Wednesday, October 30, 2019

Literatrure Review Research Paper on Teen Pregnancy in the UK Case Study

Literatrure Review Research Paper on Teen Pregnancy in the UK - Case Study Example These contraceptives have been found to be used only after the individuals have become sexually active, and this has created a situation where unwanted pregnancies are barely prevented in this state. It has further been found that of all the pregnancies that take place in the United Kingdom, nearly half of them are unplanned and of these, almost a quarter are terminated, while thirty eight percent end up being unwanted children (DiCenso, Guyatt, Willan & Griffith 2002, p.1426). The abortion rate in the United Kingdom is among the highest in the developed world, only being surpassed by Canada and the United States; a fact which can be said to be serious indeed. Despite the fact that Britain takes for granted its progress in maternal health, because of its substantial improvement over the years, it still has the challenge of teenage pregnancies to consider. Teenage pregnancy in the United Kingdom can be considered an area that is a very serious public health problem that has to be effe ctively tackled if prevention is to be achieved. The detrimental social and health results that tend to accompany unplanned teenage pregnancy have over the years come to be realised in the United Kingdom. Despite the fact that birth rates amongst teenagers have dropped considerably in many areas of Europe, the opposite has been taking place in Britain, whose rates are considered the highest in Europe. ... It has therefore become necessary to make a study of the causes and effects of teenage pregnancies in the United Kingdom since it is an ideal environment where such a study can be conducted in the developed world. Literature Review The growing problem of teenage pregnancies, most of them unwanted, in the United Kingdom, has come to raise a lot of concern to such an extent where plenty of literature is being written about. Most of the new literature about this phenomenon not only focuses on the development of statistics, but they also focus on the causes, effects, as well as the possible solutions that can be developed to curb this problem. In previous years, the literature written concerning teen pregnancies often ignored the psychosocial problems that these cases often cause for those teenage mothers involved. Among the psychosocial problems that often plague teenage mothers are the following; the interruption of their education, the limitation of their job opportunities, the separa tion that develops between the teenage mother and her child’s father, and finally, the increased risk of repeat pregnancies (Silles 2011, p.766). It has been recognised that the causes of teenage pregnancies are quite diverse and complex in a number of ways which include pressure from older partners, a lack of sex education, a delay of the use of contraceptives, as well as the failure of contraceptives after they have been used (Chevalier & Viitanen 2003, p.325). In Britain, it has been found that there is extensive geographical disparity, with the highest rate of teenage pregnancies being among girls in Barnsley, Doncaster, and southeast London. This case can be distinguished from that in eastern Surrey, which has for the most part, low

Monday, October 28, 2019

Contact Zones Essay Example for Free

Contact Zones Essay Parodies are pieces of writing or presentations that deliberately copy and make fun of other writings or subjects. Although parodies may offend or make others uncomfortable, they have a peculiar way of benefitting learners by forcing them outside of their natural realms, allowing them to be analytical, and curious of their surroundings. Mary Louise Pratt describes this as creating a contact zone where parody, critique, and unseemly comparisons create social disruptions in which students are challenged. In her essay â€Å"Arts of the Contact Zone,† she proposes that classrooms should take up this style of educating. What would a contact zone in a classroom perform like? Out of all the elements that are capable of creating a contact zone, parody is one of the more familiar choices that would behave well in a classroom. Say for instance an English classroom is designed to be a parody of the students for a week. The professor decided that maybe the students are not performing as well as he had hoped. They haven’t been coming to class, they do not always bring their drafts and their efforts on their papers are lacking. He wants to challenge them by informing his students about all the stereotypes aimed at young students. He brings up statistics about texting in class, the percentage of homework actually turned in on time, the hours a night spent studying, partying, or drinking, test scores and more. He mocks them when he walks in the classroom, wearing baggy clothes and a sideways hat. He asks them to repeat their questions claiming he wasn’t listening because he was texting on his phone. What kind of reaction would the students have to this kind of behavior? As a student in this classroom, a person might be confused, angry even at the assumptions made about his or her generation. Everyone is different. The professor can’t make a generalization about everyone in the class based on a stereotype. It is not fair. But what the professor is really doing is allowing the students to question themselves. â€Å"The very nature of the course put ideas and identities on the line,† (496) Pratt says about a course similar to this. The students, seeing themselves in another person’s  perspective, may begin to question how they define themselves. Likewise, they will begin to analyze how their newly questioned selves affect their judgments on other elements of their lives, such as people they know or opinions they had prior. This is important because it gives them room to make change if they are dissatisfied with their findings. Although the classroom might have acted as a community, the separation between the students and the teacher by this newly established contact zone may start to break it apart. The students begin to form a safe house. â€Å"We use the term to refer to social and intellectual spaces where groups can constitute themselves as horizontal, homogeneous, sovereign communities with high degrees of trust, shared understandings, temporary protection from legacies of oppression† (497). In other words, a safe house is a group of people with like fears or concerns who find comfort in each other’s understandings of the conflicts within the contact zone. The parody the professor is making of his students would be discomforting and flamboyant; enough so that they would confide in each other for a reasonable explanation. Although each student is different, every person has room for personal growth and achievement; therefore â€Å"despite whatever conflicts or systematic social differences might be at play, it is assumed that all participants are engaged in the same game and that the game is the same for all players† (494). Pratt states that for the most part this is true, although there are a few exceptions. In this case however, we are assuming that the â€Å"game† is improvement individually, not to a set classroom standard. The professor expects each student to out-perform his stereotype, whatever it may be, and become more studious overall. In a way, safe houses have the potential to transform into alliances, where those communities could come together to attempt to defeat something bigger than their individual parts. For example, the students, embarrassed by what society has believed thus far of young scholars, may form an alliance and agree that the only way to change this viewpoint is if they all consent in working towards eradicating this label on the young people. They will learn to work hard to achieve success and think past what critiques may bound them to. Now there exists a choice the students can make: do they want to live up to the judgments made of them, becoming self-fulfilling prophecies, or do they want to prove their professor wrong? Most students would choose to challenge the professor’s exaggerated opinion. Therefore, unknowingly the students would react the way the professor determined they would. They start coming to class on time, engage in discussions and turn in their homework. They mute their phones and actually pay attention. All they are trying to prove is that the professor’s belief of them is false. Not every young student is neglectful of his work and not every young student would rather be somewhere else. Pratt’s idea of incorporating contact zones in classrooms in this case worked out well. The students became aware of whom they were perceived as and who they wanted to be. This challenge could work for any classroom. It is not unique to English classes alone. If a person is capable of feeling shame, embarrassment and guilt, the contact zone method could be very successful.

Saturday, October 26, 2019

Decadence and Aestheticism :: History Historical Papers

Decadence and Aestheticism Many may wonder if the era of the 1890’s was the beginning, end, or change of a new age. The era can often be described as modern, advanced, and different. Many people were experimenting, inventing, and trying new things. Decadence and Aestheticism arose. Decadence emerged as a dark side of Romanticism in that it involved forbidden experiences. Decadence was referred to as moral, social, and artistic. As Beckson says, "The dark side of Romanticism derived from Poe and other writers who defined it as strangers united with beauty"(Page 40). The distinguishing feature of a Decadent is the retreat of reality. For example in "The Importance of Being Earnest" by Oscar Wilde, Algernon and Jack have a pretend character that they often used as an escape from reality. Decadence represented Symbolism and Impressionism. Also known as fin de siecle, Decadence is described by Arthur Symons, a participant observer who said, "it has all the qualities that mark the end of great periods, the qualities that we find in the Greek, the Latin, the Decadence, an intense self consciousness, a restless curiosity in research , and a spiritual and moral perversity."(Altick Page 296). In Aestheticism, life is viewed as an art. Aesthetes found beauty in art and in whatever was attractive in the world. Altick said, "The connecting link was Rosetti, whose poetry and painting inspired the Aesthetes"(page 291). Art’s purpose for the Aesthete was for pleasure. The Aesthetics interpreted his artistic aim as the pursuit of beauty separated form social meaning. Oscar Wilde’s theory towards Aestheticism was that the only reality worth seeking was not material goods but the individual experience. And so Aestheticism involved a complete revulsion against received standards of values. Aesthetics found that through their great interest in beauty, pleasure that is derived form objects of art is more beautiful than other pleasures. The truth about an Aesthete is that the mind is usually more active in a creative sense in the appreciation of nature than in the enjoyment of a finished work of art. An Aesthete has a great appreciation for nature. One may look at an object, place, or person and perceive it a different way than another person may perceive it. He does not actually see them the way they appear but his imagination gives his perception a memory picture of them. For an Aesthete to obtain pleasure, "it is the perspectives of perception that is necessary to an understanding of both appreciation and creation"(Langfield page 24).

Thursday, October 24, 2019

Pretty Little Liars Book Review

ENG2D1-03 22 April 2013 Pretty Little Liars The book I have chosen to do a review on will be on the New York Times best-seller novel written by Sara Shepard Pretty Little Liars. Pretty Little Liars is a drama/mystery book that was released in 2006 and has since then had rave reviews and been produced into a television series that is ongoing. The theme of the book is all about your secrets and how they can come back to haunt you and how they play an important role in your life.I choose to do this book because after watching the spin-off into a television series I was intrigued and curious on how it would differ from the television show. My first impression was â€Å"Wow! This is way better than the TV show† because of the little details added and the mesmerizing words I was baffled and fascinated on how the book would end. In the book Pretty Little Liars there are four main protagonists which are Aria Montgomery, Hanna Marin, Emily Fields, and Spencer Hastings and an antagonist â€Å"A†. This book all revolves around their struggles, love life, and primarily the secrets they have.To begin, I will talk about Aria Montgomery a bohemian hipster that likes vintage clothing and has an artsy personality. Montgomery is a resilient teenage girl because she has gone through the affair of her father and her family issues at home. The author states, â€Å"Before he could answer, Aria shot out of the car, blood rushing in her eyes. How was she supposed to be Icelandic Aria, who left the past behind, if one of her worst memories of Rosewood kept bubbling to the surface. † (Shepard, 100) Indeed, this quote reflects Aria’s hardship but also fitting in did not come easy for her.For example, Aria was constantly looked at as an unordinary person for her pink highlights and stuffed pig named Pigtunia when she was on adolescent. The author states, â€Å"Not only was she talking to a cute, smart guy about Europe but, this might be the only guy in Rosewoo d who didn’t know her as Aria – the weird friend of the pretty girl who vanished. † (Shepard, 39) Obviously, this quote reflects Aria’s life before she went to Finland and how she’s been forgotten. The second protagonist I will be talking about is Hanna Marin a confident girl that trives to be popular and never go back to how she used to be. Hannah is very insecure about her appearance and struggles with both bulimia and anorexia. For instance, whenever Hanna eats out of impulse she soon regrets it and makes herself feel as if she’s going to morph into her seventh-grade overweight self again. The author states, â€Å"Hanna was amazed how, even though it had been years since she’d done this, everything felt the exact same. Her stomach ached, her pants felt tight, and all she wanted was to be rid of what was inside her. (Shepard, 122) This quote proves Hanna’s struggle with her appearance is real but it did not come from herself it came from Alison’s constant teasing and always wanting to make her proud. For example, Hanna often wishes Alison could have seen how popular and how she’s transformed to today just for self-satisfaction. The author proclaims, â€Å"But the biggest thing Ali missed? Hanna’s makeover, of course – and it was such a bummer she had. † (Shepard, 46) This evidently confirms Hanna’s ambition to make Alison proud as she tries to appear how Alison used to look like.The next protagonist I will be talking about is Spencer Hastings the ambitious, extremely intelligent girl that has a rivalry with her perfect older sister. Spencer is an extremely competitive girl that is willing to do whatever it takes to win. For example, sometimes she will flirt with her sister’s boyfriend and even kiss them just to get back at her sister. The author states, â€Å"She’d merely wanted to flirt – Ian was wasting all his hotness on her plain vanill a, goody-two-shoes sister-so she gave Ian a peck goodbye on the cheek.But when he pressed her up against his passenger door, she didn’t try to run away. † (Shepard, 57) Another thing is Spencer is often quick to jump to conclusion For example, when Andrew Campbell asked her about how she’s doing since Melissa’s home she automatically thought he was the person who wrote her the email â€Å"A†. The author proclaims, â€Å"What if†¦ what if Andrew was the one skulking around spying on her? What if Andrew wrote the creepy â€Å"covet† email? Andrew was so competitive it seemed possible. † (Shepard, 144) Thus proving Spencer usually assumes something without looking at the big picture.The last protagonist is Emily Fields a dedicated swimmer that has a kind personality. The author states, â€Å"She was nearly a straight-A, four-time state champion butterflyer and a hyper-obedient daughter. † (Shepard, 100) Emily also tends to wan t things she cannot have (i. e. Maya) her being bisexual was forbidden so they kept quiet and did not say anything. The disappearance and later announced death of Alison impacted her greatly as she found it hard to love again and share her feelings this is Emily’s character.The antagonist of the novel is â€Å"A† an unknown identity that knows all the girls secrets and manipulates them to do whatever they want. With â€Å"A† not only does this person know secrets about the past that only Alison knew but also the present as well. I believe â€Å"A† is very smart because they never leave a trace or clue behind making them very sneaky. For example, when Hanna had got arrested for stealing and also the time she crashed Sean’s car the only person else who knew and was with her was Mona so how did â€Å"A† get a hold of the information.The author states, â€Å"She checked the note’s address again, but it was just a mess of letters and numb ers. † (Shepard, 96) This proves that â€Å"A† is highly intelligent because she makes sure when sending the ‘liars’ a text her name/addressed cannot be traced. These are the characters in the novel Pretty Little Liars. This book takes place in numerous settings in Rosewood Pennsylvania. There is Maya’s former Alison DiLaurentis’ house, the Kahn’s annual party and the AP English class that they are all in. With Alison’s old house Emily reminisces a lot and feels her presence in a way.The author states, â€Å"The first thing she saw when she pulled up to Alison’s old Victorian Home at the top of the leafy street was a huge pile of trash on the curb and a big sign marked, FREE! † This gives us an understanding on how Alison’s old home looked like. *** The main setting is AP English class with Mr. Fitz (Ezra). In here we get a sense of forbidden love between the both of them. For example, even though they cannot be together Aria still tries. The author states, â€Å"But this isn’t meant to be, you know? ‘Cause, well, you’re my student. I could get in a lot of trouble.You don’t want me to get in trouble, do you? † (Shepard, 103) I think it was an excellent and professional way of Ezra showing Aria they cannot be together. Although there is tender awkwardness in the atmosphere between her and the class because of â€Å"the fly† incident I think the student –teacher barrier should not go any further. These are the settings in the book and how they affect the characters. Pretty Little Liars is a book that talks about forbidden love but primarily secrecy. It seems like everyone in Rosewood is in love with someone they cannot have. There is Aria and her English teacher Mr.Fitz, Spencer and her sister’s boyfriend Wren, Emily and her bisexual friend Maya, and lastly Hanna and the guy of her dreams Sean who always rejects her. In the beginning of the book it starts off with Alison’s disappearance during a sleepover the summer before eighth grade and jumps three years later to a time where the girls have grown apart and live their separate lives. Alison was friends with the exclusive group of girls she was vindictive, manipulative and what you would call the â€Å"queen-bee† of the pack. Before the disappearance, of their beloved friend the ‘liars’ lives were oh so different.Aria was known as the â€Å"odd-ball† of Rosewood, Emily was still a passionate swimmer but had at the time secret feelings for Alison, Hanna was an overweight nerd that strived to be like Alison, and Spencer was still the over-achieve but was the only brave enough to stand up to Alison. The ‘liars’ are a junior in high school now and the disappearance of their old friend has been forgotten about. Suddenly all of the ‘liars’ begin receiving text messages from â€Å"A† an anonymous perso n that knows all of their secrets and stuff from the past.

Wednesday, October 23, 2019

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.

Tuesday, October 22, 2019

1600s 1700s Military History Timeline

1600s 1700s Military History Timeline Timeline Home | to 1000 | 1001-1200 | 1201-1400 | 1401-1600 | 1801-1900 | 1901-present 1600s 1602 - Eighty Years War: Maurice of Orange captures Grave 1609 - Eighty Years War: The Twelve Years Truce ends fighting between the United Provinces and Spain May 23, 1618 - Thirty Years War: The Second Defenestration of Prague leads to the outbreak of the conflict November 8, 1620 - Thirty Years War: Ferdinand II defeats Ferdinand V at the Battle of White Mountain April 25, 1626 - Thirty Years War: Albrecht von Wallenstein leads Catholic forces to victory at the Battle of Dessau Bridge September 17, 1631 - Thirty Years War: Swedish forces led by King Gustavus Adolphus win the Battle of Breitenfeld November 16, 1632 - Thirty Years War: Swedish troops win the Battle of Là ¼tzen, but Gustavus Adolphus is killed in the fighting 1634-1638 - American Colonies: English settles and their Native American allies win the Pequot War December 17, to April 15, 1638 - Shimabara Rebellion: A peasant rebellion takes place on Japans Shimabara Peninsula September 23, 1642 - English Civil War: Royalist and Parliamentarian forces clash at the Battle of Powick Bridge October 23, 1642 - English Civil War: The first pitched battle of the conflict is fought at Edgehill May 19, 1643 - Thirty Years War: French troops win the Battle of Roncroi July 13, 1643 - English Civil War: The Royalists win the Battle of Roundway Down September 20, 1643 - English Civil War: Royalist and Parliamentary forces meet at the First Battle of Newbury December 13, 1643 - English Civil War: Parliamentary troops win the Battle of Alton July 2, 1644 - English Civil War: Parliamentary forces win the Battle of Marston Moor June 14, 1645 - English Civil War: Parliamentarian troops crush Royalist forces at the Battle of Naseby July 10, 1645 - English Civil War: Sir Thomas Fairfax wins the Battle of Langport September 24, 1645 - English Civil War: Parliamentarian forces win the Battle of Rowton Heath May 15 October 24, 1648 - Thirty Years War: The Peace of Westphalia ends both the Thirty and Eighty Years War August 17-19, 1648 - English Civil War: Oliver Cromwell wins the Battle of Preston September 3, 1651 - English Civil War: Parliamentarian forces win the Battle of Worcester July 10, 1652 - First Anglo-Dutch War: The English Parliament declares war on the Dutch Republic May 8, 1654 - First Anglo-Dutch War: The Treaty of Westminster ends the conflict 1654 - Anglo-Spanish War: Driven by commercial rivalry, England declares war on Spain September 1660 - Anglo-Spanish War: After the restoration of Charles II, the war comes to an end March 4, 1665 - Second Anglo-Dutch War: The conflict begins after the Dutch permit their ships to fire when threatened May 24, 1667 - War of Devolution: France invades the Spanish Netherlands starting the war June 9-14, 1667 - Second Anglo-Dutch War: Admiral Michiel de Ruyter leads a successful raid on the Medway July 31, 1667 - Second Anglo-Dutch War: The Treaty of Breda ends the conflict May 2, 1668 - War of Devolution: Louis XIV agrees to the Triple Alliances demands bringing the war to a close April 6, 1672 - Third Anglo-Dutch War: England joins France and declares war on the Dutch Republic February 19, 1674 - Third Anglo-Dutch War: The Second Peace of Westminster ends the war June 20, 1675 - King Philips War: A band of Pokanoket warriors attacks the Plymouth colony opening the war August 12, 1676 - King Philips War: King Philip is killed by colonists effectively ending the war 1681 - War of 27 Years: Fighting begins between the Marathas and Mughals in India 1683 - War of the Holy League: Pope Innocent XI forms the Holy League to block Ottoman expansion in Europe September 24, 1688 - War of the Grand Alliance: Fighting begins as the Grand Alliance forms to contain French expansion July 27, 1689 - Jacobite Risings: Jacobite forces under Viscount Dundee win the Battle of Killiecrankie July 12, 1690 - War of the Grand Alliance: William III defeats James II at the Battle of the Boyne February 13, 1692 - Glorious Revolution: Members of Clan MacDonald are attacked during the Glencoe Massacre September 20, 1697 - War of the Grand Alliance: The Treaty of Ryswick ends the War of the Grand Alliance January 26, 1699 - War of the Holy League: The Ottomans sign the Treaty of Karlowitz ending the war February 1700 - Great Northern War: Fighting begins between Sweden, Russia, Demark, and Saxony 1701 - War of the Spanish Succession: Fighting begins as an alliance of Britain, the Holy Roman Empire, Dutch Republic, Prussia, Portugal, and Denmark declare war to prevent a French succession to the Spanish throne February 29, 1704 - Queen Annes War: French and Native American forces conduct the Raid on Deerfield August 13, 1704 - War of the Spanish Succession: The Duke of Marlborough wins the Battle of Blenheim May 23, 1706 - War of the Spanish Succession: Grand Alliance forces under Marlborough win the Battle of Ramillies 1707 - War of 27 Years: The Mughals are defeated ending the war July 8, 1709 - Great Northern War: Swedish forces are crushed at the Battle of Poltava March/April 1713 - War of the Spanish Succession: The Treaty of Utrecht ends the war December 17, 1718 - War of the Quadruple Alliance: The French, British, and Austrians declare war on Spain after Spanish troops land on Sardinia and Sicily June 10, 1719 - Jacobite Risings: Jacobite forces are beaten at the Battle of Glen Shiel February 17, 1720 - War of the Quadruple Alliance: The Treaty of The Hague ends the fighting August 20, 1721 - Great Northern War: The Treaty of Nystad ends the Great Northern War July 1722 - Russo-Persian War: Russian troops embark for an invasion of Iran September 12, 1723 - Russo-Persian War: The Russians compel Tahmasp II to sign a peace treaty Timeline Home | to 1000 | 1001-1200 | 1201-1400 | 1401-1600 | 1801-1900 | 1901-present 1730s February 1, 1733 - War of the Polish Succession: Augustus II dies creating the succession crisis that leads to war November 18, 1738 - War of the Polish Succession: The Treaty of Vienna settles the succession crisis December 16, 1740 - War of the Austrian Succession: Frederick the Great of Prussia invades Silesia opening the conflict April 10, 1741 - War of the Austrian Succession: Prussian forces win the Battle of Mollwitz June 27, 1743 - War of the Austrian Succession: The Pragmatic Army under King George II wins the Battle of Dettingen May 11, 1745 - War of the Austrian Succession: French troops win the Battle of Fontenoy June 28, 1754 - War of the Austrian Succession: Colonial forces complete the Siege of Louisbourg September 21, 1745 - Jacobite Uprising: Prince Charles forces win the Battle of Prestonpans April 16, 1746 - Jacobite Uprising: Jacobite forces are defeated by the Duke of Cumberland at the Battle of Culloden October 18, 1748 - War of the Austrian Succession: The Treaty of Aix-la-Chapelle ends the conflict July 4, 1754 - French Indian War: Lt. Colonel George Washington surrenders Fort Necessity to the French July 9, 1755 - French Indian War: Major General Edward Braddock is routed at the Battle of the Monongahela September 8, 1755 - French Indian War: British and colonial forces defeat the French at the Battle of Lake George June 23, 1757 - Seven Years War: Colonel Robert Clive wins the Battle of Plassey in India November 5, 1757 - Seven Years War: Frederick the Great wins the Battle of Rossbach December 5, 1757 - Seven Years War: Frederick the Great triumphs at the Battle of Leuthen June 8-July 26, 1758 - French Indian War: British forces conduct the successful Siege of Louisbourg June 20, 1758 - Seven Years War: Austria troops defeat the Prussians at the Battle of Domstadtl July 8, 1758 - French Indian War: British forces are beaten at the Battle of Carillon August 1, 1759 - Seven Years War: Allied forces defeat the French at the Battle of Minden September 13, 1759 - French Indian War: Major General James Wolfe wins the Battle of Quebec but is killed in the fighting November 20, 1759 - Seven Years War: Admiral Sir Edward Hawke wins the Battle of Quiberon Bay February 10, 1763 - Seven Years War: The Treaty of Paris ends the war in a victory for Britain and its allies August 5-6, 1763 - Pontiacs Rebellion: The British win the Battle of Bushy Run September 25, 1768 - Russo-Turkish War: The Ottoman Empire declares war on Russia following a border incident at Balta March 5, 1770 - Prelude to the American Revolution: British troops fire into a crowd at the Boston Massacre July 21, 1774 - Russo-Turkish War: The Treaty of Kuà §uk Kainarji ends the war in a Russian victory April 19, 1775 - American Revolution: The war begins with the Battles of Lexington Concord April 19, 1775-March 17, 1776 - American Revolutin: American troops conduct the Siege of Boston May 10, 1775 - American Revolution: American forces capture Fort Ticonderoga June 11-12, 1775 - American Revolution: American naval forces win the Battle of Machias June 17, 1775 - American Revolution: The British win a bloody victory at the Battle of Bunker Hill September 17-November 3, 1775 - American Revolution: American forces win the Siege of Fort St. Jean December 9, 1775 - American Revolution: Patriot forces win the Battle of Great Bridge December 31, 1775 - American Revolution: American forces are turned back at the Battle of Quebec February 27, 1776 - American Revolution: Patriot forces win the Battle of Moores Creek Bridge in North Carolian March 3-4, 1776 - American Revolution: American forces win the Battle of Nassau in the Bahama June 28, 1776 - American Revolution: The British at defeated near Charleston, SC at the Battle of Sullivans Island August 27, 1776 - American Revolution: Gen. George Washington is defeated at the Battle of Long Island September 16, 1776 - American Revolution: American troops win the Battle of Harlem Heights October 11, 1776 - American Revolution: Naval forces on Lake Champlain fight the Battle of Valcour Island October 28, 1776 - American Revolution: The British force the Americans to retreat at the Battle of White Plains November 16, 1776 - American Revolution: British troops win the Battle of Fort Washington December 26, 1776 - American Revolution: American troops win a daring victory at the Battle of Trenton January 2, 1777 - American Revolution: American troops hold at the Battle of the Assunpink Creek near Trenton, NJ January 3, 1777 - American Revolution: American forces win the Battle of Princeton April 27, 1777 - American Revolution: British forces win the Battle of Ridgefield July 2-6, 1777 - American Revolution: British forces win the Siege of Fort Tinconderoga July 7, 1777 - American Revolution: Colonel Seth Warner fights a determined rearguard action at the Battle of Hubbardton August 6, 1777 - American Revolution: American forces are beaten at the Battle of Oriskany September 3, 1777 - American Revolution: American and British troops clash at the Battle of Coochs Bridge September 11, 1777 - American Revolution - The Continental Army is defeated at the Battle of Brandywine September 26-November 16, 1777 - American Revolution: American forces fight the Siege of Fort Mifflin October 4, 1777 - American Revolution: British forces win the Battle of Germantown September 19 October 7, 1777 - American Revolution: Continental forces win the Battle of Saratoga Decebmer 19, 1777-June 19, 1778 - American Revolution: The Continental Army winters at Valley Forge June 28, 1778 - American Revolution: American troops engage the British at the Battle of Monmouth July 3, 1778 - American Revolution: Colonial forces are beaten at the Battle of Wyoming August 29, 1778 - American Revolution: The Battle of Rhode Island is fought north of Newport February 14, 1779 - American Revolution: American forces win the Battle of Kettle Creek July 16, 1779 - American Revolution: Brigadier General Anthony Wayne wins the Battle of Stony Point July 24-August 12, 1779 - American Revolution: The American Penobscot Expedition is defeated August 19, 1779 - American Revolution: Battle of Paulus Hook is fought September 16-October 18, 1779 - American Revolution: French American troops conduct the failed Siege of Savannah September 23, 1779 - American Revolution: John Paul Jones captures HMS Serapis March 29-May 12 - American Revolution: British forces win the Siege of Charleston May 29, 1780 - American Revolution: American forces are defeated at the Battle of Waxhaws October 7, 1780 - American Revolution: American militia wins the Battle of Kings Mountain in South Carolina January 17, 1781 - American Revolution: Brig. Gen. Daniel Morgan wins the Battle of Cowpens March 15, 1781 - American Revolution: American troops bleed the British at the Battle of Guilford Court House April 25, 1781 - American Revolution: British troops win the Battle of Hobkirks Hill in South Carolina September 5, 1781 - American Revolution: French naval forces win the Battle of the Chesapeake September 8, 1781 - American Revolution: British and American forces clash at the Battle of Eutaw Springs October 19, 1781 - American Revolution: General Lord Charles Cornwallis surrenders to Gen. George Washington ending the Siege of Yorktown April 9-12, 1782 - The British win the Battle of the Saintes September 3, 1783 - American Revolution: American independence is granted and the war concluded by the Treaty of Paris April 28, 1789 - Royal Navy: Acting Lieutenant Fletcher Christian deposes Lieutenant William Bligh during the Mutiny on the Bounty July 9-10, 1790 - Russo-Swedish War: Swedish naval forces triumph in the Battle of Svensksund April 20, 1792 - Wars of the French Revolution: The French Assembly votes to declare war on Austria beginning a series of conflicts in Europe September 20, 1792 - Wars of the French Revolution: French forces win a victory over Prussia at the Battle of Valmy June 1, 1794 - Wars of the French Revolution: Admiral Lord Howe defeats the French fleet at the Glorious First of June August 20, 1794 - Northwest Indian War: General Anthony Wayne defeats the Western Confederacy at the Battle of Fallen Timbers July 7, 1798 - Quasi-War: The US Congress rescinds all treaties with France beginning an undeclared naval war August 1/2, 1798 - Wars of the French Revolution: Rear Admiral Lord Horatio Nelson destroys a French fleet at the Battle of the Nile

Monday, October 21, 2019

History of Punk essays

History of Punk essays The British rock band manager, Malcolm MacLaren, once remarked that rock music remained the only form of culture that youth - those most receptive to radical ideas, who hold the most potential for social action - cared about. For the young, everything flowed through rock'n'roll: fashion, slang, sexual attitudes, drug habits, and poses. Once he realized the financial potential behind these sociological traits, the cunning MacLaren kept an eye on the rock music underground as a bell whether indicator for the British youth. It was here that MacLaren recognized the highly visible, wildly energetic and anti - social punk was the heir apparent for the youth of the UK. In order to capitalize on this new sound and evolving trend, he began promoting The Sex Pistols. As a savvy businessman, MacLaren knew that in order to succeed he and The Sex Pistols had to reach the largest number of pop culture participants in the most cost-effective manner available. This required a shift from the undergro und scene into the mainstream mass media. While their ploy was successful, success had its price. The deluge of manipulation and the waves of newly found fame forced on The Sex Pistols caused the original punk to become lost. In spite of placing punks on a worldwide stage, success was the end of the quintessential punk and the beginning of punk as a constructed image. An analysis of what punk was, in sociological terms, is rather more interesting than trying to determine what punk meant. This is because, as A.A. Gill of the London Times points out, punk was simply part of the "next" generations "fumbled attempts to get drunk, listen to the band, get laid and get the last bus home..." (Gill 3). Gill implies that punks were merely teenagers doing what came naturally: "We did it because we had to, we were genetically programmed to be adolescent and, anyway, there wasn't anything else to do on Friday night." (Gill 3). He goes on to say that "the kids were al...