Saturday, February 15, 2020

Extent of Force for Maintaining School Discipline Research Paper

Extent of Force for Maintaining School Discipline - Research Paper Example It is more likely that student will produce effective results and will correct the problem. Sugai, Sprague, Horner, and Walker, (2000) conducted a study to prevent violence at school. Sugai, Sprague, Horner, and Walker, (2000) stated that an upsurge is seen in the number of incidents related to violent behavior in schools. Educators are demanded to make schools safer. However, schools receive very little assistance and guidance in their endeavors to develop and retain a proactive discipline system. Sugai, Sprague, Horner, and Walker, (2000) provide an idea related to how office discipline referrals can be used as source of information in order to manage, monitor, and modify their interventions for schools that exhibit high rate of behavioral problems (Sugai, Sprague, Horner, and Walker, 2000). Hyman, and Perone, (1998) contributed a study related to impact of policies and procedures of educators on misbehavior of students in schools. Hyman, and Perone, (1998) stated that victimizatio n of students by administrators, instructors, teachers, and other staff members of school, mostly under the name of discipline seldom contribute to alienation, aggression, or misbehavior of student. Yet, Hyman, and Perone, (1998) states that how these policies may contribute to school violence are mentioned in anecdotal evidence, survey data, and clinical studies. Assistance of school psychologists can be taken for the prevention programs (Hyman, and Perone, 1998). Unruly Behavior of Students – Statistics According to Daily Mail Reporter, (2011), teachers are more likely to be given powers to handle disruptive behavior of students in schools by using force on students. The ministry is... This essay stresses that when verbal forcing fails, the need of physical forcing emerges. This approach of disciplinary action often undermines the ability of student and results in nuisance in school system. Traditional approaches to maintain discipline have always remained punitive, negative, and reactive; therefore, they often lead to bad feelings for all the relevant parties. A positive approach to maintaining school discipline is to design a process that encourages good performance and solve performance problems. The basic notion behind this approach is to treat a student like an adult who need to solve a problem, instead of treating him like a child who must be punished. It is more likely that student will produce effective results and will correct the problem. This paper makes a conclusion that teachers are more likely to be given powers to handle disruptive behavior of students in schools by using force on students. The ministry is seeking ‘unequivocally restore adult authority to the classroom’ after observing statistics related to increasing level of aggressive behavior in schools. The previous system in U.S. focused on ‘no touch’ policies but it is most likely to be replaced by new policies. Previously, teachers were not allowed to touch students in the course of teaching them an instrument or aiding them in an accident. After this amendment, teachers will be able to use reasonable force to prevent student from leaving or eject disruptive students from the classroom.

Sunday, February 2, 2020

Discuss the process of making meaning in the face of confusion, loss Essay

Discuss the process of making meaning in the face of confusion, loss or limitation using the spiral Jetty and the documentry bomb it as resources - Essay Example One of the greatest art masterpieces is Spiral Jetty performed by Robert Smithson. The monumental earthwork Spiral Jetty (1970) is located on the Great Salt Lake in Utah. â€Å"Using black basalt rocks and earth from the site, the artist created a coil 1,500 feet long and 15 feet wide that stretches out counter-clockwise into the translucent red water† (Smithson Robert:Spiral Jetty). Those tourists who have visited this place of art energy claim it to be the greatest monument they have ever seen. The sculptor built the Jetty when the water level of the lake was quite law, therefore in several years it disappeared under water after the spring flood. Then it reappeared several times during the history of its existence and since 2005 due to the drought it gives the chance for everyone to admire it. Imagine that you have to construct such monument in a very short period of time because of the rising tides and you have to do a lot of things: to make the project of the masterpiece, to find proper funding, to hire the working group and to cope with all those problems that arise during the process of creation. I believe that the author had multiple problems while fabricating this piece of art, but he managed to do it. And now the walk along the salty rocks and the red path encourages other people to cope with their problems and fills them with enthusiasm. The thought that they have may be something like this: â€Å"If he managed to subjugate the elements, then I can solve my trifle problems easily and everything is going to be OK†. I think that admiring such grandeur pieces of art as Spiral Jetty brings meaning to our lives. Another example that I had to analyze and connect it with making meaning in life is performing graffiti art. The documentary presents the video about those guys who cannot imagine their lives without bringing colors on the walls of the houses, on the brick fences and sometimes on vehicles. The movie tracks the competition

Saturday, January 25, 2020

STAR INVESTIGATION :: essays research papers

Format: Internet Journalism and the Starr Investigation The Starr Investigation was an important time in journalism, because it forced the traditional media to overhaul their ways of presenting news online in order to meet the needs and demands of Internet users. New technology was used in this case to break the news of the scandal, to voice new allegations, and to release in its entirety Starr’s final report of the investigation. This case provided the first detailed look at the differences in character between the Internet and traditional broadcast and print media. The ethical issues in Internet Journalism and the Starr Investigation: 1. Was this a legitimate news story? 2. Intense journalistic competition? â€Å"Journalists of all stripes were chasing the story.† 3. CREDIBILITY of the paper? Reporting Facts that in the end proved false. Editors doubtful of the story’s accuracy? The reliability of the information? 4. The Value of Verification to get the story right? 5. Anonymous Sourcing/ Unidentified Sources - â€Å"Journalists scrambled to confirm the allegations, but often ended up running them with only anonymous sourcing.† 6. Speed, sensation and conjecture over accuracy? CNN's Scott Woelfel says he sensed in the early going that, "there was an attitude of, 'I don't know if we could put this in the paper, but we could put it on the Web site'." 7.News Leakage? Certain sources in the independent counsel’s office were using the press, selectively leaking information to gain tactical advantage with reluctant witnesses like Lewinsky. McManus recalls. â€Å"So there was clearly a lot of leakage.† 8. The breaking of the story. Matt Drudge breaking the story through his online newsletter? - Wire services sent the story worldwide. Cable networks, radio shows, and local television newscasts led with the report. Larry King interrupted his program to read the story live. 9. The story was so explosive that Bill Clinton’s attorney called Nightline and DENIED the story on the air. 10. SHAKY SOURCING? Reports were based around shaky sourcing. - The Dallas Morning News and the Wall Street Journal reported that the president and the intern had been seen together in a compromising situation. - Starr’s staff member called the source to take back the claim because it was FALSE. - Langer told the employees that the News had unwittingly relied on only one source to publish its original story. 11. Timing and public interest 12. Violating the paper’s two-source standard. 13. Miscommunication - Senior editors mistakenly believed that a second source existed because of a â€Å"miscommunication† between Dallas and the Washington bureau.

Friday, January 17, 2020

Advergames

Synopsis Advergames – Advertising into your subconsciousness Disposition This paper investigates how advergames and anti- advergames have made a ground in our culture. I will explore how the anti- advergame movement utilizes the procedural rhetoric in order to create awareness. Furthermore I will come to a conclusion about why or if we need the anti – advergame movement. What exactly is advergames? Advergames is a great way to reach out to the consumers in a subconscious manner. Advergames are video games which contains advertisement for a product, service, or company. – Advergames are created to fill out a purpose – often to promote the company or one of the products. These games are often distributed freely as the game is a marketing tool. – Advergames can also be less obvious in their advertisement with product placement in the game. The video games is an alternative form of advertising with some advantages: they are cheap, fast, and have an extr aordinary peer-to-peer marketing ability. Advertising within a video game allows for more exposures to the product than traditional ads because, according to Ellen Ratchye– Foster, a trend analyst for Fallon, â€Å"anyone who buys these games devotes weeks and weeks to getting through their levels. † This means that the consumer will see the advertisements over and over while they play, thus it may resonate with them. †1 Product placement – â€Å"Product placement in-game-advertising is most commonly found in sports titles and simulation games. For advertisers an add may be displayed multiple times and a game may provide an opportunity to ally a product's brand image with the image of the game. – Such examples include the use Sobe drink in Tom Clancy’s Splinter Cell: Double Agent – While product placement in film and television is fairly common, this type of in-game advertising has only recently become common in games. â€Å"2 1 http ://advergamingtoday. blogspot. com/2006/02/just-product-placement. html 2 http://en. wikipedia. org/wiki/Advergaming What is anti – advergames? Anti- advergames are games that challenge players to rethink their relationship with consumption and encourage corporate critique. â€Å"Advertisers, governments and organizations mount huge campaigns to show us what they want us to see, and we want to expose what they're hiding,† 3 In order to create awareness for the consumer (or more precisely the player) molleindustria. org and others create anti – advergames. The video games satirize big companies and question corporate polices ranging from how cattle are raised (The McDonald’s Videogame) to low pay for workers (Disaffected! . â€Å"I've always had a complicated relationship with advertising,† Bogost said. â€Å"It's everywhere, and it's becoming more and more parasitic. Yet, because it's everywhere it has the power to influence people positively as well as negatively. † 4 When attempting to sell games as a persuasive medium, those in the business early on found it useful to refer to this class of games as serious games. Ian Bogost wrote the book †Persuasive games† where he analysed the rhetoric these games used in their attempt to share information. Persuasive games – Ian Bogost †A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. In Persuasive Games, Ian Bogost explains how companies with the video game as a medium can make arguments and influence players. The games represent how the real and artificial/imagined systems work, and the players are invited to an interaction with the system to form an opinion about them. Bogost analyses the unique functions of rhetoric in software and especially in videogames. He argues that videogames because of their representation of procedurality open a whole new domain for persuasion, a new form for rhetoric. 5 3 http://www. molleindustria. org/node/149 4 http://www. molleindustria. org/node/149 5 http://www. bogost. com/books/persuasive_games. shtml This new form is called â€Å"procedural rhetoric† and is a form of rhetoric that is tied to the core affordances of computers which is running processes an executing a rule-based symbolic manipulation. 6 Procedural rhetoric is the practice of authoring arguments through processes. Computer games are interesting in this regard because they are some of the most complex processes that exist. †Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals. †7 The McDonald’s Videogame example McDonald’s video game is a good example of procedural rhetoric. The game was designed to persuade you that McDonald’s business model is corrupt. The McDonald’s Videogame mounts a procedural rhetoric about the necessity of corruption in the global fast food business, and the overwhelming temptation of greed, which leads to more corruption. In order to succeed in the longterm, the player must use growth hormones, he must coerce banana republics, and he must mount PR and lobbying campaigns. â⠂¬ 8 The game makes a procedural argument about the inherent problems in the fast food industry, particularly the necessity of overstepping environmental and health-related boundaries. Critical Play – Mary Flanagan While Ian Bogost's procedural rhetoric explore the expressive processes in video games, Mary Flanagan examines the theories of critical play which considers how designing a play space in a 6 7 8 9 http://www. bogost. com/books/persuasive_games. shtml http://www. bogost. com/books/persuasive_games. shtml The Rhetoric of video games, Ian Bogost p. 127 The Rhetoric of video games, Ian Bogost p. 127 video game can be a kind of social activism. Definition of critical Play To Flanagan, critical play â€Å"means to create or occupy play environments and activities that represent one or more questions about aspects of human life,†10 and â€Å"is characterized by a careful examination of social, cultural, political, or even personal themes that function as alternates to popular play spaces. [†¦] Thus the goal in theorizing a critical game-design paradigm is as much about the creative person’s interest in critiquing the status quo as it is about using play for such a phase change†11. The connection that this process has with social activism is that the games that people play and how they play those games change in response to culture. The doll example A simple example of critical play in a natural setting is playing with dolls. They are often used to enforce gender roles and stereotypes, many young girls today and in the early days of the doll industry would use dolls to break down social roles. Violent fantasies, macabre funerals, and other forms of changing the way play worked with dolls provides a striking example of critical play in its natural form. 2 10 Critical Play: Radical game design, Mary Flanagan, p 6 11 Critical Play: Radical game design, Mary Flanagan, p 6 12 http://www. popmatters. com/pm/post/128966-mary-flanagans-critical-play Anti – advergames Ian Bogost is one of the founding fathers of anti- advergames and in his book Persuasive Games he describes how procedural rhetoric can be used to understand the problems in our culture. â€Å"Disa ffected! Does not purport to proceduralize a solution to Kinko's customer service or labour issues. But its procedural rhetoric of incompetence does underscore the problem of disaffection in contemporary culture, on both sides of the counter. We're dissatisfied or unwilling to support structures of authority, but we do scarcely little about it. We go to work at lousy jobs with poor benefits and ill treatment. We shrug off poor customer service and bad products, assuming that nothing can be done and ignoring the reasons why workers might feel disenfranchised in the first place. We take for granted that we can't reach people in authority. These problems extend far beyond copy stores. Disaffected has, like the McDonald’s video game, no solution to how we change the problem. The game attempts instead to inform and educate the users by using the procedural rhetoric, showing how the organisation/world through processes affect everyone. The question is, does anti – advergames really have the effekt that Bogost and other gamedesigners think it does? Its a question with more than one side. On one hand people do get a better understanding of the structure and the core of the message but how is that different form any other campaign? On the other hand we already know that Billion dollar companies may be a little rough around the edges and that morally the best thing (in a perfect world) would be to avoid the products and companies altogether. So why do we need anti – advergames to inform us about the dangers? The point is to create awareness. There arent any (easy) solution to the problems so the next best thing is to make people aware of how the system works so that we dont stand idly by. This does not mean that the anti- advergames are created in a belief that the user, by playing the video game, is fully enlightened on completion of the game. Often the player already has insight in how the system works as the people who aren't interested in the critique wont be interested in the game either. None the less designers like Ian Bogost and Paolo Pedercini (molleindustria. org) feel their work will have some effect. At the very least, they contend, players might start thinking about corporations in new ways. The games, Pedercini said, â€Å"can make people ask some questions, and for instance read a book or consider that there are a lot of motivations to change their lifestyles. â€Å"13 Brad Scott, director of digital branding at Landor Associates has an other opinion: â€Å"I don't know that they would have that negative effect on the brand,† Scott said. â€Å"You can almost use it as, ‘Boy, we've become such an icon as a brand that we're being mimicked by video games. † 14 I cant say which statement I think is correct but I think that advergames are a great way of advertising. There is an enormous amount of people who play video games, â€Å"according to the Interactive Digital Software Association, as many as 60% of Americans over age 6 play them. Putting that statistic together with the number of people using the internet, you have a phenomenal amount of people you ca n market to. â€Å"15 This great area of potential would of course be a great place for marketing, both commercial and non-commercial. It would be a waste not to utilize it especially if the people aren't as offended or as immune as to other of the more traditional methods of advertising. 13 http://www. molleindustria. org/node/149 14 http://www. molleindustria. org/node/149 15 http://advergamingtoday. blogspot. com/2006/02/just-product-placement. html 7 Digital Kultur Conclusion Advergames are becoming more and more popular as the availability to the internet increases. The video game is like any other media being used to the benefit of the marketing industry and why not? The anti – advergame movement with Ian Bogost criticise the marketing industry for being omnipresent and overpowering in its behaviour but is itself a game that has an agenda. Despite all, the anti – advergames are needed. The goal is not to come up with a solution, but to create awareness, and that is exactly what they do. We have an anti advertising forum in any other media, why not in the video games? 8 http://advergamingtoday. blogspot. com/2006/02/just-product-placement. html http://en. wikipedia. org/wiki/Advergaming http://www. molleindustria. rg/node/149 http://www. bogost. com/books/persuasive_games. shtml http://www. popmatters. com/pm/post/128966-mary-flanagans-critical-play http://www. molleindustria. org/node/149 Texts Ian Bogost, ‘The Rhetoric of video games, in The Ecology of Games: Connecting Youth, Games, and Learning, Cambridge, MIT Press, 2008 Ian Bogost, ‘Procedural Rhetoric' [extract], in Persuasive Games: The Expressive Power of Videoga mes, Cambridge, Mass. : MIT Press, 2007 Mary Flanagan, ‘Introduction to Critical Play', in Critical Play: Radical Game Design, Cambridge, Mass. : MIT Press 2009 9

Wednesday, January 8, 2020

Alienation As The Reason For Berenger s Resistance

Differing from Kafka, Ionesco uses the theme of alienation as the reason for Berenger’s resistance, in Rhinoceros. Alcoholism is a major cause of his alienation, in Act Three, Berenger considers alcohol as the reason for his isolation and subsequent inability to transform. When conversing with Dudard, he says ‘[A]lcohol is good for epidemics. It immunizes you †¦ Jean never touched alcohol. He just pretended to. Maybe that’s why he†¦ perhaps that explains his attitude’ (Ionesco 1960: 76). This insinuates that Berenger understands why he does not transform into rhinoceros, identifying his own alienation. ‘Only his drinking serves to inoculate him from this epidemic and from the side effect of this epidemic, the powerful loneliness inherent in†¦show more content†¦Ã¢â‚¬ËœIonesco blamed the world around him for giving him nightmares, thus suggesting that his fiction was inspired by reality. He went on to say that the very act of denounc ing the nightmare may free the world of them’ (Lupas 2014: 87). Berenger attempts to actively resist the nightmare of transforming, but fails, leaving him alone in a world of rhinoceros. Thus, Ionesco represents the rhinoceros as history’s ultimate nightmare. The relationship between Berenger and Jean is also important in highlighting the protagonist’s alienation. In the opening of the play, Berenger is described as ‘unshaven and hatless, with unkempt hair and creased clothes; everything about him indicates negligence’ (Ionesco 1960: 4). He is compared to the character of Jean, who arrives ‘very fastidiously dressed: brown suit, red tie, stiff collar, brown hat’ (4). Jean’s appearance sets him as a stereotypical man of the time, contrasting with Berenger, who is an untidy, alcoholic that cannot conform to social expectations. ‘From the outset we find little in Berenger s life that would appear to be worth defending’ (Danner 1979: 209). The absence of hope in Berenger, at the beginning, immediately alienates him from the rest of the characters. Ionesco’s emphasis on work as a duty to society runs throughout the play. ‘Berenger is consistently late for work at a publisher s shop. He resists the conformity of punching a time clock’ (Davies 2002: 646). Berenger’s apathy towards work is what makes himShow MoreRelatedMetamorphosis And Rhinoceros : Conformity Through The Representation Of Animals Essay1845 Words   |  8 Pagesanimals representing humans are crucial to the themes of alienation and resistance in these texts. Kafka uses animals to alienate Gregor from conforming to society. Arguably, the metamorphosis is the only way for Gregor to resist conforming, showing that Kafka represents animals as a physical rejection of conformist lifestyle. Comparably, Ionesco uses animals in the opposite way to Kafka. On one hand, he portrays Berenger’s alienation as a reason for resisting conformity. On the other, Ionesco explores

Tuesday, December 31, 2019

Discuss Some of the Arguments Made Against Globalization...

Globalization is the interaction of world economies to become one big economy, for the sole purpose of enhancing free trade, growth and efficiency and employment. It emphasizes the neo-liberal economic policies – commonly referred to as the ‘Washington Consensus’ – of free trade, financial and capital market liberalization, deregulation and privatization (Juhasz, pg 408). The supporters of globalization argue that it is essential to an individual’s advancement and economic progress, and constantly reiterate that an integrated market economy will bring prosperity worldwide. Whereas, critics of globalization believe that without a proper framework and policies, the consequence of globalization will have a great impact on world politics,†¦show more content†¦These restrictions also show the double standards of globalization policies. If restrictive polices had been fairly exercised, Japan and US would not have industrialized to such great exten t by importing technology. However, at present the transfer of technological process would be barred under WTO’s Trade Related Investment Measures (TRIMS). But in the past, if New England had not barred cheaper British textiles by imposing very high tariffs – just as Britain had done to India – the United States might have been left out of the industrial revolution altogether (Juhasz, pg 419). Additionally, the renowned Asian financial crisis occurred when the countries allowed unrestricted capital flows and opened their markets to IMF. Before the crisis they used closed market policies to protect domestic entrepreneurs and develop support industries, while importing technology. As a consequence of these flawed policies, developed nations have open access to resources of developing nations, discouraging economic prosperity and efficiency whilst increasing income inequality. 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Monday, December 23, 2019

Ground Combat Vehicle Essay Example

Essays on Ground Combat Vehicle Essay The paper "Ground Combat Vehicle" is a wonderful example of an essay on the military. The ground combat vehicle is the focal point of the army’s next-generation fighting vehicle. The emphasis in the immediate term is on the improvement and the policy of the army’s next cohort infantry fighting vehicle. The vehicle team is a dissimilar and highly qualifies combination of engineering proficient and brilliant achievement working together to advance and distribute the vehicles which blocs force fortification, full variety operations, capacity and affordability to form a world typical for infantry fighting vehicles.The ground combat vehicle is expected to reduce risks and uphold a reasonably priced program (Kelly, 2006). The pronouncement made by the defense department spreads the present technology development stage of the platform by six months to let the industry to have more time to refine the vehicle design; In April 2009, the secretary of the defense forces Robert Gate s announced he anticipated to significantly restructure the army’s future combat systems. The project was a multibillion-dollar program that had been underway since 2000 and was at the heart of the army’s transformation efforts (Lardner, 2010). The achievement and progress platform contained eighteen managed and unmanned systems tight together by a widespread information link and communication.Among another thing, the secretary recommended canceling all the manned ground vehicles component of the future combat systems, was planned to field eight distinct tracked combat vehicle variants built on a common chassis that would eventually replace the combat vehicles. As part of this reformation, the army was absorbed to progress a ground vehicle which would be applicable across the whole range of army actions and would incorporate combat lessons well-read in Afghanistan and Iraq.The ground combat vehicle modernization focused on swiftly developing a new technologically adapt able approach. The approach, termed the increment developmental approach, features a segmental design intended to accommodate the growth of vehicles in weight, size, cooling requirements and new versions of the ground combat vehicle with little or no modification. Since the milestone was approved, the Armed forces have enthusiastically refined the requirements of the vehicle to provide the industry with a maximum assortment of suppleness in developing vehicle strategies while pressuring cost and technical risks.In order to avoid criticism of the events outdoing relevancy and decades-long acquisition programs, the army stipulated the first ground combat vehicles would be delivered seven years were initiated (Kelly, 2006). While the decision was relatively well-received, in order to receive the ambitious timeline, modifications to the traditional process were acquired. On the other hand, the army defends its use of cost-plus contracts during the technology phase as it permitted for mo re innovation and risk-taking.The army earlier approach called for opposition amongst vendors during this phase of the ground combat vehicle program. Quoting projected fiscal pressures, the department verdict to review the development guarantees an affordable program which meets the army serious needs for an original infantry combat vehicle.