Thursday, September 19, 2019
Terrorism and Personal Identity :: Argumentative Persuasive Topics
Terrorism and Personal Identity à à à à Consider the personal comment of an ethnically foreign US citizen after September 11, 2001: à I became a United States citizen four years ago because of my long love affair with New York....I am a Bangladeshi woman and my last name is Rahman, a Muslim name...Before last week, I had thought of myself as a lawyer, a feminist, a wife, a sister, a friend, a woman on the street. Now I begin to see myself as a brown woman who bears a vague resemblance to the images of terrorists we see on television....As I become identified as someone outside the New York community, I feel myself losing the power to define myself... --Anika Rahman 1 à In this poignant statement by a U.S citizen, ethnically Bangladeshi with Muslim linkage, the complex web of issues involved in immigrant identity is dramatically clear. Embedded in this statement are many of the issues that those of us concerned with categories of identification generally, and ethnic identification in particular, grapple with. Identification is typically a complex rather than simple construction, involving multiple aspects of oneself that may overlap or compete. Identification is a dynamic process, in which the meaning, the function, and even the basic labels can change from one point in time to another. Further, and most relevant now, identification is a socially constructed process in which the context and views of others have a significant role, shaping options and consequences for individual experience. à The events of September 11 have without question altered the context of identification for thousands of U.S. citizens and for those immigrants, legal and illegal, whose citizenship is still in flux. The current estimate of first generation Arab-American immigrants in the U.S. is 2,315,392. Current estimates of the number of Muslims in the U.S. are far less certain, varying from 2 to 6 million. (It should be noted that Arab-Americans and Muslims are far from overlapping sets. Many Arab-Americans are Christian; Muslims in turn come from a variety of ethnic groups in the U.S., including African American, Latino, and, as the highly-publicized case of John Walker Lindh illustrates, from Euro American backgrounds as well.) à Attitudes toward immigrants of any stripe have varied in the U. S. over the years. Prior to the restrictive immigration legislation of 1924, for example, opponents of immigration became increasingly strident, and the idealistic image of the "melting pot" offered by playwright Israel Zangwill in 1908 was challenged on both economic and racial grounds.
Wednesday, September 18, 2019
Essay --
Paul Jobs was raised in Germantown, Wisconsin and became a Coast Guard in World War II. He made a bet with his friends that he would be able to find a wife within two weeks. He met Clara Hagopian, who was born in New Jersey after her parents fled the Turks in Armenia, and the couple was engaged within ten days. Clara realized that she could not have children, so the married couple looked at adoption (Issacson 28-29). Joanna Schieble was a graduate student at the University of Wisconsin. She lived within a strict household where her father was extremely strict about dating. When Joanna met Abdulfattah Jandali, a Muslim teaching assistant from Syria, her father threatened to disown her. She went with Abdulfattah to Syria and two months later when they returned, found out she was pregnant. Keeping the baby and abortion were not options the couple considered. When Joanna found out the adoptive couple were Paul and Clara Jobs, she made them promise that they would keep a college fund fo r the baby. Steve Jobs was born on February 24th, 1955. After some reluctance, Joanna signed the adoption papers and gave Steve Jobs to his new parents (Issacson 30-31). Steve Jobs knew from a young age that he was adopted. Many of his close friends believe that the awareness that he was given up as a baby made him into the independent person he grew up to be (Issacson 32). Jobs has said that he knows people say that the reason why he has worked so hard was because he wanted his biological parents to want him back, but Steve said that is not true. (Issacson 33). Steveââ¬â¢s father is the person that introduced Steve to technology. Paul worked on cars often, and although Steve did not like to get his hands dirty, he loved doing whatever he could to help h... ...nd Swainey). The students at this school probably have no idea who Steve Jobs is, but he caused their school to be picked as one of the most advanced in technology because of Jobs. Amy Heimerl is a teachers that works at Park Avenue Elementary School in Auburn, Maine. She works in a school district that encompasses iPads in the classroom. Her class consists of 22 students. She formed an individual learning experience for each student by putting the same library of applications on each studentââ¬â¢s iPad and then moved certain applications to each studentââ¬â¢s folder. The students have easy access to learning materials that help them progress faster. The iPad stimulated students to think individually and they were more apt to share what they learned with others (ââ¬Å"See Inspirationâ⬠). Steve Jobs has changed the way the world uses technology in everyday life.
Tuesday, September 17, 2019
Essentially, leadership is about people management
Mohandas Gandhi once admitted that ââ¬Å"I suppose leadership at one time meant muscles; but today it means getting along with people.â⬠Essentially, leadership is about people management. As a leader, one has to realize that the value of leadership is determined by the ability of the leader to deal fairly with the people placed under him. Interestingly, we can say that all men are leaders. This is because in one way or the other, we all occupy a position where someone is under us. However, it is sad to note that not all men know what leadership is truly about thereby making a mess of their positions. Therefore, in order to have an efficient society, it becomes imperative to have a platform where leadership can be addressed and people can be taught the rudiments of leadership. I consider The Leadership Development Program (LPD) organized by The Venetian to be such a rare platform. As an undergraduate, my academic background was in English and literature. During my years in college, I was selected to be the volunteer interpreter in international conferences, conventions, and trade shows. While I was discharging my duties, I realized how much I like to communicate with people and the heart I have for helping them. It was an eye-opener to the fact that I am naturally configured to fit into the hospitality industry. As a result, I decided to start my career in hospitality industry since I really like interacting people who have different perspectives and cultural back ground. As an integral part of my career aspirations, I hope to work in a hotel someday as Human Resource Personnel or any aspect that involves management. Dreams donââ¬â¢t just come true and success requires extra effort. Apart from this, I have come to discover that in order to be a leader, one must first follow and learn. This has made me embark on the quest of personal career enhancement. In order to accomplishment my vision I know this require me to enroll for a credible program where I can learn how to improve my leadership and managerial skills so that I can be of help to the customers that will come my way daily. This is what informed my decision to enroll for The Leadership Development Program organized by The Venetian. After going through the several leadership development programs that I could lay my hands on, I felt the one organized by the Venetian is the best. However, after I have carefully gone through the site and the programs offered, I needed nobody to tell me that this was what I have been looking for. What caught my fancy was the level of organization of the company. I was attracted to the site itself and the idea of being taught by the ââ¬Å"executives of one of the worldââ¬â¢s most successful hospitality and entertainment companiesâ⬠made my stomach rumble. I also find the program appealing because of the fact that I will be able to get world class jobs with the affiliates of the company after the program. On the whole, I believe that I will find the program memorable as this is the big break I have been looking for. I know one day I will look back and be grateful I made the decision to enroll for the Venetian Leadership Development Program!
Monday, September 16, 2019
Inter-temporal Production Possibilities and Trade Essay
Instead of trading one good for another at a point in time, we exchange goods today in return for some goods in the future. This kind of trade is known as inter-temporal trade. Even in the absence of international capital movements, any economy faces a trade-off between consumption now and consumption in the future. Economies usually do not consume all of their current output; some of their output takes the form of investment in machines, buildings, and other forms of productive capital. The more investment an economy undertakes now, the more it will be able to produce and consume in the future. To invest more, however, an economy must release resources by consuming less (unless there are unemployed resources, a possibility we temporarily disregard). Thus there is a trade-off between current and future consumption. The shape of the inter-temporal production possibility frontier will differ among countries. Some countries will have production possibilities that are biased toward present output, while others are biased toward future output. We will ask in a moment what real differences these biases correspond to, but first letââ¬â¢s simply suppose that there are two countries, Home and Foreign, with different inter-temporal production possibilities. Homeââ¬â¢s possibilities are biased toward current consumption, while Foreignââ¬â¢s are biased toward future consumption. The inter-temporal relative supply curves for Home and Foreign reflect how Homeââ¬â¢s production possibilities are biased toward present consumption whereas Foreignââ¬â¢s production possibilities are biased toward future consumption. In other words, Foreignââ¬â¢s relative supply for future consumption is shifted out relative to Homeââ¬â¢s relative supply. At the equilibrium real interest rate, Home will export present consumption in return for imports of future consumption. That is, Home will lend to Foreign in the present and receive repayment in the future. Homeââ¬â¢s inter-temporal production possibilities are biased toward present production. But what does this mean? The sources of inter-temporal comparative advantage are somewhat different from those that give rise to ordinary trade. A country that has a comparative advantage in future production of consumption goods is one that in the absence of international borrowing and lending would have a low relative price of future consumption, that is, a high real interest rate. This high real interest rate corresponds to a high return on investment, that is, a high return to diverting resources from current production of consumption goods to production of capital goods, construction, and other activities that enhance the economyââ¬â¢s future ability to produce. So countries that borrow in the international market will be those where highly productive investment opportunities are available relative to current productive capacity, while countries that lend will be those where such opportunities are not available domestically. Reference: http://classof1.com/homework-help/international-economics-homework-help View as multi-pages
Sunday, September 15, 2019
Electronic Gadgets
Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 IS THE GROWING USE OF ELECTRONIC DEVICES BENEFICIAL TO ACADEMIC PERFORMANCE? RESULTS FROM ARCHIVAL DATA AND A SURVEY Taylor S. Drain, Washburn University, taylor. [emailà protected] edu Lakeisha E. Grier, Washburn University, lakeisha. [emailà protected] edu Wenying Sun, Washburn University, nan. [emailà protected] edu ABSTRACT In this study, we investigate the relationship between academic performance and the use of computer technology.We test our hypothesis which proposes that the growing use of electronic deveices is academically beneficial to high school students' standardized test scores and GPA. Our method of data collection includes both a survey of high school students in the Midwest area and an analysis of national SAT scores in the years before computing and in years with computing. Analysis of SAT archival data shows a negative correlation between scores pre -computing and scores post-computing (with computing influences), meaning that as scores before computing were decreasing, scores with prevalent computer technology are increasing.Our survey data also displayed a positive correlation between time spent on electronic devices for school purpose and GPA. Keywords: Computer Technology, Academic Performance , SAT, GPA, Electronic Devices INTRODUCTION The availability and use of electronic devices continues to grow. Over 420 million smart phones were sold worldwide in 2011 [6]. Almost 400 million computers were sold during 2010 , and that figure is expected to increase to over 1 billion units which will incl ude computers and smart phones by 2014 [3]. With the development of Wi-Fi hotspots, it is now easier for people to stay connected with their portable devices.Since electronic devices continue to be adapted to be friendlier to the end users, we want to research how the increased use of computer based technologies both in the classroom and at home impacts the academic performan ce of students. The following research question is posed: ââ¬Å"Is the increased use of computer based technology improving the academic performance of students? â⬠In order for us to investigate this question, we have analyzed two sources of data. The first being SAT test scores over the last 30 years. The second source is from data we collected from a survey that we presented to high school students.This study is important because it shows that the increasing use of electronic technologies for schoolwork is improving studentsââ¬â¢ academic performance. Computer technology is everywhere in the society, and most of the high school students in the U. S. own or have access to computer technology on a daily basis. We hope to show appropriate use of these technologies will increase learning. The remainder of the paper is organized as follows. We provide a literature review on related research. We then discuss the data analysis and present the results. The last section provides discussions of the results along with the implications of this study.LITERATURE REVIEW Our literature review suggests there are contradictory conclusions from various studies regarding whether computer use improves academic performance. Some studies state that computer use improves academic performance. Others propose that academic performance has nothing to do with computer use. A few studies suggest that computer use is a distraction to school studies and negatively impacts academic performance. 225 Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 One study claims that there exists evidence that Internet-time is harming childrenââ¬â¢s academic performance.This study was done by economists at the University of Munich named Thomas Fuchs and Ludger Woessmann who surveyed students in 31 countries. They created a very thorough, detailed survey in order to eliminate other possible causes of the downward trend of academic performance . They state in their results th at the ââ¬Å"sheer ubiquity of information technology is getting in the way of learningâ⬠[7]. Another study hoped to find correlation in Internet/ Gaming Use and its numerous effects on adolescents. They analyzed not just academic performance, but social skills, relationship s, sense of reality and violent behavior.Their conclusion regarding internet use and its impact on academic performance was ââ¬Å" although playing specific computer games has immediate positive effects on specific spatial, iconic, and attentional skills used b y the game, we need more research to see if long term computer and Internet use (both game and nongame) can lead to long term improvements in cognitive skills and academic achievementâ⬠[8]. Another study investigated the relationship between academic achievement and computer use. The focus was students in the 10th grade. They did a survey of three high schools in Ohio.This study had the students keep a log of how much time they used the comp uter for several different categories of activities. The study did not focus on any testing scores. Everything was measured against the students GPA. It did not find computer use at home and GPA to have a significant relationship [5]. A final study analyzed the impact of owning a computer at home and not necessar ily using it to assist in the classroom. They concluded that ââ¬Å"home computers are associated with a 6-8 percentage point higher probability of graduating from high schoolâ⬠[2].They also discussed that their statistics supported the idea that owning a perso nal computer or having access to one at home had a positive correlation with grades and a negative correlation with suspension. While many studies, experiments and discussions continue to dwell around this topic, we will specifically analyze the impact of computer technology on high school studentsââ¬â¢ standardized test scores and determine if we can further support the idea that computing benefits learning . RESEARCH METHODOLOGY We gathered data from two sources. One was external and compiled from publicly reported standardized test scores.The second was collected from a survey of high school students we conducted. Our first data source is compiled ACT and SAT scores from their respective institutions statistical data archives. [1,4] We have access to ACT scores from 1994 to 2011 and SAT scores from 19 78 ââ¬â 2011. SAT scores were not separated by state until 1998. We choose one state from each of the following regions to represent the United States: Midwest (Kansas), New England (Massachusetts), Southwest (Texas), Pacific Coast (California), Southeast (Florida), Mid -Atlantic (New York).We chose Kansas to represent the Midwest, as we knew our survey data would be gathered from that state. As for selecting representative states for the other regions, we took into consideration that we wanted the most general, unbiased data. Therefore we selected states with the largest population s in hopes that those who took the standardized tests would be a more thorough and accurate sample of that state. Prior to 2005, the SAT did not contain a writing section to the standardized assessment. In order to make our data comparable, we only compared the verbal and math scores for all the years we analyzed .We took the mean of the SAT, per year, per region (state), to the mean of the GPA that is recorded that year. For the ACT, we compared the scores for each year, for each region, to the national mean of that year and observed the trends present. We determined ACT data to be unusable for our study due to the fact that the year s and breakdown of the scores was very limited. Our second source of data is the responses from a survey that were distributed to high school students in the Midwest area. We took several steps to conduct this survey. First, we designed the survey instrument.This included several rounds of determining more refined questions and formatting for the best presentation. Our survey questions were divided into two categories. One category was general demographic information including: gender, age, and 226 Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 grade level. After looking at common survey questions, we were able to word these basic demographic questions to be clear and concise. The other category included data that would directly relate to our theory: GPA, SAT score, ACT score, time spent on computer for entertainment, school, and other purposes.In order to eliminate potential human error problems or difficulty reading participants' answers, we provided answers with checkboxes for every question except for the computer usage question. Our survey questions were divided into two categories. One category was general demographic information including: gender, age, and grade level. After looking at common survey questions, we were able to word these basic demographic questions to be clear and concise. The other cat egory included data that would directly relate to our theory: GPA, SAT score, ACT score, time spent on computer for entertainment, school, and other purposes.In order to eliminate potential human error problems or difficulty reading participants' answ ers, we provided answers with checkboxes for every question except for the computer usage question. Next, in order to survey students, we had to have our research project approved by our university's Institutional Review Board. This process included an extensive application requiring a description of potential participants, reason for research, research plan, survey instrument, and how the participation of students would be used.Shortly after submission, our application was approved, allowing us to rea ch out to local schools and begin our surveying. Third, we conducted a trial run of the survey by asking seven high schools students to take the survey and report any suggestions for improvement or problems comprehending the questions. F ourth, we distributed copies of the surveys to high schools in the area. We contacted principals to get their permission and delivered them to the schools that were willing to participate.The following pieces of data were collected: hours spent using an electronic devices on school days and non schools (for educational, entertainment or other purposes), SAT score, ACT score, GPA, age, gender and opinion of the effect of technology on their personal learning on a 7 point Likert Scale. Before analyzing the survey data, we prepared the data for analysis. We converted non-numerical data into a comparable numerical format. We declared 1 as representing Male and 2 representing Female. We used 1 ââ¬â 7 to represent strongly disagree to strongly agree on the Likert scale.We assigne d numbers to the ranges of ACT and SAT scores starting at 1 for the lowest range and ending at 13 for ACT and 14 for SAT. For GPA, we assigned numbers for the ranges, 1 for less than 2. 0, 2 for 2. 0 ââ¬â 2. 49, 3 for 2. 5 ââ¬â 2. 99, 4 for 3. 0 ââ¬â 3. 49 and 5 for 3. 5 ââ¬â 4. 0. We then used SPSS to determine correlation between both GPA and standardized test scores and computer usage and GPA. We analyzed our data using a T -test For Equality of the Means to compare each region to the significant region of the Midwest. We consider this region to be significant because it is where our survey data is collected.The analysis of our survey data and SAT and ACT collected data is discussed in the next section. 227 Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 Figure 1. Survey RESULTS Archival Data We used the years 1972 ââ¬â 1987 to represent prior to popular computer use and the years 199 5 ââ¬â 2010 to represent the emergence of computer technology and increased use of it for educational or other purposes. Using SPSS, we found significant negative relationships between these time periods with both Spearmanââ¬â¢s and Pearsonââ¬â¢s correla tion tests. The Spearman test between these two 15 year periods of scores was -. 59 and (p-value = 0. 01). The Pearson test between these time periods was -. 764 (p-value = 0. 01). We graphed the Combined Verbal and Math scores for both the pre-computing time period (1972 ââ¬â 1987) and for the with-computing time period (1995 ââ¬â 2010). Figure 1 below shows the National SAT score trend for a fifteen year period before computing was prevalent among high school st udents (1972 ââ¬â 1987). The data illustrates a negative trend for this time period. Figure 2 below shows the National SAT score trend for the fifteen year period 228 Issues in Information Systems Volume 13, Issue 1, pp. 25-231, 2012 with computing among high school students (1995 ââ¬â 2010). The data for this time period illustrates an initial upward trend for the first ten years. Figure 2. National SAT scores from 1972-1987 Figure 3. National SAT scores from 1995-2010 Survey Data 102 complete surveys were returned and the demographics of the respondents are shown in Table 1. The sample population had slightly more males (52%) than females (48%). The sample population had various ages including 12 years (1%), 14 years (14. 7%), 15 years (26. 5%), 16 years (20. 6%), 18 years (21. 6%), and 19 years (1%).We had students from four grades; 9th had 33 (32. 45), 10th had 29 (28. 4%), 11th had 10 (9. 8%), and 12th had 31 (30. 4%). Students spent an average of 5. 36 hours using computer technology on school days and 8. 45 hours on non -school days. 229 Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 Gender Female Male Grade 9th 10th 11th 12th Table 1. Demographics of the Respondents Age Avg Comp Use 49 (48%) 12 1 (1%) School Days 53 (52%) 14 15 (14. 7%) Std. Deviation 15 27 (26. 5%) 33 (32. 4%) 16 21 (20. 6%) Non-School Days 29 (28. 4%) 17 15 (14. 7%) Std. Deviation 10 (9. 8%) 8 22 (21. 6%) 31 (30. 4%) 19 1 (1%) 5. 36 hrs 3. 91 8. 45 hrs 4. 81 We analyzed our data with SPS S and ran tests against variables in order to note correlation among factors that were recorded in our survey data. Several significant relationships were evident in our survey data. All of the results listed below use Spearmanââ¬â¢s correlation test between two variables. We had a . 223 positive correlation between reported GPA and Computer Use for School on School Days (p-value = . 05). There was a . 213 positive correlation between GPA and Computer Use for Other on School Days (p-value = . 05).No significant correlation was found between computer use for school on Non-School Days and GPA, due to the fact that the majority of our respondents reported that they did not spend any hours on schoolwork on Non-School Days. We found a . 663 positive correlation between GPA and ACT scores (p-value = . 01). We also found a positive correlation of . 224 between GPA and sex. Finally, we found a . 241 positive correlation between students that felt that computer use was beneficial to their personal academic performance and those that utilized technology for school purposes had a p-value of . 5. Table 2 summarizes these correlations and highlights the significant correlations. School Days Entertainment School Other Total Hours Non-School Days Entertainment School Other Total Hours GPA GPA -. 125 .223 .213 .107 -. 157 .099 .085 .003 1 Table 2. Correlations p-value ACT Score p-value .237 .084 .657 .034 -. 070 .714 .044 -. 055 .774 .304 .058 .761 .137 .352 .428 .977 -. 033 .027 -. 190 -. 129 .663 .863 .889 .314 .497 .000 Opinion .030 .241 -. 080 .068 p-value .778 .020 .447 .509 -. 055 .061 -. 050 .015 .010 .598 .561 .638 .887 .920CONCLUSION In this study, we aimed to answer the following research question, ââ¬Å"Is the increased use of computer based technology improving the academic performance of students? â⬠We analyzed standardized test scores, the SAT, in the years before prevalent computing (1972 ââ¬â 1987) and in the years with prevalent and ever-increas ing computer use (1995 ââ¬â 2010). We also surveyed local high school students asking for computer usage in hours, standardized test scores and GPA. The analysis of SAT scores reveals an evident negative correlation.This significant correlation illustrates that in the first time period, 1972 ââ¬â 1987, SAT scores were decreasing, but that in the years with computing, 1995 ââ¬â 2010, scores were increasing. It can be inferred, without regarding other external factors, that computing has benefite d student performance in standardized testing, specifically the SAT. A thorough comparative analysis of our survey data indicates several significant correlations. First, the positive relationship between the hours of computer use for school purposes and GPA demonstrates the idea that use of electronic devices for school urposes benefits academic performance. Second, those with high GPA's also had high standardized test scores, such that it can be inferred that appropriate use of electronic devices also benefits students 230 Issues in Information Systems Volume 13, Issue 1, pp. 225-231, 2012 in their standardized testing. Finally, students who had the opinion that use of electronic devices improved their personal academic performance utilized those tools, which are shown by the significant correlation between students who held this opinion and used electronic devices for schoolwork.These significant correlat ions imply, in our sample, that use of computing, or electronic devices for school work and the like, benefit students in both their GPAs and their standardized test scores. Our survey results and standardized test score analysis show an improvement in academic performance with increased computer usage. Specifically, our results show that students who spent more time using their electronic devices for school purposes did better in school than those who claimed they used their devices for other purposes.This result in our survey sample group illustrates o ur theory that ââ¬Å"intelligent useâ⬠of electronic devices improves academic performance of students. LIMITATIONS AND FUTURE RESEARCH This study has a few limitations. First, in our analysis of standardized test scores, we decided against including the Writing section of the ACT as it made comparing scores between previous to 2005 and after 2005 inaccurate. This limited our ability to determine the improvement of devolvement of writing skills based upon increase in computer usage.Also, in our analysis of standardized test scores we did not include ACT scores in our results section because there was a very narrow amount of data available before prevalent computer use. Finally, we only surveyed students in local area high schools. In order to make a more accurate and generalized conclusion, we would need to have a further reaching and larger sur vey size. Further research must be conducted in order to determine if our results could be duplicated in another sample group and to rule out external factors. REFERENCES 1. 2. 3. 4. 5. 6. 7. . 231 ACT Incorporated. (2012). ACT national and state scores. Retrieved from http://www. act. org/newsroom/data/ Beltran, D. (2008). Home computers and educational outcomes: Evidence from the NLSY97 and CPS. Retrieved from Board of Governors of the Federal Reserve System Web site: http://www. federalreserve. gov/pubs/ifdp/2008/958/ifdp958. pdf Clark, N. (2011). Annual computer sale to pass 1 billion by 2014. Retrieved from The Independent Web site: http://www. independent. co. uk/news/business/news/annual -computer-sales-to-pass-1-billion-by-20142187923. tml Collegeboard. org Incorporated. (2012). Retrieved from http://professionals. collegeboard. com/data-reportsresearch/sat/archived Delgado-Hachey, Maria, et al. (2005). Adolescent computer use and academic achievement. Adolescence, 40(158), 307-318. Epstein, Z. (2011). IMS: Annual smartphone sales to reach 1 billion units by 2016; Apple, Samsung winners so far. Retrieved from BGR Web site: http://www. bgr. com/2011/07/27/ims-annual-smartphone-sales-to-reach-1billion-units-by-2016-apple-samsung-winners-so-far/ Ferguson, S. (2005). How computers
Saturday, September 14, 2019
Benefits of video games Essay
Video games today are most commonly viewed as a way for students of high schools and colleges to slack off and procrastinate on homework and studies. What most people are not aware of though, is the social benefits that video gaming has on individuals. Video games can have positive effects on a gamers social life when it comes to teamwork, helping people, multitasking, and communicating efficiently. Educational Benefits for Students A recent study from the Education Development Center and the U.S. Congress-supported Ready To Learn (RTL) Initiative found that a curriculum that involved digital media such as video games could improve early literacy skills when coupled with strong parental and teacher involvement. Interestingly, the study focused on young children, and 4- and 5-year-olds who participated showed increases in letter recognition, sounds association with letters, and understanding basic concepts about stories and print. The key for this study was having high-quality educational titles, along with parents and teachers who were equally invested in the subject matter. That way kids could discuss and examine the concepts that they were exposed to in the games. Also interesting is the value that video games are proven to have even for very young players. A study by the Education Department Center further found that low-income children are ââ¬Å"better prepared for success in kindergarten when their preschool teachers incorporate educational video and games from the Ready to Learn Initiative. â⬠Older children such as teens and tweens can benefit from gameplay as well. Even traditional games teach kids basic everyday skills, according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. ââ¬Å"Look at ââ¬ËWorld of Warcraftââ¬â¢: Youââ¬â¢ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal. â⬠Games that are designed to help teach are having an impact on college-age pupils as well. Following a recent 3D virtual simulation of a US/Canadian border crossing, wherein students assumed the role of guards, Loyalist College in Ontario reported that the number of successful test scores increased from 56 percent to 95 percent. Improved Multitasking Other carefully-designed studies have also shown that action video games can improve several aspects of brain activity, including multitasking. According to studies by Daphne Bavelier, a professor of brain and cognitive sciences at the University of Rochester, video gamers show real-world improvements on tests of attention, accuracy, vision and multitasking after playing certain titles. ââ¬Å"If you think about it, the attentional and working memory demands of video games can be much greater than other tasks,â⬠says Michael Stroud, a professor of psychology at Merrimack College. ââ¬Å"Consider Pac-Man as an example. In Pac-Man, you must navigate your character through a spatial layout while monitoring the separate paths of four additional objects (the ghosts), while keeping the overall goal of clearing the small pellets in memory, as well as keeping track of the remaining large pellets. â⬠ââ¬Å"Think about how this may apply to skills such as driving,â⬠he continues. ââ¬Å"When you drive your car, you are faced with a constantly changing environment in the road, not to mention several other distractions that compete for attention that reside in the car. At the same time, you are attempting to navigate through the environment to reach a goal. â⬠Social Benefits Games with broad appeal that are easy to grasp can additionally help many families play together, and better bridge the gap between generations. Consider a title like hip-wiggling simulation Just Dance, which can have young kids dancing alongside their grandparents. There are also many games that have positive social messages that encourage families to be a force for good. In a series of experiments published in the Journal of Personality and Social Psychology, researchers found that participants who had just played a ââ¬Å"pro-socialâ⬠game in which characters must work together to help each other out as compared to those who had just played a ââ¬Å"neutralâ⬠game (e. g. Tetris) were more likely to engage in helpful behaviors. Examples included assisting in a situation involving an abusive boyfriend, picking up a box of pencils or even volunteering to participate in more research. So-called ââ¬Å"serious games,â⬠specifically designed to teach and inform, are also having an impact on the world. Titles like the United Nationsââ¬â¢ Food Force teach kids about real-life issues, humanitarianism and the practical challenges facing governments and private organizations today. In the game, children must complete six different missions that reflect the real-life obstacles faced by the World Food Programme in its emergency responses. Other games, like Nourish Interactiveââ¬â¢s online Chef Solus and the Food Pyramid Adventure, teach kids about the benefits of healthy eating habits, while still more highlight pressing geopolitical and social issues, e. g. the Global Conflicts series. Upsides can even extend into the physical world. Consider Facebook game Ecotopia. In summer 2011, players of the popular social game met a challenge from its creators and planted 25,000 trees in the game world in 25 days, leading the gameââ¬â¢s developer to plant 25,000 trees in real life. Career Benefits Future career choices for todayââ¬â¢s tots will no doubt be influenced by technology in a way that is difficult for many parents to imagine too. Skills learned and honed playing home console and video games, as well as mobile gaming apps, will undoubtedly be very valuable to students in the workforce of 2025. As mentioned earlier, the Federation of American Scientists (FAS) has proclaimed that kids need more, not less, video game play. They argue that video games hold the potential to help address one of Americaââ¬â¢s most pressing problems ââ¬â preparing students for an increasingly competitive global market. ââ¬Å"The success of complex video games demonstrates that games can teach higher-order thinking skills such as strategic thinking, interpretative analysis, problem solving, plan formulation and execution, and adaptation to rapid change,â⬠the Federation announced in a 2010 report. ââ¬Å"These are the skills U. S. employers increasingly seek in workers and new workforce entrants. â⬠Games are increasingly being used to educate and instruct workers around the globe by governments, trade bodies and the worldââ¬â¢s largest corporations as well. From Cisco Systemsââ¬â¢ The Cisco Mind Share Game, which facilitates network certification, to the US Department of Justiceââ¬â¢s Incident Commander, in which emergency responders practice coordinating disaster relief efforts, the number of practical examples continues to grow. In fact, a recent study by the Entertainment Software Association found that 70 percent of major domestic employers have utilized interactive software and games for training purposes, and nearly eight out of 10 plan on doing so by 2013. Going forward, in addition to polishing your resume and interview skills, who knows? You may even want to brush up on your button-mashing abilities. Encouraging Cooperation and Teamwork Many games today also emphasize the cooperative aspects of game play, in which two or more players need to work together in order to reach a common goal. For instance, games like Lego Star Wars or Kirbyââ¬â¢s Epic Yarn are enhanced by having players cooperate to solve in-game puzzles. Massively multiplayer games such as LEGO Universe and Lord of the Rings Online further offer added depth, atmosphere and enjoyment by allowing players to band together and work as a team in order to complete certain quests or defeat especially tricky opponents. Game industry analysts such as DFC Intelligence actually predict that video game revenue will reach nearly $70 billion by 2015, thanks in large part to these online, cooperative, subscription-based games that can be played together. Small wonder top titles like Star Wars: The Old Republic and Titan (the next MMO from Blizzard, the company that created World of Warcraft) continue to resonate so strongly with millions worldwide. Even the way that games are made can encourage teamwork. At Washburn University in Kansas, students study the game development process as a way to build teamwork and collaborative skills. ââ¬Å"It taught me to work in a group,â⬠said Washburn student Adam Bideau of the program in a recent interview with the Washburn Review. ââ¬Å"Video games are not created by just one person and they require you to work well with others. You have to pool everyoneââ¬â¢s talents together in order to produce the required product. â⬠Promoting Exercise All parents know that kids need a healthy combination of physical and mental exercise. Happily, todayââ¬â¢s motion-controlled games for Microsoftââ¬â¢s Xbox 360 Kinect, Nintendoââ¬â¢s Wii and Wii U, and Sonyââ¬â¢s PlayStation Move help kids get both kinds of workouts at the same time. Better yet, people of all ages are finding them a more approachable way to stay physically fit. While many shy away from exercise because they see it as an activity that isnââ¬â¢t enjoyable, organizations like the American Heart Association now cite, and even recommend, video games as a fun and entertaining way to enjoy physical activity. Upsides of active play are considerable too. A study reported in the Archives of Pediatrics and Adolescent Medicine of 39 Boston middle-school children who played with six different interactive gaming systems found that the games ââ¬Å"compared favorably with walking on a treadmill at three miles per hour, with four out of the six activities resulting in higher energy expenditure. â⬠Organizations supporting individuals of all ages and interests are additionally using active games to help get people up and moving. Nursing homes, cruise ships and even after-school programs all now employ active video games in some form to help stimulate both the mind and body. The good news: People seem to be enjoying active play more than ever. Healthy diversions such as Wii Fit and Zumba Fitness continue to be some of the most popular and best-selling games year in and out.
The Dim Lighting Company Case Analysis
The Dim Lighting is facing a major decision. They are deciding whether or not to undertake a new project. This project is an extremely costly and time consuming one but on the other hand it may bring great benefits to the company. There are many considerations that are going into the big decision. Jim West is the general manager of the Dim Lighting Company and is thinking over all the ideas and alternatives. There are some problems that deal with the company as a whole. Does the company want to wait until they are ââ¬Å"going downâ⬠to think of new innovations? The company knows that they canââ¬â¢t just sit without change. In an ever changing market, a company that wants to be successful must keep up with change. On the other hand, investing in a major project when the company isnââ¬â¢t in the best financial form may not be so beneficial as well. In theory the company may want to react to the situation but in practice they just donââ¬â¢t have the means. There are some problems micro problems with innovation as well. Firstly, it is possible that Spinks has a major influence on the decision because of his autocratic personality. The other managers know that Spinks is a vital member and losing him may really hurt the company. Their decision may be swayed to satisfy Spinks. Another issue on the micro scale is Westââ¬â¢s needs for a profitable year. Jim West needs to see the company profitable after a year of slowed profit. This may cause his decision to be biased. There are a few causes that may lead to a change in the company. Firstly is the need for an additional source of income. The company needs to come up with new ways to bring in income and a new innovation look like a great way. Another cause may be the need for new innovation after the same product type has been sold for many years. The workers may be itching for a change and grab the first possible moment. Lastly, the cause for the change may be the overbearing personality of Mr. Spinks. A change like this one can really affect the entire sociotechnical system of a company. Obviously, the technical subsystem of the company would be changed to focus on outputting a new product. In addition, the company currently has a traditional structure if indeed the change does take place the structure will change. As far as the psychosocial subsystem, there are some behavioral problems displayed in the case that can really have a negative effect on the company. The stubbornness of Spinks is just one example of such a behavior. The goals and values of the company and parent company seem to be making income with no need for innovation. The parent company didnââ¬â¢t want to support this change. If the change is made the whole goal of the company will be changes. Lastly, the managerial subsystem will be affected as well. The way the management deals with things will be altered for good. (Brown, 2011) There are some alternative plans that West should consider. Firstly, West should consider a compromise with Spinks and his proposed plans. He can suggest that the project be spread over four years instead of two. He can also tell Spinks that he had to lower the budget a little to make the project feasible. Another option would be to find a private investor. There are people who will invest in new products in the hope of gaining from the profits. If there is a private investor, the company will not make as much profit but at the same time they will save millions on research and development. One last idea, the company can lay out the benefits and pluses of the new product and represent it to the parent company. Perhaps the company will decide to contribute to the funds. There are a few things that should be recommended to West. Firstly, he needs to be very cautious around Spinks. He needs Spinks in the company because of his many attributes. He needs to validate Spinks and be sure to work with him and not against him. Angering Spinks may lead to his resignation, which would be a big loss for the company. West also needs to be told that he needs to think long term. He needs to put aside a one year income improvement and look at the long term picture. I would recommend that West meet with an external practitioner to discuss the issues. The practitioner can talk to all the managers, hear them all out, and then help the company make the best decision possible. An external practitioner is one that comes from a different viewpoint and position of objectivity. ( Zainbooks. com) Lastly, I would suggest that West be sure to do some morale boosting activities during this time. It is a stressful time for all those in the company and West needs to make sure that it has no effect on the employees and managers. Conclusion: This case was a real eye opener for me. I have not been in the business world for long and never at a managerial level. This case showed me how real issues come up and people can be very influential. This case also showed me the importance of consulting a practitioner when issues that are large come up. I also saw the amount of time and consideration that goes into every step that a business takes. It was a great case to display the needs for organizational development in the business world. References: Brown, Donald R. (2011). An Experiential Approach to Organization Development. Upper Saddle River: Prentice Hall. www. Zainbooks.com, The Organization Development Practitioner, http://www.zainbooks.com/books/management/organization-development_10_the-organization-development-practitioner.html, April 4, 2011
Subscribe to:
Posts (Atom)