Race (Ferguson, Rueda, Cruz, Ferguson, Fritz Smith, 2008). The object of Death Race was to run over tiny gremlins, which looked similar to humans, with a car. The release of this video game caused an outrage and many protests against the game occurred. It was soon discovered that the games original working title was Pedestrian, and this only served to anger those who were against the game even more (Ferguson et al, 2008). Since the release of Death Race numerous other violent video games have been released such as Mortal Kombat and Grand Theft Auto. With the release of each new violent video game, the court cases that aim to prevent children from getting their hands on these games follow. In one such case, for example, an argument for opposing the sale of such games to children was held under the belief that the games are associated with aggression (Brown. v. Entertainment Merchant Association, 2010). In this particular case, Brown (2010) cited the research of Dr. Craig Anderson whose research claims to show a connection between violent video games and aggression in children. However, since it is highly difficult to prove that video games are actually the cause of aggression in children, the court threw them out (Brown v. Entertainment Merchant Association, 2010). The case was eventually decided stating that banning the sale of violent video games to minors was a violation of the first amendment. Since it is often difficult to provide evidence that video games are actually the cause aggressive attitudes in children, numerous research experiments have been conducted to showcase the correlation between violent video games and aggression. For example, a study conducted by Cooper and Mackie (1986) found that the girls who played an aggressive video game engaged in more aggressive free play. This study had children play either a high-violent game or a low-violent game for around 8 minutes (Tang, 2008,). Upon playing either of the games, one group of children were then asked questions about hypothetical situations, the behavior of other children, as well as punishments and rewards for said behavior. Another group was lead to a room with toys to play with for a few minutes. The girls who had played the violent video game often chose to play with the aggressive toy, in this case it was a Shogun samurai that spits, fists, and darts (Tang, 2008, para. 13). Results also found that both genders who were exposed to either video game had a longer punishment and reward system when asked questions about the good or bad behavior of other children (Cooper and Mackie, 1986). Again, this is only an example of correlation between the two variables of video games and aggression; it in no way proves that the video game was the cause of the aggression. Often there are no significant links to be found in the correlation between violent video games and aggression. A study conducted by Scott (1995) found no significant increases in aggression after participants played nonaggressive, moderately, and severely aggressive games. However, results found that there was a big change among the men who had played the nonaggressive game. These men showed a considerable amount of aggressive behavior overall after playing the nonaggressive game. This suggests that perhaps the degree of aggression one feels after playing a violent video game depends on the personality of the player. The men who had played the nonaggressive game were less aggressive both before and after playing than the men in the other two groups (Scott, 1995). Although the men who played the nonaggressive games did experience heightened aggression afterwards, it was generally less significant than the moderate and severe groups. The amount of aggression the men who had played the nonaggressive game did not compare to the amount aggressiveness the men who had played the moderately and severely aggressive games. Not to say that the latter group consisted of very aggressive men, there just wasnt a significant change. The men who had played the nonaggressive game were not very aggressive to begin with, and experienced a higher degree of aggression upon playing the game. Not that the men were extremely aggressive, the change was more significant in this group as compared to the other two groups. Another study conducted by Wiegman and Schie (1998) was interested in not only finding the effect of violent video games on aggression, but on pro-social behavior as well. This study focused on the amount of time spent playing video games each day. The study was based on Banduras (1961) social cognitive theory. The results for Wiegman and Schies (1998) first hypothesis were positive, it was found that those who played video games frequently displayed higher levels of aggression as compared to those who did not play as much. However, since the difference between moderate players and nonplayers was insignificant, the first hypothesis was no supported (Wiegman and Schie, 1998). Therefore, the results concluded that those who do play video games for a longer time do in fact display heightened aggression but the same could not be said for those who play those nonviolent games and no video games at all. A more recent study in 2005 was interested moving past the hypothesis that video games are associated with aggression in general, but took a closer look into whether specific characters trigger aggressive attitudes. Lachlan, Smith, and Tamborini (2005) wanted to decipher whether players who were similar to either good or bad characters would imitate the aggressive or nonaggressive attitudes of such characters. This specific study cited the social cognitive theory in which people are attracted to characters who remind them of themselves, therefore they are more likely to imitate the behavior of these characters (Lachlan et al, 2005). Later studies conducted by Levermore and Salisbury (2009) and Ferguson (2011) also cited Banduras (1961) social learning theory in attempting to understand the association between violent video games and aggression. Brand new violent video games are released every year, and adolescents continue to play them. Numerous studies have been conducted and will be conducted searching for a link between violent games and aggression. With new, sophisticated technology video games are becoming much more realistic. As of yet, there is no strong evidence that aggressive attitudes in youths are directly caused by violent video games. However, there is a continued effort to identify this direct link if it exists at all. Furthermore, various studies have only been able to prove an association between violent video games and aggression (see Lachlan et al, 2005, Scott 1995). The debate on how much of an impact violent video games have on aggressive attitudes in adolescents will continue for years to come. Statement of the Problem Violent video games are popular among children today, yet relatively little is known about how much of an association these games have with youth aggression. On one hand fierce opponents of violent video games argue that video games are definitely associated with aggression, even going so far to argue that violent video games are the cause of aggression in most children (see Carnagey Anderson, 2004). On the other hand, violent video game proponents argue that there is no such relationship between violent video games and aggression at all. With two extreme sides in the violent video game debate and the rising sales of violent video games, its important to know how much of an association, if any, these games have with aggression. Violent video games have been the subject of numerous lawsuits. These lawsuits range from banning the sale of violent video games to minors to developing a requirement for video game companies to include specific labels stating 18+ on violent games. In the case of Schwarzenegger versus Entertainment Merchants Association (EMA), the EMA sought to overturn a law which banned the sale of violent video games to children. The reasoning behind the law was the belief that violent video games increase the chance of violent and aggressive behavior in children, thus directly causing harm to minors (DeWeese Rumpf, 2010). Conversely, the EMA argued that banning the sale of violent video games to children violated the First Amendment by restricting free speech. The court ended up ruling in favor the EMA, stating that although there a correlation between violent video games and aggression, there was not enough evidence to prove that violent video games ultimately caused aggression (DeWeese Rumpf , 2010). Thus, banning the sale of violent video games was found to be a violation to childrens first amendment rights. Much of the evidence brought forward on the anti-video game side was very weak and could simply not prove causation between violent video games and aggression. On the side of the State of California Schwarzenegger, the research of Craig Anderson was brought forth citing a direct causal link between violent video games and real life (See Iowa State University, n.d.) . However, the rebuttal to the above statement was that in order to show that violent video games were the direct cause of aggression; a study would need to be conducted in which a minor would be isolated from all other forms of violence (see brief for Schwarzenegger Vs. EMA, 2010). A minor would need to be exposed only to violent video games in order to prove the direct causation between violent video games and aggression. Since no such study has ever been conducted, it is difficult to prove that video games are the direct cause of aggression. The first amendment rights of children could not be taken away when it could n ot be proven that video games were the cause of aggression. Therefore, a problem lies in determining just how strong of an association exists between violent video games and aggression in youths. In some cases, research points to a strong correlation between games and aggression while others find a weak association. For example, take the research of Anderson and Bushman (2001) who argue that violent video games, without a doubt, pose a threat to children. Note that the above research of Anderson and Bushman (2001) was used as evidence in attempting to prove that video games cause aggression in children in Schwarzenegger vs. EMA. However, a meta-analysis conducted by Ferguson (2007), which was not used as evidence in Schwarzenegger vs. EMA, found that violent video games have no relationship to aggressive behavior at all. As such Ferguson (2007) even argued that violent video games have been associated with positive reactions and prosocial behavior. As noted with two differing studies, its very important to determine whether or not violent vid eo games are associated with aggressive behavior. The work of two different researchers has led to differing results and thus, it is important to get a clear understanding on this relationship in order to avoid further confusion. With all the opposing views, debates, and court cases, researchers ought to be focusing simply on the relationship between violent video games and aggression. Researchers on both sides of the debates are eagerly trying to prove or disprove that the association exists or does not exist, with much of the information ending up as very ambiguous. Perhaps researchers ought to apply concepts such as Banduras (1961) Social Learning Theory and modeling in order to understand the relationship between the two Definition of Terms Aggression Hostile or destructive tendency or behavior (Oxford English Dictionary, 2012). Behavior The way in which one acts either alone or around others. Debate A discussion between two sides on an issue where both sides disagree. Entertainment Something affording pleasure, diversion, or amusement, especially a performance of some kind (Dictionary.com, 2012) E.M.A. (Entertainment Merchants Association) Protects right the right to sell and promote entertainment products (entermerch.org, 2012). E.S.R.B. (Entertainment Software Ratings Board) Assigns age and content ratings to video games and mobile applications (esrb.org, 2012). First Amendment An amendment to the U.S. constitution, ratified in 1791 as part of the Bill of Rights, prohibiting congress from interfering with freedom of religion, speech, assembly, or petition (Dictionary.com, 2012). Free Speech Being able to openly say anything one wishes without the fear of punishment either by authority or the government. Hostile Acting or behaving a negative or intimidating way toward an individual, animal, or property. Lawsuit A prosecution of a claim in a court of law (Oxford English Dictionary, 2012). Media Outlets such as television, newspapers, or magazines that provide information about current events and trends. Observational Learning The ability to acquire a new response as a result of observing a behavior model (Bandura, 1968, as cited in Carey, 2011). Parent The genetic or non-genetic Mother or Father of a child, a protector or a guardian (Dictionary.com, 2012). Politics The art or science concerned with guiding or influencing governmental policy (Merrium-Webster.com, 2012). Prosocial Behavior which is positive, helpful, and intended to promote social acceptance and friendship (Oxford English Dictionary, 2012). Social Cognitive Theory How a person views and respondss the ones social environment, the idea that individuals are more likely to imitate those who they identify and are familiar with (Chegg.com, 2012). Video Game An electronic game usually played on a gaming console or home computer. Video Game Addiction Excessive or compulsive use of computer and video games that interferes with daily life, to the point of isolation, neglecting of relationships, and extreme anger when unable to play video or computer games. (inspirationyouth.com, n.d.). Violence Physically causing harm or abuse to another individual, animal, or property. Youth a person who is young. Limitations of the Study Video games are a relatively new form of entertainment and today they are more popular than ever. Violent content has been found in video games since the late 70s. Violence is a recurring theme in some of the most popular video games today. These violent video games are often associated with aggression and hostility, while opponents of violent video games going so far to declare that these video games cause aggression. It is often a very political issue, with both sides arguing that either violent video games do have a relationship to aggression or that no such relationship exists. In some cases, researchers have even argued that violent video games are associated with positive behavior (Gentile et al., 2009). Most of the research available contains differing research from one another, with often confusing results. A limitation of this study is that much of the information concerning violent video games and aggression is often ambiguous, even vague in some cases. One article may argue that violent video games cause aggression while another argues that video games have no association with aggression at all. A lot of the research appears eager to prove or disprove that violent video games and aggression have an association, without emphasizing other factors that may play a part in this argument. For instance, Vessey and Lee (2000) have argued that exposure to violent video games not only leads to aggressive feelings in the short-term, but also contributes to juvenile delinquency in the longer term. In order to be certain that the sources are accurate and unbiased, extra research in to the author of the article and journal needs to be done. Also, extra attention should also be paid into the funding sources of where this research is coming from. Researchers ought to focus on the association and whe ther it is exists at all. Instead of being solely focused on proving or disproving, attention should be paid to observations, effects, and other factors that increase or decrease aggression upon playing violent video games. There are no longitudinal studies that measure children playing violent video games and aggression over time. Its difficult to determine if aggression in teenagers and adults can be associated with having played a large amount of violent video games while growing up, or other factors. Often studies associated with this topic may last only a few years, for example while a child is in high school. No such study has examined the relationship between violent video games and aggression in children from childhood to the teenager years. Longitudinal studies would provide an excellent amount of information on how much of an impact violent video game play has on aggression over time. Another limitation of this study is the fact that this topic is often a political issue. Politicians have their own opinions on this topic and often push for legislation outright banning the sale of violent video games to children. This is where the information starts to become ambiguous since most of the research is used as evidence in pushing this legislation and in the lawsuits that result. Most of the research that is used is heavily focused on proving whether or not violent video games ultimately cause aggression. Its very difficult to determine causation in this case, and researchers ought to focus on simply the association. Rather than trying prove whether something absolutely does or does not exist, focus on the association between the two and observe the effects. Theoretical Foundation The relationship between violent video games and aggression is one that researchers are still trying to understand. For this project, the relationship will be looked at through the use of the social cognitive theory and behavior modeling. In social cognitive theory, it is argued that behavior is the outcome of outside influences and choices made by oneself (Bandura, 1991). As such violent video games have been considered an outside influence, with children imitating the actions of an aggressive character. Bandura (1986) suggested that in social cognitive theory individuals will identify with and imitate characters that are liked and similar to themselves (cited in Lachlan, Smith, Tamborini, 2005). Children can recognize characters that are likeable, remind them of themselves, and in turn imitate the behavior of that character. In some cases a child will imitate the positive behavior of a character, while other times a child may imitate the aggressive behavior of a character. Determi ning whether or not a child will imitate the behavior a specific character depends on the gender, ethnicity, and social acceptance of a character (Lachlan et al, 2005). For example, a Caucasian boy will more likely imitate the behavior of a Caucasian male character over that of a Caucasian female character. Behavior modeling, also known as observational learning, is also another theory applied to this relationship. Albert Bandura (1961) conducted a bobo doll experiment in which children viewed a video of an individual violently hitting and yelling at a bobo doll with the children later being led in to a room with an identical bobo doll (Isom, 1998). After viewing the video, the children were immediately led to a first room filled with toys, the children were told not to touch any of the toy(Isom, 1998). Later the children were sent to a second room that was filled with attractive toys, however what had caught the majority of the childrens attention was the identical bobo doll that had been featured in the film. Around 88% of the children had violently hit the doll just as they had seen the model do in the video. (Isom, 1998). The theory of behavior modeling can be applied to understanding the effect of violent video games on aggression in children. Although it is difficult to prove caus ation between violent video games and aggression, a concept such as behavior modeling can provide insight in to aggressive actions upon playing violent games. Behavior modeling is a useful tool in understanding why children sometimes imitate the behavior of individuals who they view in movies, television, and video games. Albert Banduras (1961) social cognitive theory and the use of behavior modeling can help to greatly understand violent video games relation to aggression. Although much of the information regarding the two theories is based of work regarding television and movies, the same concepts have been applied to video games (i.e. Lachlan et al, 2005). It will be interesting to determine if the outcome changes when the theory is applied to violent video games. Literature Review Violent Video Games and Aggression Defined In 2011 violent video games sales have soared over the sales of nonviolent video games (Vgchartz.com, 2011). In 2011, violent titles such as Call of Duty: Modern Warfare 3, Battlefield 3, and Gears of War 3 all made the top 10 best selling games (Vgchartz.com). Violent video games are very popular on video game consoles as well as on computers. With access to online multiplayer, individuals can face off against other people from all over the world. No doubt, access to multiplayer contributes to violent video games popularity. It may seem as though the ability to partake in a video game with individuals from all over the world is a good idea, however that is not always the case. A search on the internet for video game raging can lead one to find dozens of videos of both teenagers and adults alike angrily yelling at their televisions. One is lead to wonder about the implications of these games and what long term consequences they may have. In some instances, video game addiction can occur, leading players to neglect all other responsibilities in order to dedicate as much time as possible to the game (Van Rooij et al, 2010). However, violent video games have not been associated with video game addiction alone. Often, violent video games are associated with increased aggression and hostility in adolescents. Its very difficult to prove that violent video games cause aggression. One would need to prove that aggression is directly caused by video games alone; as such no research has done this hefty task. Anderson Bushman (1998) argue that there are at least four active types of human aggression including physical, verbal, direct, and indirect. This paper will consider physical and verbal aggression in the context of violent video game play. Many research attempts to measure aggression have been conducted. Attempts include the use of electric shock to study the effects aggression and learning (Anderson Bushman, 1998) as well as the use of observational learning, more specifically Banduras (1961) Bobo doll experiment and the social learning theory. To continue, the release of one of the first violent video games Death Race did not go unnoticed; it sparked on outrage among consumers (Ferguson et al, 2008). Some consumers were so outraged that the video game was protested, some went so far as to pull Death Race machines out of arcades and subsequently burn them (Ferguson et al, 2008). Before the release of Death Race video game titles were rather tame, including hits such as Pac-man and Pong. Death Race was the first of its kind, but it wouldnt be the last. A long line of violent titles would follow which would include Mortal Kombat, Counter-Strike, Grand Theft Auto, and the popular Call of Duty series. Violent video game titles will continue to be released year after year, with much of the research about these video game titles resulting in mostly ambiguous information. Its important to gain a clear understanding of the effects of these video games on aggressive and hostile behavior. This paper will take a look in to the appearances violent video games have made in the news, including the link to the Columbine Shootings as well as the Virginia Tech shootings. This paper will also take a look in to the various court cases violent video games have been a part of, including Schwarzenegger vs. EMA as well as Brown vs. EMA. Various legislation from banning the sales of violent video games to minors to requiring an 18+ title will also be considered, as will the Entertainment Software Ratings Board and their reasoning behind rating various titles M for Mature. Last but not least, this paper will also focus upon various research efforts that have been put forth in order to understand the a ssociation between violent video games and aggression. Violent video games in the news Local News Stories Violent video games have made headlines numerous times. Whether news surrounds the release of the violent video game title or the consumers who play them, controversy isnt too hard to find. For instance, take the story of Daniel Petric who had planned to murder both of his parents because they would not allow him to play the shooting game Halo 3 (Ohio teenager, 2009). Petric proceeded to shoot both his parents in the head, his Father survived. Judge James Burge (2009) who had presided over this case stated that Petric had become so obsessed with this particular video game, he had come to believe that like many of the characters in the game, death was not real (as cited in Martinez, 2009). In the end, Petric was sentenced to 23 years in prison but could have faced life without parole. According the Judge Burges statements, Petric had falsely believed that his Mother would not have died when he shot her. Having become so addicted to the game, Petric believed that his Mother would continue to be alive. As in many video games when the character an individual is play dies, the character will simply come back to life a few seconds later as if nothing had happened. Halo 3 is such a game, it is a shooting based game and when the players character dies, the character will come back to life a few seconds later. Petric had become obsessed with this game, to the point where he was addicted. When his parents forbid him from playing the game, he reacted violently. One cannot argue that Petrics violent reaction was caused solely by the video game; however there is definitely an association between the two. For instance Judge Burge (2009) continued I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents, they would be dead f orever (as quoted in Ohio teenager, 2009). Petric may have been confusing fantasy with reality, thinking that his parents would not be dead forever but instead reappear as a live a few days later, just like in the video game. Similarly to Daniel Petric, take the case of Crystian Rivera who killed his baby sister after becoming frustrated with a video game. 13 year old Crystian Rivera was apparently playing a video game while his baby sister had fallen and began to cry, Rivera had gotten so frustrated with the video game that he picked up his 9-month old baby sister and shook her (Police: Frustrated, 2011). Rivera had reportedly said that he had become frustrated with the video game when the character whom he was play as was killed (Police: Frustrated, 2011). No doubt Rivera had experienced an extensive amount of frustration while playing this video game and acted aggressively towards his baby sister. It cant be said that the video game was the cause of the aggression, as other factors might have played a part. Consider the fact that Rivera was only 13 years old while watching a 9-month old. Some adults get frustrated watching a 9-month old and a distracted 13-year old may have experienced an unnecessary a mount of frustration when dealing with a crying child. Rivera would go on to be tried as a youthful offender because of his age (OKC Boy, 2012). Columbine Massacre These are just 2 of many local news stories that have a link to video games. However, video games have made appearances in national news stories as well. The Columbine Massacre took place on April 20th, 1999 in Littleon, Colorado. Students Dylan Klebold and Eric Harris entered proceeded to shoot at other students and staff. The two students had originally planned to murder hundreds of students with a variety of guns, knives, and bombs (Rosenberg, n.d.). Twelve students, one teacher, and the two shooters were dead by the time the massacre was finally over (Rosenberg, n.d.). There are many theories, ranging from depression and bullying, that have been used to decipher what may have prompted the two shooters to carry out this massacre (Mears, 2007). One popular theory is that the video games the two shooters played may have in some way contributed to the actual massacre. The two shooters were reportedly avid players of the first-person shooter video game Doom (Saldana, 2012). The two even made custom levels and characters to share with other Doom players over the internet (Mears, 2007). In the Doom video game players assume the part of a single soldier who roams corridors and shoots at different space creatures with a number of different weapons (Ward, 2001). Doom is very similar to many violent video games of today coinciding with a military theme. Jerald Block (2007) has argued that a sudden restriction from access to the computer and subsequently the video games may have triggered the Columbine shooting (as cited in Mears, 2007). For instance, parents of Harris and Klebold may have suddenly taken away access to the computer, which may have sparked extreme anger in both and eventually resulted in the school shooting. While researching this area Block (2007) had found evidence that computer use was restricted at home and at school for Harris and Klebold, while threats and violent grew more with each restriction (as cited in Mears, 2007). Both Harris and Klebold were obsessed with the Doom video game and reacted violently when it was restricted. It is important to note that Block (2007) feels that the content in the video games is not what prompted the shooting (as cited in Mears, 2007). Both the computer and video game Doom were outlets for Harris and Klebold, without these outlets they proceeded to unleash their aggression on the real world (Mears, 2007). The video game Doom was subject to much controversy as a result of the Columbine shooting. The video game was highly scrutinized and it was noted that the shooters in the school shootings of Paducah, KY and Springfield, OR were also avid players (Sternheimer, 2007). Since the Columbine shooting, a plethora of newspaper articles were released around the nation alleging that video games were the cause of the shootings (Sternheimer, 2007). Sternheimer (2007) argues that aggressive people have a high chance of buying violently content, but it is difficult to prove that violent content actually causes real life violence. It is difficult to prove causation in video games and real world violence, only that the two exist together (Sternheimer, 2007). Sternheimer (2007) states that many news articles concerning video games and violence ignore other factors that might have played a part in the shootings: News reports of the shootings that focus on video games ignore other research on the meanings that the audiences make from media culture. This may be because its qualitative findings are difficult to turn into simple quotatio
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