Thursday, November 28, 2019

LA ENSENANZA DE LA LITERATURA Essays - Popular University Of Cesar

LA ENSENANZA DE LA LITERATURA La crisis de la ensenanza de la literatura, se manifiesta en su inadecuacion a las necesidades educativas actuales. Los ninos y los jovenes no necesitan abarrotarse de conocimientos sobre autores y obras, periodos y movimientos, sino que se han de formar como lectores competentes de literatura. Ademas hay casos en que la informacion que aparece en muchos libros escolares de literatura no corresponde con las conclusiones actualizadas de la investigacion y la critica. Este cambio drastico en cuanto a los objetivos educativos requiere tambien un cambio radical en los metodos y formas de trabajo en el aula. Mi idea a implementar para lograr que la literatura sea ensenada de una manera correcta, o de mejor manera ya que los tiempos y las necesidades de los ninos y jovenes han cambiado, es que se ensene acerca de los libros basandose en los mismos, asi cambiando los textos escolares por las obras de los autores, ya que no se puede apreciar un libro atreves de otro. Ningun libro que hable de un libro dice mas que el libro en cuestion. Basicamente la estructura y metodologia en que se da la clase es anticuada, la literatura no se deberia ensenar teoricamente sino leyendo y basando el aprendizaje en ellos. Si no se logra un buen desarrollo en la ensenanza de la literatura no se educaran personas con conocimiento util para el presente, pero si con conocimiento historico. Si la educacion literaria es mas enfocada hacia lo contemporaneo (refiriendome al presente) se podra llegar a un inmenso nivel de conocimiento y se podria ser mejor en la practica sin usar metodos obsoletos.

Sunday, November 24, 2019

8 Expressions with the Word Quick

8 Expressions with the Word Quick 8 Expressions with the Word Quick 8 Expressions with the Word Quick By Maeve Maddox The English word quick is related to Latin vivus, â€Å"alive.† The version of the Apostle’s Creed I grew up with contains this sentence: â€Å"Thence He shall come to judge the quick and the dead.† The line echoes 1 Peter 4:5 (KJV): ‘Who shall give account to him that is ready to judge the quick and the dead.† The â€Å"quick and the dead† are the â€Å"living and the dead.† When a fetus begins to move in the womb, it is said to quicken, that is, â€Å"show signs of life.† Because motion is an attribute of being alive, quick has come to have the additional meaning of â€Å"rapidity of movement.† The OED entry for quick offers numerous definitions, but this post is limited to eight idioms that employ the word in its senses of â€Å"living† and â€Å"rapid.† 1. quickie In the 1920s, quickie was Hollywood slang for a Grade B movie because such a film was made quickly, often in a few days. By the 1930s, the term was being used to mean â€Å"a quick act of coitus.† Nowadays, the sexual connotation seems to be the most common for the noun, but attributively, the word quickie is used to indicate that something took place quickly or was of brief duration, for example, â€Å"a quickie divorce,† â€Å"a quickie interview,† â€Å"a quickie nap,† etc. 2. quick and dirty The OED entry shows that quick-and-dirty was in use at the turn of the 19th century in reference to a restaurant or diner that served cheap, quick meals: â€Å"I was far too proud to ever think of becoming a house maid or a waitress in one of those quick and dirty lunch places† (1896). In modern usage, the phrase means â€Å"done or produced hastily but effectively; makeshift†- a meaning similar to that of â€Å"jerry-rigged.† 3. quick fix Although in use in the 1960s, the expression’s popularity began to rise in the 1980s. A â€Å"quick fix† is â€Å"a quick and easy remedy or solution.† Such a remedy is often expedient but temporary and fails to address underlying problems. 4. quick on the draw The stereotype of the Western gunslinger is that of a man who could draw his gun from its holster instantly. Another idiom that references the quickness of the gunslinger is â€Å"quick on the trigger.† Both mean â€Å"quick to act or react.† 5. quicksand Quicksand is a bed of sand usually saturated with water. Because it is semi-liquid, it tends to suck down objects that rest on its surface. The name derives from the fact that the bed shifts as if it were alive and breathing. Figuratively, quicksand implies something treacherous, dangerous, and difficult to get out of. For example: â€Å"It may be the only policy that can save us, long-term, from sinking into the  quicksand  of endless  war  and bankruptcy or nuclear Armageddon.† 6. quickset Stories set in the English countryside frequently include mention of quickset. Farmers separate fields with fences and hedges. Fences are made of dead wood. Quickset is a living hedge. Plants with thorns are preferred for this use, usually hawthorn. 7. quicksilver Anyone who has ever broken a thermometer and played with mercury can understand why the element is also known as quicksilver. Shiny silver in appearance, the substance moves as if it were alive. Figuratively, quicksilver is used in the sense of very fast or mercurial. It’s often used as an adjective. For example, â€Å"Colbert was as  quicksilver with  his  wit  as Fred [Astaire] was  with  his feet.†Ã‚   8. cut to the quick If in trimming your nails you cut too far, the pain informs you that you have cut yourself â€Å"to the quick.† This quick is the flesh below the nails or skin that hurts when it is cut. Figuratively, this kind of quick represents the essence of one’s being. The expression â€Å"to be cut to the quick† means, â€Å"to be deeply hurt.† For example, â€Å"His remark cut her to the quick.† Want to improve your English in five minutes a day? Get a subscription and start receiving our writing tips and exercises daily! Keep learning! Browse the Expressions category, check our popular posts, or choose a related post below:Congratulations on or for?Rules for Capitalization in TitlesStarting a Business Letter with Dear Mr.

Thursday, November 21, 2019

My Approach to Ethics Essay Example | Topics and Well Written Essays - 1250 words

My Approach to Ethics - Essay Example Considering their ancient religious (Christian) roots, the above norms can be regarded as general rules for all people. In this case, ethnic origin, social position, political views, place of living, living standards and other factors are easily ignored. In my opinion, observance of general ethical norms helps to keep harmony in such multinational countries as Australia, United States and Canada. As a Canadian citizen I come across their ubiquity in everyday life. At present I am an independent personality with rich life experience. It helps me to understand importance of Christian ethics and morality for all people. Many of them are non-Christians and even atheists, but problems of evil versus good or sense of life are universal. Such ethical norms are unlimited. I am a disabled veteran of Department of Army of Canada. My opportunities are narrower as compared with healthy people. For example, it refers to level of social activity, doing sports, traveling. â€Å"Aside from obvious cases of physical disabilities, such as loss of a limb or paralysis, a large percentage of discharged servicemen and service woman suffer from post-traumatic stress disorder (PTSD) and other mental illnesses, thus disabling them.† (Ryang, 2006) Nevertheless, my present state should be considered as negative and disadvantageous. Ethical norms have been assumed as a basis of modern jural state and social relations. In Canada a large portion of state budget is intended for social support of the disabled. It includes not only social/disability allowances, but also helps them to remain full-fledged citizens and lead quite active social life. According to Sonia Ryang, only 23% - 40% of disabled veterans get a full scope of social allowance and services. This problem is actual even in such highly-developed countries as the USA or Canada, where the number of Iraqi or Afghan disabled soldiers grows steadily. They are entitled to home care free of

Wednesday, November 20, 2019

Content Writing Essay Example | Topics and Well Written Essays - 8750 words

Content Writing - Essay Example Students have to be much more careful for their to prepare it and coordinate relevant data, survey and out come. Without a prior knowledge of its structure and delivery, it would be quite difficult to bring successful outcomes. Thus, you need someone to guide your academic dissertation be in the form proper track. –AAA-- is ready to serve you as your reliable partner. An artistic performance of your academic dissertation should bring the highest successes for your both academic and career level. The length of your academic dissertation should differ depending on your specific degree. The Academic dissertation presented, as part of the necessities for an undergraduate degree are typically much more smaller than those presented as part of the necessities for a Ph.D. Its length may be measured in number of words or number of pages. Paper size, line space and font sizes are also relevant to the measurement. Abstract, Appendix, Content page and bibliography may not be counted within your work. Formulations of academic dissertations have certain official procedure relevant to your Dissertation Topics assigned by your academic council. –AAA— is here to help you in every aspect of academic dissertation even fully written and ready to submission to your academic council to deliver your degree. At –AAA— we have most professional writers who knows the academic dissertation preparation and how valued it is for your. They are familiar with your university instructions, guidance, language style, referencing and necessary outcomes that are keen to see in your paper. Our writers and researchers always produce very unique paper for you. English writing style whether it would be UK or US is another predominant factor for academic work especially for the international students whose mother tongue is not English. At the same time some different Universities ask for different referencing style like APA, MLA, Harvard, California or Oxford

Monday, November 18, 2019

Lessons from Platos Apology Essay Example | Topics and Well Written Essays - 500 words

Lessons from Platos Apology - Essay Example The present research has identified that the first lesson learned from the Apology relates to the nature of wisdom. After being instructed by the Oracle that he holds profound wisdom, Socrates searches throughout Athens for men of wisdom. Upon encountering one man, Socrates says, â€Å"Well, although I do not suppose either of us knows anything really beautiful and good, I am better off than he is – for he knows nothing and thinks that he knows†. Here, Socrates is demonstrating that the true wisdom is not knowledge, but the understanding that humanity is very ignorant. This is an important lesson as it is still important for the world and has strong implications for people’s daily lives. The second lesson learned from the Apology concerns the nature of established areas of knowledge. After establishing the nature of wisdom, Socrates discusses areas of art and craftsmanship. In these regards, Socrates says, â€Å"Meletus has a quarrel with me on behalf of the poe ts, Anytus, on behalf of the craftsmen, Lycon, on behalf of the orators†. While Socrates had earlier said that true wisdom is the understanding that there is no wisdom, here Socrates is indicating that the areas of knowledge of the poets, craftsmen, and orators, also know nothing. In these thoughts, I learned from Socrates that many areas of knowledge claim they have wisdom that they don’t. The third lesson learned from the Apology is that while someone might have knowledge in one area it does not necessarily mean that they have knowledge in another area. During Socrates quest to discover people of wisdom he talks to the poets. Socrates says, â€Å"I further observed that upon the strength of their poetry they believed themselves to be the wisest of men in other things in which they were not wise†. Here Socrates is saying that the poets believe that since they have poetry knowledge, they also have true wisdom about the world.

Friday, November 15, 2019

The Pros And Cons Of Video Games Media Essay

The Pros And Cons Of Video Games Media Essay The world of electronic gaming has undergone radical transformation since it was conceived more than two decades ago. At the beginning, games like Super Mario Brothers, and Pong were just childish, enjoyable, and essentially harmless. However, today, video gaming has become a thriving industry that has a wide range of customers, spanning various ages, genders, nationalities, and moral beliefs. Just like books, television, and movies, some video games are aiming at the older audience through the use of violence, sex, and adult content. Despite the existence of a rating system and recognition for people wishing to purchase adult video games, some politicians and parents claim that video games have a hugely negative impact on the young generation. In efforts to locate the blame about the content of video games, politicians and developers alike seem to have forgotten that parents have a responsibility to make decisions on the type of material that is suitable for their children. Farrales observes that Video game content appears to have become an issue for the first time when Mortal Kombat was released in 1993 (12). Many parents complained the high degree of violence evident in the graphic depictions of blood, fighting, and death. The ESRB (Electronic Software Ratings Board) was formed by the Entertainment Software Association with the aim of coming up with a rating system for monitoring the content of video games. Fernandez indicates that video games stand accused of bringing about violence, obesity, and lousy grades (3). However, some people beg to differ, pointing out that the games are ideal for childrens mental well being. Video games are not just hard, they are adaptively hard. The games tend to challenge the players at the edge of their mental abilities. As players become better and score higher points, they are challenged to move up the ladder of more demanding play levels. This adaptive challenge can be stunningly powerful in the case of entertaining video games. Scientists point out to the importance of video games in ascertaining the extent to which the human brain is malleable. In this regard, fast-paced video games that are action-packed have been proven, in different studies, to boost spatial perception, visual acuity and the ability to pick out objects easily in a scene. Complex games that are strategy-based can significantly improve many cognitive skills, including reasoning and memory. These findings fit in well with the scientists increasing understanding of the malleability of the human brain. Researchers are now aware of the way in which practicing and learning an extremely challenging task can change the human brain. The question of generalizing gaming situations to non-game situations remains one of the main issues that surround many emerging game software being marketed as a way of keeping the human neurons spry as we continue to age. It is still unclear whether these games are helpful in situations that are outside the context of the game. However, in a promising study carried out in 2008, senior citizens who began playing Rise of Nations, a game devoted to nation building and acquisition of territory, started improving on many cognitive abilities, thereby performing impressively on various subsequent tests of memory, multitasking, and reasoning. The tests were administered after training was carried out for eight months. Unfortunately, no follow-up testing was carried out to determine whether the gains lasted or not. There are attempts by researchers to concentrate on the most crucial aspects of off-the-shelf games, potentially allowing designers to come up with many new games that can boost the human brain power. In the same light, there has also been some focus on determining how video games can be used to promote socially acceptable behaviors, particularly actions that can be of help to other people. Unlike, say books and movies, video games do not just have content, they are also defined by rules that are clearly stipulated. In every video game, certain actions are rewarded while others are punished. For this reason, they contain an immense potential to train children about values and ethics. However, the same games could also be used to reward antisocial behavior just as easily as the pro social behavior. A significant number of off-the-shelf games contain strong pro-social themes, for instance, the Oregon Trail or The Sims. These two video games make the players fully responsible for the well being of each other. A big challenge for developers of new games will be to figure out ways of wrapping virtuous features into a highly engaging package. Ultimately, quips Gallagher, every video game should be an entertaining experience (2). On the other hand, it is true that some of the most popular video games are the violent ones. The reason why the market is flooded with violent games is that violence sells. People enjoy action-packed violent games most. It is rarely a matter of contention whether a game is violent or not. The contention arises regarding how violent the games actually are. In an interview with Dr. Craig Anderson, a leader in the current research on the various effects of prolonged exposure to violent computer and video games on aggressive behavior, the General Aggression Model was discussed at length. Dr. Anderson pointed out that he was motivated to research about aggression in video games by the work he did on the model as well as on media violence literature. Dr. Anderson pointed out that although there were hundreds of studies on aggression and violent video games, many questions remained unanswered. Students were looking for compelling and publishable research topics, and in this way, they were able to come up with many gaps in the literature. In the beginning, Dr. Anderson looked at priming issues in the context of media violence effects. However, after debating with cognitive psychologists, the researcher thought about modifying the Stroop test, although he chose to adopt reading reaction time tasks among participants. Dr. Anderson pointed out that many researchers in the media violence generally think that everyone who is high on trait aggression is influenced more by exposure to media violence than by anything else. In other words, the conviction among many scholars is that highly aggressive people are the ones who are most susceptible to the video games harmful effects. In the early years of video gaming, violence used to be cartoonish. In games such as Space Invaders and Wonder Boy, when a player killed an enemy, this would be shown by the unfortunate subject disappearing in a small explosion or a cloud of smoke and debris. At the time and with the technology that was current, these games were considered violent. Today, with improvements in technology, people no longer disappear in a cloud of smoke and debris. Today, enemies have to bleed before they die. The grotesque image of the corpse also has to appear, complete with a gunshot wound. A game such as Metal Gear Solid 2 portrays enemies performing elaborate maneuvers when a player shoots them. It is always thoroughly entertaining to shoot them at the limbs and to see them go limp, or to shoot at their radio, rendering it useless. Some people say that what has increased is the level of realism and not violence, since the aim has always been to shoot and kill anything that comes in ones way. However, this very aspect of realism makes some forms of violence appear acceptable, for example, in Wonder Boy, and others unacceptable, for example, in Metal Gear Solid 2. Yet others do not notice any difference in various types of violence, insisting that violence of whatever nature brings about the same effect on society. Farrales highlights the views of General Everett Koop, a U.S. surgeon, who once claimed that home and arcade video games are among the top three reasons where there is family violence (4). There are many instances that would perfectly make Koops statement on the negative impact violent video games on behavior agreeable. However, there are also many instances that portray violence as having little or no any negative effects on the individuals playing them. Some kids play video games and end up becoming violent people. Others play them but do not become increasingly aggressive. These varying outcomes make it difficult for the effects of video violence on all players to be determined accurately. Meanwhile, the most undesirable aspects of violence in video games include lack of punishment for killing, constant killing and hurting of other people, and perpetual justification for killing other people. This situation makes players to start accepting killing as an acceptable means of solving problems. They are also made to believe that there is nothing wrong with violence. In other words, violence is desensitized, and players start seeing human beings as mere objects rather than human beings, thus drastically lowering their empathy levels. Of course older players can differentiate between fantasy and reality, but children cannot. Surprisingly, argues Anthes, these older people are affected by video games as well, though not in the same way as kids. Among kids, the violence contained in video games leads to increase in aggression. A common effect of video games is to make players developed abnormally high adrenaline rates, which may result to hyper-aggressiveness together with the symptoms of Attention Deficit Disorder. Increase in adrenaline rates leads to stimulus addiction, a common response among children who are often immersed in violent video games. People who suffer from stimulus addiction require stimulation that is increasingly strong in order to attain the same emotional experience. Sometimes, this search for stimulation leads them so go looking for more violent video games. Meanwhile, the question of whether video games result in violence in the real world remains unanswered. Many parents are worried that violent games will not only bring about restlessness in their children, they will make them more violent their behavior as well. Farrales points out to the research that was done in 1998 on a group of children aged between 5 and 7 years (9). In this study, the children were observed to imitate during free play whatever they had experienced in video games. Children who had played games with violent themes were aggressive, while those who played active, nonviolent games reflected their experiences in their play. The level of stimulation in both cases appeared to be more profound in girls than in boys. This could be because, generally, males are exposed to violence more, making a significant increase in aggression to be more profound in females. Unlike TV or movies, which present a predominantly passive viewing experience, violent video games require an individual to shoot, stab, rob, and kill enemies actively. With a movie, even if one was to watch it several times, some additional details may be obtained but it is fundamentally about the same thing. With a video game, many things can be changed according to ones way of thinking, level of play, and dexterity in pressing the control buttons. Fernandez points out that Cho Seung-Hui, a student who killed 32 people at the Virginia Tech Campus back in 2007, is reported to have been played video games obsessively, and many commentators have been instinctively linking game violence with the killings in the campus. Claims of Cho Seung-Huis stint with obsessive video games were debunked by the campus panel that investigated the killings. The obvious problem with the desensitization claim made on video games after the Virginia Tec incident is that millions of adults and kids play violent video games every day and they never engage in any violent behavior. In fact, during the past decade when video games have surged in popularity, violence by youth has declined. According to a study that the Center for Disease Control and Prevention released, the number of school killings reduced considerably between 1992 and 2006. However, this is not where the debate ends. Although video games may not directly result in school shootings, it is undoubtedly strongly linked with aggressive feelings. Those who are opposed to computer and video games would want to see them censored. These people cite many reasons for their stance. They insist that over-dependence on video games fosters social isolation, since in some cases the games are played alone. They also point out that women are portrayed as the weaker sex, sexually provocative and always helpless. Moreover, game environments are always based on gender bias, aggression and plots of violence. Additionally, video games have inspired criticism because of the way in which they fail to provide actions that require creativity and independent thought. Instead, they confuse fantasy with reality. In most of these games, there is no alternative route to winning other than being a violent player. Furthermore, not surprisingly, academic achievement tends to be negatively related to the overall time that is spent playing computer and video games. Anand indicates that there is a correlation between use of video games and academic performance, if the grade-point average (GPA) and scholastic aptitude tests (SAT) on students who use video game are anything to go by (555). According to Anands study, there is a negative correlation between the time spent by student playing video games and the students SAT and GPA scores. The research findings presented by Anand suggest that video and computer games could be having a detrimental effect on the GPA of the individual, and possibly, on SAT scores as well. Although the results portray statistical dependence, it still remains rather difficult to prove a cause-and-effect relationship. This difficulty arises from the complex nature of academic performance as well as student life. In a New York Times article published on the November 15, 2010 edition, the question of whether stores should sell violent video games to minors was raised. Indeed, the question was not of the article writers own making, it was being debated by the Supreme Court in an attempt to determine what the writers of the Bill of Rights would have thought about a violent video game like Postal 2. In the New York Times Article, Adam Liptak wrote that the justices struggled to define the manner in which the First Amendment ought to apply to video games. A suggestion was made on the imposition of a $1,000 fine on all stores that continue to sell violent video comes to minors. The violence in the computer games, according to the Supreme Court, is characterized by acts of killing, dismembering, maiming, and sexually assaulting a human beings image, in a manner that is patently offensive, lacks serious artistic, scientific, political or literary value, and appeals to the deviant and morbid interests of minors. In summary, the cons of video games by far outweigh the pros. There is a need for these games to be regulated, particularly with regard to access by minors. The regulation standards imposed by the ESRB should be revised to reflect the need to protect children and students from being lured into the world of aggressive video games.

Wednesday, November 13, 2019

Agoraphobia and its Impact on a Persons Life Essay example -- Agoraph

Agoraphobia and its Impact on a Person's Life A phobic disorder is marked by a persistent and irrational fear of an object or situation that presents no realistic danger. Agoraphobia is an intense, irrational fear or anxiety occasioned by the prospect of having to enter certain outdoor locations or open spaces. For example, busy streets, busy stores, tunnels, bridges, public transportation and cars. Traditionally agoraphobia was solely classified as a phobic disorder. However, due to recent studies it is now also viewed as a panic disorder. Panic disorders are characterised by recurrent attacks of overwhelming anxiety that usually occur suddenly and unexpectedly (Weiten, 1998). For a person diagnosed with agoraphobia, there are a number of restrictions and consequences associated with the disorder. A serious consequence is the incidence of severe and paralysing panic attacks. In the early stages of agoraphobia people suffer recurring panic attacks when in certain public places or situations. These attacks cause the person to feel generally uncomfortable in public settings. Eventually, fear of the recurrence of the panic attacks results in an obvious reluctance or refusal to enter all situations associated with the attacks. Other consequences of agoraphobia may include fear of being alone, fear of being in places where escape might be difficult, feelings of helplessness, dependence on others and depression. These consequences place many serious restrictions on a person with this disorder. Agoraphobia causes people to restrict their activities to smaller and smaller areas in order to avoid crowds, and open and public places or situations. This may finally lea d to the inability of a person to leave their home without suffering a panic attack. As with all other phobias, agoraphobia is often acquired through classical conditioning. Classical conditioning is a type of learning in which a stimulus acquires the capacity to evoke a response that was originally evoked by another stimulus (Weiten, 1998). Describing and explaining exactly how agoraphobia is acquired can be achieved by identifying the antecedents of the phobia. Antecedents are the events that precede a particular response. In the case of agoraphobia, this response is a panic attack. Agoraphobia is essentially anxiety of three kinds, phobic anxiety, panic anxiety (the panic attacks), and phobic a... ...hobic pattern has been broken (Weiten, 1998). The procedures leading to the acquisition and elimination of agoraphobia are based on a number of behavioural principles. The underlying principle is that of classical conditioning. Classical conditioning is a type of learning in which a stimulus acquires the capacity to evoke a response that was originally evoked by another stimulus (Weiten, 1998). Eliminating agoraphobia is basically achieving self-control through behaviour modification. Behaviour modification is systematically changing behaviour through the application of the principles of conditioning (Weiten, 1998). The specific principle used here is systematic desensitisation. The two basic responses displayed are anxiety and relaxation, which are incompatible responses. Systematic desensitisation works by reconditioning people so that the conditioned stimulus elicits relaxation instead of anxiety. This is called counterconditioning. Counterconditioning is an attempt to reverse the process of classical conditioning by associat ing the crucial stimulus with a new conditioned response (Weiten, 1998). This technique's effectiveness in eliminating agoraphobia is well documented.