Archive for January 26th, 2018

Conflicting Viewpoints

Conflicting Viewpoints

When looking for information about a particular issue, how often do you try to resist biases toward your own point of view? This assignment asks you to engage in this aspect of critical thinking by playing the "Believing Game." The Believing Game is about making the effort to "believe" – or at least consider – the reasons for an opposing view on an issue.

The assignment is divided into two (2) parts.

In Part I of the assignment (due Week 2), you will first read a book excerpt about critical thinking processes: "The Believing Game and How to Make Conflicting Opinions More Fruitful" at http://www.procon.org/sourcefiles/believinggame.pdf. Next, you will review the Procon.org Website in order to gather information. Then, you will engage in prewriting to examine your thoughts.

Note: In Part II of the assignment (due Week 4), you will write an essay geared towards synthesizing your ideas.

 

Part I – Prewriting: Follow the instructions below for this prewriting activity. Use complete sentences and adhere to standard rules of English grammar, punctuation, mechanics, and spelling.

My topic of choice is Drinking Age-Lower it? I oppose lowering the drinking ageMake this one page only

1. Select one (1) of the approved topics from the www.procon.org Website and state your position on the issue. 

2. From the Procon.org Website, identify three (3) premises (reasons) listed under either the Pro or Con section – whichever section opposes your position.

3.For each of the three (3) premises (reasons) that oppose your position on the issue, answer these "believing" questions suggested by Elbow:

What's interesting or helpful about this view?

What would I notice if I believed this view?

In what sense or under what conditions might this idea be true?"

The paper should follow guidelines for clear and organized writing:

Include an introductory paragraph and concluding paragraph.

Address main ideas in body paragraphs with a topic sentence and supporting sentences.

Adhere to standard rules of English grammar, punctuation, mechanics, and spelling.

Your assignment must follow these formatting requirements:

Be typed, double spaced, using Times New Roman font (size 12), with one-inch margins on all sides; citations and references must follow APA Style format. Check with your professor for any additional instructions.

Include a cover page containing the title of the assignment, the student's name, the professor's name, the course title, and the date. The cover page and the reference page are not included in the required assignment page length.

 

English Homework

English Homework

  • Ethical Dilemma Memo Instructions
  • Prepare a memo for distribution to first-year students in which you introduce the ethical dilemmas they will face in college. For instance:
  • • If you received a final grade of A by mistake, would you inform your professor?
  • • If the library lost the record of books you’ve signed out, would you return them anyway?
  • • Would you plagiarize and would that change in your professional life?
  • • Do you support lowering standards for student athletes if the team’s success was important for the school’s funding and status?
  • • Would you allow a friend to submit a paper you’ve written for some other course?
  • • What other ethical dilemmas can you envision? Tell your audience what to expect,and give them some realistic advice for coping. 

Write About A Challenge Or An Achievement That Changed Your Life And Shaped You To Who You Are Today.

Write About A Challenge Or An Achievement That Changed Your Life And Shaped You To Who You Are Today.

 In this essay, in the Self-Analytical Narrative, you will be the encoding writer; you will be embedding theories, using symbolic meaning, direct/indirect characterization such as Frued's and Lacan's theories. The Self-Analysis Narrative essay can be the retelling of an episode, an incident with embedded deeper meaning. Please follow the assignment I attached. I need it asap, t 

Application Of Theory To Practice U2 IP

Application Of Theory To Practice U2 IP

There is a Theoretical Framework section of a consulting proposal. Building upon your developing knowledge of Action Research/Appreciative inquiry/Proposal Consult, compose this section in 6 pages (not including the title page, table of contents, or reference list) addressing the elements below:

  • Explain the theory  and practice of action research and how AR generates new knowledge for the system and why this is so important. Include at least 5 different sources, properly cited.
  • Explain the philosophy and theory of process consultation and how PC emphasizes the helping relationship. Include at least 3 different sources, properly cited.
  • Explain the philosophy and practice of appreciative inquiry. Discuss why dialogue is such an important aspect of AI. Include at least 3 different sources, properly cited. 

APA format, Minimum 6 Pages, scholarly references only

 

DISCUSSION 2

DISCUSSION 2

Explain the meaning of the term 'fallacy' in logic use reliable sources, and provide your references).

· Use the Internet to locate at least two (2) advertisements that exhibit any of the following fallacies: equivocation, false authority, ad hominem, appeal to ignorance, or bandwagon. Post the videos in the discussion. 

Next, identify and discuss the fallacy used in the selected advertisements where exactly is the mistake of reasoning being committed? 

· Remember that a fallacy is a faulty argument, so, in order to properly identify the fallacy you need to first identify the argument with its two crucial parts (what are those parts?  

· Discuss the primary reasons why you believe that the advertisers have used the fallacy in question, and examine whether or not their use of this type of fallacy is effective.

 

Practice: AR, PC, And AI U2DB2

Practice: AR, PC, And AI U2DB2

  • Explain  Action research, Appreciative Inquiry and Process consultation  (AR/AI/PC) and the key distinctions and highlights of EACH method.
  • Use resource:  
  • Hanson, P. G. (2000). The self as an instrument for change. Organization Development Journal, 18(1), 95-105. ABI Inform

 

Ethiopian Diaspora

Ethiopian Diaspora

Give examples as to how the practice of Ethiopian Christianity is essentially connected to the history and politics of Ethiopia.

 

 What caused the Ethiopian diaspora? Did the religious musical tradition change in North America? 

 

Describe the training an Ethiopian musician undertakes to become a church musician.  

 

Iceland Presentation

Iceland Presentation

 need a 1-2 minute lightening presentation of the proposal attached 

  Section 1: research question or objective
 Section 2: methods 

I also need what to tell during slides in a word document.

Application Of Theory To Practice U2 IP

Application Of Theory To Practice U2 IP

Application Of Theory To Practice U2 IP

 

Violence And Video Game

Violence And Video Game

The Effect of Video Games depends upon personal makeup.

   Video Games are like much of mass media in that personal background and family determine the effects. Rather than a simple mechanism of violent video games = negative effects, the process is strongly influenced by personal mental makeup, choices in usage and family background. Many people choose to play video games for positive reasons such as challenging themselves to learn a complex system, to have a topic of conversation with friends, or to explore a new skill area. This is a critical point to make when discussing video game effects and the reason that the simple ideas about violence simply don't work.

A. Top selling video games include a range going from single-shooter games to more socially responsible ones such as The Sims. Most popular video games 2017. A top seller is sports games, such as the Wii with tennis, bowling and others. Women especially choose Wii games and others that are less focused on violence. Top female games.

1. 1. B.  Complex video games can increase user concentration and the processing skills needed. Many games can take up to 100 hours to learn the system, it's rules and levels, and work though it. A positive of this is that it teaches users to see mistakes as learning segments, and to search for different methods of problem-solving that encourages creativity. The complexity of games allow you to choose to be good or evil, to explore the differences in behaviors, which allows you to see consequences and even empathize with multiple other views. The popularity of multiple-player games makes the games more a social gathering rather than reinforcement of negative personal traits. The positive effects of this are seen in users at all ages, even in Nursing Home Players. 

2. 2.

C. If a negative effect of playing video games was prevalent, it would have shown up more after more than a decade of millions playing violent games. Research that has been conducted on effects has not demonstrated a clear link at all. This lack of evidence was a strong factor in the Supreme Court overturning  in 2011 a California ban on renting violent video games to minors because of the presumed lack of affect.

D. Critics of video games tend to promote a pre-existing bias not based on solid research support. Much of the complaints are simple content analysis, measuring what is seen as if the effect of that is certain. This type of proof by implication was previously seen in the comic book scare by Dr. Frederick Wertham who claimed that comic books caused violence in youth.  It is this kind of simple cause-effect argument that is used to claim that video games cause violence. It is appealing to be able to confidently proclaim, after one of the regular school shootings in America, that the cause was “he spent a lot of time alone, playing Doom and Duke Nukem for hours at a time.” Instead, these events are often a result of serious mental illness unconnected to video games directly.

E. The most persuasive argument on video game concerns is that producers, and users, must consider these “least capable”, mentally unstable audiences when thinking of possible harmful effects of their products. Other media products, such as children’s television programming, has minor regulation, such as not promoting smoking by characters, designed to limit harmful effects.

 

 

 

Question: 

Since there is no conclusive evidence that violence in video games makes users violent, the onus shifts to you to determine how to use them well. Describe, in your personal experience, if you have noticed any negative effects of video games, even temporary ones, that could possibly be described as increasing violent tendencies or thoughts.

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