Wednesday, January 29, 2020

My opinion about Catherine Hayles’ book Essay Example for Free

My opinion about Catherine Hayles’ book Essay My opinion about Catherine Hayles’ book Introduction   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   I disagree with the conclusion of Catherine hayles book and her latest advice.The picture that Catherine Hayles frames is that human being fear to be post human .In her argument She puts information as the core that only requires a conveying media and that media can be machines or human being. She shows how post human is necessary by giving it a positive outlook than human. Hayles argues that human being will be replaced by post human and the human race will face extinction. In her conclusion she states that post human are superior than human being and goes further to feeble the human being by saying that they are not autonomous in thinking . In a further extent Hayles in her book says that computers machines and programs will wipe away the human race.There are many things I don’t agree with Catherine Hayles I will lay down my argument disagreeing with her argument.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Human being are superior over all creation and they cannot be replaced by any other creation.Catherine Hayles argues that human being will morph into something else, something like a cyborg where machines will be overall and incharge and commernder of the other creation.This view is far away from truth, human being cannot be replaced by a creation that has been made by Him. Human being were created to subdue the earth and all the other creations are inferior to Human. It’s not possible to create something and be inferior to it. God is superior to us and so we are superior to machines. Catherine Hayles needs to elaborate and explain why can we create something and it turns to our god.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Posthuman cann’t think as human being does. Hayles lays down her argument saying that post human do think as human being . This she tries to argue that the deeds and actions that can be done by a human being due to thinking can also be done by robot because it thinks too. Do posthuman have self will like human being does? This is a question not answered in her book. Human being thinks in a natural way and posthuman thinks as a result of radio frequency identification (RFID). There is a big gap between posthuman and human being and nothing can bridge this gap.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Looking at the contribution she made the last in her book , her ambition are much higher. The first chapter she read the book of Hans Moravec’s Mind Children:The future of robot and human intelligence and she got a shock. The thing that captured her mind was Moravec’s assertion which stated that near future the consciousness of human being will be transferred to that of computer.There are two prepositions that are implicated here; (1) That existence of information is not reliable to a particular substrate. (2) The consciousness of human being is information. These two preposition are the one that Hayles through her narrative contests three devoted topics; The cyborg emerged as a result of cultural artifacts, how the body was lost by information and the construction that resulted the emergency of post human.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Hayles goes further in defining post human using two other ways, first was that posthuman are susceptible, coordinating and self organizing its self in a larger system. She argues that we are dictated by the environment we live in and thus integrated into that environment. She says that human being needed posthuman and thus the technology is the one that pushes for it. The innovation is the one that created posthuman and human being now depends on posthuman. She alludes posthuman in a manner above it’s definition, she says that the information from body is tranferrable from body to machines.It’s very clear is literature and has no facts in it human and posthuman mutually require each other to survive but posthuman requires human to live.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Hayles opposes the formulation of the second definition of post human and endorsing the definition of the first one. She argues that we think of apocalyptic visions where machines will be equal and become our superior. Hayles didn’t see the danger to obviate the stated machines and the repercussion of changing definition. Hayles argument doesn’t give any hope for survival of human being, that’s very pathetic.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Another argument she grounds herself with is that there will be full integration of one’s self with a machine and that the content that evolution excluded. She says that body has a sediment history and it do have an architecture in it, a physical structure whose constraints and possibilities have been formed by an evolutionary history that intelligent machines do not share. ( C. H ayles,284, 2009.) In my views, human being cannot be fully identified with machines.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Hayles did mention about Joseph Weizenbaum’s statement that making a judgement and the capacity to make is a matter that should be left as an ethical principle, to the human alone. I don’t agree. What are the impacts of feeding more and more information and functions to technology and computers? How is it possible for us to lose our humanity for we resign the skill to practice the decision of of a particular nature?   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   If we take machine and look at themselves, the analysis of Hayles shows that posthuman have the same consciousness as human and they help in our thinking and they do perform the functions that we don’t need to but quiet want to.Infact they do function and perform better than human being .But we should not forget where they originated from. All machines and their relatives they came from the effort of human mind production. Human being has created them to aid in maximizing his own efficiency and he have, with no doubt accomplished his motive. Without human being machines would not be in existence and thus for them to exist human being has to exist first and the cognition ability would not be there . Ayn Rand character has one that we can link to this art and says in Atlas Shrugged: â€Å"I thoughtof the men who claim that machines condition their brains. Well there was the motor to condition them, and there it remained as just exact ly what it is without man’s mind-as a pile of metal scraps and wires, going to rust.† (page 745, Atlas Shrugged) This statement show sense in Hayles and I agree on: Human is conditioned by machine and we appreciate them in our lives and enhance them but I differ in that human being is still dorminant . Machines without the human being they would go extinction and get to rust.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   If the cyborg and the cyborg varieties were to exist as put by the Hayles they would still require human skills and characteristics for their ‘brain’ to function, to have conscious and to think like human being. Hyles didn’t explain this and how if human being were to go to extinction the post human would survive, else she have a task to do.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Hayles the premises that she posits as another cause of fear of post human is the liberal humanist opinion of the human kind matters autonomy. Human being are able to see all the possibilities which are open to choose and they have the will and they can synthesize these sources. Schopenhauer’s there is an outline in THE WORLD AS WILL AND REPRESENTATION(BOOKIII). Human being are able to think, they are able to process data , they are able to create it and pull judgements built on their feelings. This Information comes from several sources in machine but in human being they come purely on them. Machines they are devoid of thinking and they have no conscious like ours. Hayles in her argument doesn’t have the real world instances , and those that she uses are not very clear they are not specifically illuminating. In her early books she says that she finds saying that â€Å"Well my sleep agent wants to rest, but my food agent say s I should go to the store†( Hayles 2009,6).This is certainly an odd approach of talking and She draws a very significant deductions from it. â€Å" Each person ,† She claims, â€Å"who thinks this way begins to envision herself or himself as a posthuman collectivity, an ‘I’ transformed into the ‘we’ of autonomous agents operating together to make self† (Catherine. H, pg 6 2009) There are questions that rises about personal disorders of the multitude. The example of ability of multiple to celebrate and creatively dissociate leads to rejection of therapy that tries to integrate their adjusts. People definitely will be talking around themselves in a fresh ways. But moral agents asks what thinking together about themselves meant. Hayles put it that â€Å"serious consideration needs to be given to how certain characteristics associated with liberal subject, especially agency and choice, can be articulated with in posthuman context† (C atherine.Hayles, pg5, 2009) and she left it like that . She didn’t show any alternative of her implications.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   In conclusion Hayles argument is lacking enough facts and is based in prepositions that she lays to win the heart of literature, and in my views she didn’t succed. If you consider streams with standing waves, which visibly forms the front side of the rocks which projects superficial above the water. They retain their normal shape and their normal integrity despite being changed by the molecules of water .I still find the machines being continuously changing their integrity but can’t replace human being and they can’t lead extinction of human kind. References Harrison, Ariane Lourie. Architectural theories of the environment: posthuman territory. New York, NY: Routledge, Taylor Francis Group, 2013. Print. Hayles, N. Katherine. How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago, Ill.: University of Chicago Press, 1999. Print. Leithauser, Brad. Penchants places: essays and criticism. New York: A.A. Knopf :, 1995. Print. Younkins, Edward W.. Ayn Rands Atlas shrugged a philosophical and literary companion. Aldershot, England: Ashgate, 2007. Print. Bateson, Catherine. Being Bee. New York: Holiday House, 2007. Print. Gronebaum, Melissa. Arthur schopenhauers die welt als wille und vorstellung. S.l.: Grin Verlag Gmbh, 2014. Print. Harrison, Ariane Lourie. Architectural theories of the environment: posthuman territory. New York, NY: Routledge, Taylor Francis Group, 2013. Print. Hayles, N. Katherine. How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago, Ill.: University of Chicago Press, 1999. Print. Leithauser, Brad. Penchants places: essays and criticism. New York: A.A. Knopf :, 1995. Print. Younkins, Edward W.. Ayn Rands Atlas shrugged a philosophical and literary companion. Aldershot, England: Ashgate, 2007. Print. Source document

Tuesday, January 21, 2020

Comparing Divine Punishment in Oedipus Rex and Leda and the Swan :: comparison compare contrast essays

Divine Punishment in Oedipus Rex and Leda and the Swan        Ã‚  Ã‚   Divine punishment is an irreversible occurrence that creates distinct attitudes in characters.   In Yeats' poem, Leda and the Swan and Sophocles' Oedipus Rex, Divine punishment plays a crucial role, and is the basis for the actions of both Oedipus and Leda.    Yeats and Sophocles explore the idea of Divine punishment in various ways.   Yeats shows Leda's attitude towards the experience of the rape, and the result of the rape leads to Leda's attitude towards the Gods, which then leads to many more travesties.   In a similar way, Sophocles shows Oedipus' reaction to Divine punishment when Oedipus realizes that he has killed his father and married his mother.   It was these actions that drove Leda and Oedipus to experience Divine punishment.   As a result, each has suffered even more.    In Yeats' poem, Leda and the Swan, Yeats explores the idea of Divine punishment in using the result of Leda's rape as his subject.   The offspring Leda produced represents the Divine punishment of the story.   In the story, Leda is raped by a swan, which represents Zeus, the most powerful Greek God.   The consequences of this rape includes two children, Helen and Clytemnestra who later marry and experience the fall of the Trojan empire and the killing of Agamemnon, Clytemnestra's husband.   The story of Leda and the Swan creates a vivid portrait of a rape between an all-powerful swan and Leda, the Spartan Queen.   It is peculiar that two such powerful individuals are the subjects of the horrendous act of rape. Zeus is the most powerful of all gods, and Leda herself has great power, being the Queen of Sparta.   Aside from this however, lies another topic, which Yeats attempts to explore, and that is the idea of Divine punishment. The mere thought of punishment from the Div ine, meaning God, is the reason why Leda allows the Swan to continue the rape without a great deal of fight.   Yeats writes, "Being so caught up, so mastered by the brute blood of the air, did she put on his knowledge with his power before the indifferent beak could let her drop?" (Kuehn 140).   Here, Leda must choose whether or not she should put all of her power in Zeus, knowing that he has harmed her.   Her action to not resist the force leads to the Divine punishment.

Monday, January 13, 2020

Exploring the use of digital gaming in teaching

It is the general intent of the research that is presently being undertaken to research the usage of digital gambling in instruction and acquisition of mathematics in order to run into up educational ends. The survey is specifically being conducted in the scene of the Kingdom of Saudi Arabia with the purpose of looking at the consequence of digital gambling to learning mathematics, that is, either heightening learning or larning or looking at the possibility of digital gambling non holding any positive consequence at all in accomplishing educational ends. There is voluminous information in the literature about digital gambling being used in the educational scene, more often in scientific discipline and mathematics-related topics. Eck ( 2006 ) asserts that digital game-based acquisition has been unpopular for old ages until 2006 but get downing 2003 the involvement in the use of digital games to back up larning in assorted Fieldss have already started ( Wolz et al, 2005 ) . Habgood et Al ( 2005 ) , on the other manus reference that since the 1980s, there has been significant literature demoing how digital games are really related to instruction and acquisition. Since 2006, there has been a turning involvement in the usage of digital games for acquisition and harmonizing to the writer, advocates of this type of learning have been rather taken aback by the alterations that have been go oning. Harmonizing to Eck ( 2006 ) , this can be mostly attributed to three of import factors. The first of these factors is that advocates of digital game-based acquisition have unfailingly continued research on this new larning aspect and printing them through books, essays and articles with writers such as Marc Prensky, James Paul Gee and Clark Aldrich, to call a few. In the web, one would happen a volume of information that discusses about digital games as tools for acquisition, some showing the theoretical concepts underlying the tool while other readings provide empirical researches that aimed to accomplish specific ends in digital game-based acquisition. Second, the current coevals which is fundamentally the Internet coevals and instead, Eck ( 2006 ) calls the â€Å" digital indigens † play a big function in the broad credence of digital games as acquisition tools. Persons who were fundamentally borne and have practically lived the Net coevals adapt good to a fast-paced life welcoming and synthesising assorted sorts of information at any one clip. The â€Å" digital indigens † as Eck ( 2006 ) relates, someway became disentangled with the conventional ways of acquisition and normally enjoys speedy interactions. Besides, first-class ocular accomplishments used for larning are what embody the current coevals and this accomplishment is something that would tremendously prefer digital game-based acquisition. Hoyles and Noss ( 2006 ) even reference that kids, with the emerging involvement in games as tools for acquisition, even heighten their abilities to plan their ain games and drama with them after, utilizing certain tools , one of which is the Playground, where in general, kids are able to pull strings alive characters. The increased celebrity that games have fundamentally acquired through the old ages is the 3rd factor that says why digital game-based acquisition is widely accepted as of recent. Digital games are merely everyplace and come in assorted media, therefore doing it more accessible to the general populace and therefore more apprehended. As if to farther set up how games have been used to heighten larning today, Prensky ( 2001 ) describes the many chances connected with digital games-based acquisition. The writer asserts nevertheless that digital games are merely options used by educational establishments to farther pupil acquisition. Harmonizing to him, a new paradigm of acquisition has emerged and this is larning through playing. He cites some of the activities which are chiefly digital games incorporated in assorted degrees of instruction. Some of these are typing games, pre-school acquisition of the alphabet through computing machines and computing machine cheat being used by K-12 pupils. For grownup scholars, like in the instance of those preparation in the armed forces, the existent conflict in the battleground has been re-created through digital games and military trainees have to play these games that resemble a realistic conflict as simulations of the true conflict that has to go on when they serve the state . Indeed, the computing machines and the package for digital games that have been created and made more realistic by package experts have provided manners of larning for immature and big scholars.Digital Games in EducationSandford and Williamson ( 2005 ) describe computing machine games and picture games as digital applications which individual or groups of participants control utilizing a personal computing machine or some other media such as a PlayStation. The writers suggest that by playing digital games, participants are able to hone accomplishments in confronting challenges that are more complex than what they encounter in school. The environment that digital games provide to participants is a learning environment. While playing, gamers are confronted with ambitious state of affairss that they need to decide to win in the game. This provides participants the accomplishment to confront realistic jobs of the same sort in the hereafter. While playing, gamers are besides provided options which mean they have to prosecute themselves in some decision-making exercising and be able to see the effects of their determinations or actions. Identifying with the characters of the game is besides another facet that participants deal with when playing computing machine or picture games. Particularly in role-playing games, participants are besides able to heighten their vocabulary, familiarising themselves with the footings used in the game that normally come because of the devices that the character in the game has to utilize. In this manner, participants will larn to understand the whole character being portrayed in the game. Socialization is besides enhanced by digital games as participants would usually be affiliated with certain groups which have common ends while playing. Squire ( 2003 ) relates some of the features of digital games which make it utile for the educational scene. A digital game provides participants with drill and pattern. Presently, this map of computing machine games makes it of import for pedagogues because of its incorporation into the traditional course of study as exercisings that will enrich the acquisition of the pupils as they immerse through it during single survey times. The other property of digital games that makes it utile for the educational scene is the being of simulation and scheme games. Simulation games provide the participants a image of the world, within the walls of the house, the schoolroom or a computing machine store. Squire ( 2003 ) portions two types of simulations used and these are low-fidelity and hi-fidelity simulations. Hi-fidelity simulations try every bit near as possible to mime the interactions and state of affairss that may be experienced if it were to go on in existent life. Low-fidelity simulatio ns, on the other manus, are meant to supply system simplification so that some of import constituents of the system may be highlighted. Video games that are both educational and entertaining let the pupil participants to pull strings some variables which in existent life, an ordinary pupil can non change merely yet. Players can besides larn about different topics of involvement when they engage in educational games that will do them presume a certain function or personality. In this manner, the pupil is besides given the opportunity to see state of affairss in assorted positions. Digital games besides make it possible for the participants to visualise a peculiar in three-dimensional infinite hence increasing apprehension of the affair. Gros ( 2007 ) asserts that digital games can be used by scholars to get cognition and larn certain schemes. The writer cites the survey conducted by Nussbaum and co-workers in 1999 with 300 4th twelvemonth pupils as topics. A series of games in linguistic communication and mathematics was developed utilizing Gameboy and that the games have characters that the pupils can place with. In mathematics specifically, the end of holding the pupils play the game is to familiarise themselves with the cardinal construction of accomplishments and mathematical thought every bit good as larning arithmetic and geometry. The instructors were able to besides larn utilizing the instrument used in the experiment in 2 to 3 months and feedbacks from the pedagogues themselves reveal that videogame is an instrument that is easy learned and used and can function as extra learning stuff that they can utilize as back-up for the conventional instruction stuffs that they are already utilizing. Games have besides found its utility in Science and Engineering topics, in general. In the instruction system of the United States Science and Engineering, Mayo ( 2007 ) asserts that picture games have played of import functions in turn toing lacks in the system because of five primary grounds. One of these grounds is monolithic range. The Internet has provided a manner for persons, pupils and even those who are already in the on the job category, to acquire entree to digital games. Some of these games can be downloaded for free, while others have to be purchased. Besides, the games need non be violent as there are games that educate users about assorted subjects. As the writer relates, these games are non really portion of the educational system as pupils did non entree these games through the four walls of the schoolroom but merely the same, pupils learn. The 2nd ground is effectual larning paradigms. The act of playing video games is associated with enhanced larning results because the undermentioned accomplishments are being honed while playing: experiential and inquiry-based acquisition, self-efficacy, end scene, cooperation or squad playing and uninterrupted feedback ( Mayo, 2007 ) . Enhanced encephalon chemical science is the 3rd ground behind the potency of video games in turn toing jobs in instruction. Mayo ( 2007 ) asserts that a survey in 1998 established the relationship between the sum of dopamine nowadays in the encephalon of the participant and his/her public presentation in the game. Dopamine serves to excite acquisition of the participant. It must be taken into consideration, nevertheless, that the game tested in the 1998 survey is non educational in nature and hence subsequent surveies are still necessary. Time on bet oning undertaking is the 4th ground as participants normally take more than a twosome of hours to play digital games. If lessons in school have to be incorporated in these games, efficaciously, so it is uniting amusement with acquisition and pupils now take more clip larning than they did before with conventional acquisition. The last of these five grounds is larning results informations which suggest that have already been surveies conducted which compared the larning results of pupils subjected to games while larning and those under the traditional acquisition. It must be considered nevertheless that the games used in the ratings are non the popular commercial games that can be seen played today, but so the â€Å" not-so-big-time † games are still digital games and hence portion of the concern of looking how these games can better acquisition ( Mayo, 2007 ) . Squire et Al ( 2004 ) elaborate on an empirical survey conducted among 96 pupils, of which 61 were assigned to the experimental group and 35 to the control group. The experimental group played Supercharged! In their Physicss category apart from the synergistic talks on electrostatics and other addendum stuffs provided to them by the instructor. The same instructor provided electrostatics lessons to the control group through synergistic lessons, observations and experiments. Supercharged! Is an electromagnetism simulation game developed through the aid of John Belcher, an MIT physicist? The game itself is chiefly be aftering and playing as participants have to travel through electromagnetic labyrinths and playing with charges to command a ship. Consequences of the survey showed that pupils belonging to the experimental group had better public presentation than those in the control group in footings of construct comprehension. Merely to add to the treatment on the inventions done for acquisition, in universities, where higher instruction can be acquired, engineering has besides been embraced. Together with this are the developments effected in order to supply larning to college pupils. Brown ( 2001 ) asserts that in this digital age, the universities have besides done their portion in bettering instruction. One of the inventions that have been taken is the integrating of studio classs as replacing for lecture-based introductory classs. In the studio classs, the pupils have the opportunity to see talk, recitation and research lab, all in one incorporate class. The module is besides being given a better environment to learn synergistic lessons. The studio courses accommodate big categories but can manage an array of activities, digital and non-digital within the category. The MIT Media Lab is another invention that has been brought to the universities. In this lab, theory and application are brought together in one category. The lab provides the category a collaborative environment where pupils can work out solutions to existent life jobs despite being confined in the lab. Brown ( 2001 ) besides adds that computing machine games, specifically, role-playing games ( RPG ) with multiple participants online have besides transformed the ways of larning. In RPGs, participants do non merely vie but they are besides able to make and set up groups. The higher instruction sees this as a theoretical account for constructing a networked acquisition environment. Players, by prosecuting in RPGs experience interaction with other participants as they swap their cogwheels and techniques among members of their group. The pupils ‘ originative and strategic accomplishments are besides being honed as they try to spread out their functions within the game. The literature discoursing the usage of digital games in mathematics instruction in the Kingdom of Saudi Arabia ( KSA ) seems to be scarce. Al-Wakeel ( 2001 ) asserted that in the yesteryear, universities in KSA deficiency adequate computing machine instruction plans which are besides of high-quality. There have been attempts to beef up computing machine instruction in KSA but have failed non because the purposes were non good but because design of the plans was non planned good. Furthermore, there is a noteworthy scarceness in professionals who are subjects who could learn computing machine instruction. This is apparent in the past plans preparation of computing machine professionals who came from outside KSA. There is besides concern in research of computing machine applications that can be used to better instruction. To turn to this, KSA revamped its educational system with the constitution of Comprehensive Education Programs in the College of Computer and Information Sciences ( C CIS ) . With such move, although there are besides obstructions hurdled, research in computing machine instruction may be done including the geographic expedition of the usage of digital games in learning mathematics to KSA pupils. Because of sensed scarceness of researches done in this country in KSA, this research will be chiefly done to research the usage of digital games in acquisition and learning mathematics to profit and ease educational ends, with peculiar scene in the Kingdom of Saudi Arabia. This research will be conducted in order to look into the consequence of digital game-based acquisition to pupils ‘ motive and academic public presentation, peculiarly among pupils in the secondary degree of instruction.The Future of Digital Games-Based LearningDigital games provide agencies of accomplishing a figure of ends. Prensky ( 2001 ) relates that through digital games-based acquisition, motive for larning topics that are hard to learn can now be achieved. This motive works in both ways. If the pupil finds topics to be deadening, so integrating digital games into the topic will do it interesting. On the other manus, if the pupil finds the lesson excessively complex, so digital games can be used to su pply an alternate manner of showing the topics to the category in a manner that will direct the feeling of being hard to something that they will larn and bask at the same clip. The usage of digital games in larning besides provides an chance for a conjunct attempt among people in different Fieldss such as instructors, content experts and digital game developers. In footings of the being of the Internet, the usage of digital games in instruction and acquisition will ensue to holding the Internet non merely as a medium of instruction but will be a lively locale of forum for users and manufacturers of games to get at new constructs everyday for larning that will do its manner through the scholars via digital games. There will besides be a uninterrupted thought of how digital games can be improved and innovated to outdo function the intent of conveying instruction to the pupils at its fullest potency, thereby bring forthing alumnuss will all-around personalities who can do determinations non merely in conjectural state of affairss but in realistic conditions as good. Squire ( 2003 ) believes that since the 1980s, there has been a important betterment in the gambling engineering but so integrating these betterments into larning environments is one missing measure in order for digital game-based acquisition to boom. The writer comes up with his ideas on the hereafter of picture gambling in instruction. First away, the writer suggests that pedagogues have been keen on buying educational and entertaining digital games that are commercially available presents. Harmonizing to the writer, there is increased frequence in the usage of ‘edutainment ‘ but so there is non much evidence-based research which has been conducted to demo how these games really work. Design experiments must be incorporated into the work of games research so as to do educational games be more utile for instructional engineers and therefore set up research from at that place. Second, instructional engineers who design the synergistic acquisition environments of larning games can besides acquire lessons from the present inventions in gambling. The writer cites two facets of gambling that harmonizing to him hold non been to the full studied and these are synergistic fiction and online gambling. Synergistic fiction will supply instructional engineers information on how characters can germinate and develop in an synergistic environment. Online gambling, on the other manus, can supply instructional engineers valuable information on the design of on-line environments. Finally, by simply taking a close expression at all the digital games that have abound presents in whatever medium such as those streaming in the cyberspace or games installed in personal computing machines, one would really happen himself amazed at how the design, sounds and artworks have evolved through the old ages. The many games found online every bit good as those played in picture houses and in the comfort of the places have all passed through betterments. The artworks about resemble that of real-life persons every bit good as the motions of the objects in the digital game. Aesthetics has continuously improved to the pleasance of consumers. Possibly, for educational games, this can besides be done. The creativeness in coming up with new designs and new games is one of the aspects of digital game-based acquisition that can be improved in the hereafter.

Sunday, January 5, 2020

Suicide The Easy- Dreadful Outlet - 564 Words

I was reading a few posts on Facebook when I saw one that got my attention. It was about a girl that had committed suicide. She cut her wrists and left a note, where she explained why she did it, in a few words it said â€Å"I can’t take it anymore, everything is coming down, and it is the only way to stop the pain†. No one ever realized that she was sad, no one knew that she wasn’t feeling good not even her boyfriend or sisters, she was alone, in constant pain and no one ever knew about it. There are a lot of things that make people commit suicide, I’d like to explain what causes suicidal thoughts or suicide in the life of any teenager or adult, no one is exempted, anyone could be the suicide’s next victim. Suicide is commonly associated with depression; but, it is proven that it also tends to have stretch relations with many other psychiatric disorders and life and family events as well. First of all a very common cause is circumstances such as a stressed life, this includes serious financial or interpersonal relations problems. When a person doesn’t know how to solve this kind of situations, they tend to think that death is the easiest way out. It is the second most common cause of death in teenagers, just like this girl many other people do it to â€Å"solve† their problems. Another cause might be parents with a history of depression. A study done by Dr. David Brent, psychiatrist at the University Of Pittsburgh Medical Center stated that â€Å"a first-degree relative -- a parent,Show MoreRelatedThe War Had A Deep Impact On The American Veterans And Our Society2096 Words   |  9 Pages(Moffett). â€Å"Fiction, films, and television programs depicted Vietnam vets as drug-crazed psychotic killers, as vicious executioners in Vietnam and equally vicious menaces at home† (Oxford Companion). The 1978 movie The Deer Hunter, â€Å"explores the dreadful Vietnam experiences of three hunting buddies from a small town in Pennsylvania.† (Pendergast) Also, in 1978, the movie Coming Home, starring John Voight â€Å"as a handicapped Vietnam veteran† (Pendergast) who returns from the war angry and bitter. JaneRead MoreGambling a Bad Bet5057 Words   |  21 Pagescommunity only sees that there’s a million-dollar lottery and thinks: ‘Le t’s buy a few tickets and maybe I can win and pay back all my bills and take a nice vacation.’ That person does not think about the gambling addict, about the broken home, about the suicide that accompanies gambling addiction.†8 How truly rings the Bible’s warning that, â€Å"He that is greedy of gain troubleth his own house† (Proverbs 15:27). It’s time we realized that behind all of the glitter, greed, and glamour of big scale casino gamblingRead MoreFor Against by L.G. Alexander31987 Words   |  128 Pageswhich obtain in pre-literate communities. We become utterly dependent on the two most primitive media of communication: pictures and the spoken word. Television encourages passive enjoyment. We become content with second-hand experiences. It is so easy to sit in our armchairs watching others working. Little by little, television cuts us off from the real world. We get so lazy, we choose to spend a fine day in semi-darkness, glued to our sets, rather than go out into the world itself. Television mayRead MoreIgbo Dictionary129408 Words   |  518 Pagesnot confirm. At a later date, after his transfer to Umuahia, he added further words which are not necessarily correct in Onitsha; these are the red ink entries in the MS. At first glance, I thought the publication of this MS would be comparatively easy. The obvious course seemed to be to re-transcribe it from the Old orthography into the Official orthography, check and where necessary re-write the tones4 and eliminate any forms which were found to be not in current use in Onitsha. The major difficulty