Thursday, October 10, 2019
The Use of Computers Should Be Restricted
Some people think that the use of computers should be restricted. Agree and disagree? Being invented in technology revolution, computers play an essential role in our daily life. Despite of its advantages, computers have negative effects. To be frank, I strongly agree that the use of computers should be limited. There are numerous reasons why I hold my points of view on this issue and I would like to explore only a few primary ones in this essay. The first drawback I would like to talk about is that computers make people waste time instead of doing useful things.Nobody can deny that computers bring about a variety of benefits for our life, with the help of computer our work become easier and more effective. On the other hand, computers can make students neglect their studies. They can spend so many hours on computer games or social network that they have no time for their studies, or even when they are being in class, they may not pay attention to the lesson. One thing which is equal ly important is that using computer too much, people are certainly harm to their health.Gazing at a screen of a computer, people easily have eye strain without suitable relaxing. Furthermore, electro-magnetic waves from computers affect peopleââ¬â¢s nervous systems, which is the reason why people have headache after using computer for a long time. Sitting one place and lacking of doing exercise due to computers, osteoarthritis and obesity are the serious diseases people may deal with. Finally, computers may affect peopleââ¬â¢s thoughts and characteristics. Using computer too much make people lazy instead of doing useful things such as doing housework, playing sports.In addition, people approach bad information such as violent actions, sexual videos when they have access to the Internet. This fact can lead peopleââ¬â¢s attitudes and behaviors to become bad. Otherwise, computers make people can not build their confidence when they get into reality. Using social network limit people to have face-to-face relationships and improve communication skills From what has been said above, I may come to the conclusion that people should restrict using computers. To minimise these drawbacks of computers stated above, people should have a detail plan or purpose to use it
Dota Addiction Effects in Academic Performance Essay
INTRODUCTION As time continues to run, our world keeps getting more advance and modernize and until now, it doesnââ¬â¢t stop. One of the finished products of modernization is the machine called ââ¬Å"Computerâ⬠. Since, it was invented and being developed, it gives us benefits and brings significance and importance to our lives. But as we all know that when things are not used properly, thereââ¬â¢s always a negative effect that occurs. It can be in our thoughts, behaviors, actions, and or in other ways. Computer games are slowly arousing and it is one of the things that bring the negative effect. Many people are playing and having so much fun with this that can be a form of entertainment. DOTA is one of the examples of computer games. And this is whereour topic began to star. DOTA means Defense of the Ancients. It is commonly the word that we can hear on most people especially the youth and some actually doesnââ¬â¢t have any idea about it. We usually observed some students talking about ââ¬Å"Laro tayo DOTA mamaya.â⬠or ââ¬Å"We play DOTA later.â⬠not going straight at home after school. It captures our attention when we are hearing those students talking about the thing DOTA .and actually; we observed that it affects their behavior especially in academic standing. Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the ââ¬Å"Aeon of Strifeâ⬠map for StarCraft .The objective of the scenario is to destroytheopponentsâ⬠Ancient.â⬠The two teamââ¬â¢s ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called ââ¬Å"creepsâ⬠. As in role-playing games, players level up their hero and use gold to buy equipment during the mission. The scenario was developed with the ââ¬Å"World Editorâ⬠of Warcraft III: Reign of Chaos, and was updated upon the release of the Warcraft III: The Frozen Throne. There have been many variations of the original concept; currently, the most popular is DOTA All-stars, which has been maintained by several authors during development.Since its release, Allstars has become a featureat several worldwidetournaments, including Blizzard Entertainmentââ¬â ¢s Blizz Conand the Asian World Cyber Games, as well as the Cyber athlete Amateur and Cyber Evolution leagues; Gama sutra declared that DOTA was perhaps the most popular ââ¬Å"free, non-supported game mod in the worldâ⬠. The map has gone on to influence other maps and games, including the upcoming strategy game Demigod. DOTA GAMES have now been with us for over 30 years. The Atari 2600 is nearly 25 years old. Civilization is now nearly 10 years old. Yet, many Americans fail to recognize these complex achievements as more than fads or childââ¬â¢s play. Ask most people what they think about video games, DOTA and many will respond that theyââ¬â¢re a waste of time. Many critics argue that games produce socially isolated people or promote violent behavior. DOTA games are simple, mind numbing entertainment. Playing games is a waste of time. Some of these criticisms may (or may not) be true, but to view all game playing through this lens is to ignore the broader history of games and the diverse range of game playing experiences available. In fact, the DOTA games sales charts reflect this diversity. The Sims Theââ¬Å"animated dollhouseâ⬠game where players create and play out digital fantasy hous eholds has dominated the charts for 18 months straight. There are so many computer games which is being addicted by the children or students either in high school and college and even the elementary really like the DOTA games or video games. Today millions of students has been playing DOTA games and become their habits it is so hard for them to avoid playing DOTA games. It is a big Physical and Psychological effects for them mostly to their studies. According to Guinsoo, the creator and the first head developer of Ice frog, he and his men (including ââ¬Å"Buff Me Pleaseâ⬠who had retired a few months ago) created DOTA in 2003 as a customized game in Warcraft 3: Reign of Chaos created by Blizzard Entertainment. DOTA is popular not only here in the Philippines but also in other countries like Germany, United States of America, Canada, Slovenia and England. This phenomenal PC game had released many versions, and the latest version of DOTA is DOTA All-stars 6.70. Most of its players are males, for about 94%, and the remaining players ar e females. From elementary, high school, college, out of school youth and even adults, DOTA dominates the gaming life of most gamers. DOTA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether people can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options. As DOTA arises, many issues also arise. It may be about on relationships, peers, foes, and most especially, education. This introductory message will begin to tackle the effects of playing Defense of the Ancients in academic performance among male freshmen college students of freshmen in academic year of 2010-2011. Backgrounds of the Study Technology today is very advanced and widely used by people in working, studying, communicating, and even for games and entertainment. Games are very popular with teenagers these days. It entertains them and made them have fun. ââ¬Å"Responsible gaming is an attitude we need if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, game developer and government). Statement of the problem This research seeks to evaluate the effect of DOTA game in academic Performance of Information Technology Students of STI Education Services Group Inc. Semester 2012 ââ¬â 2013. 1. Is there a significant effect in DOTA addiction to the academic performance of Information Technology Student of 2nd semester 2012- 2013? 2. Number of time spent in playing DOTA games. CONCEPTUAL FRAMEWORK This chapter presents different approaches which may be necessary to the development of this paper work. For better understanding, the researchers have sought other perspective to further discussion. Independent variableDependent variable Number of time spent in playing DOTA games Academic Performance of Information Technology Student ASSUMPTION Assumptions The researcher came up with following assumption as the basis of their studies: DOTA game affects the academic performance of Information Technology students of STI Education Services Group Inc. 2nd semester 2012-2013. HYPOTHESIS There is no significant effect DOTA game to the academic performance of Information Technology Student of STI Education Services Group Inc. 2nd semester 2012-2013. Significance of the Study The findings of this research may benefit the students, teachers as well the researcher. The result of this study will lead to the improvement of the academic performance of Information Technology Students. The result will benefit the student the awareness the effect DOTA addiction to their Academic performance and knowledge on the magnitude of effects whether it is health, study, social, and family and even money issues. SCOPE AND THE LIMITATION The study to determine the significant effect of DOTA to the academic performance of INFORMATION TECHNOLOGY Students of STI Education Services Group Inc. 2nd semester 2012-2013. The available Academic Performance Rating of Students Of 2nd semester 2012-2013 in the registrarââ¬â¢s Office will be used a basis of research study. Scope of Key Terms These terms are defined operationally for in depth understanding on the use of the words in the research DOTAââ¬â is a game expanded from version of War of War Craft, defense of the Ancients is a custom scenario for Warcraft III Information technology (also referred to as IT)- is the application of computers and telecommunications equipment to store, retrieve, transmit and manipulate data, often in the context of a business or other enterprise. The term is commonly used as a synonym for computers and computer networks, but it also encompasses other information distribution technologies such as television and telephones. Humans have been storing, retrieving, manipulating and communicating information since the Sumerians in Mesopotamia developed writing in about 3000 BC, but the term ââ¬Å"Information Technologyâ⬠in its modern sense first appeared in a 1958 article published in the Harvard Business Review; authors Leavitt and Whisler commented that ââ¬Å"the new technology does not yet have a single established name. We shall call it information technology (IT).â⬠Based on the storage and processing technology employed, it is possible to distinguish four distinct phases of IT development: pre-mech anical (3000 BC ââ¬â 1450 AD), mechanical (1450ââ¬â1840), electromechanical (1840ââ¬â1940) and electronic (1940-present). This article focuses on the most recent period, (electronic) which began around the year 1940. CHAPTER II Review of Related Literature The researcher cited related studies in local setting and foreign setting in order to support the present study. This will help the researcher to determine the similarities and differences of past studies obtain the aspect of the problem that is critical. And to determine the importance of this study. Concept of Intelligence Individuals differ from one another in their ability to understand complex ideas, to adapt effectively to the environment, to learn from experience, to engage in various forms of reasoning, to overcome obstacles by taking thought. Although these individual differences can be substantial, they are never entirely consistent: a given personââ¬â¢s intellectual performance will vary on different occasions, in different domains, as judged by different criteria. Concepts of ââ¬Å"intelligenceâ⬠are attempts to clarify and organize this complex set of phenomena. (Sternberg & Detterman, 1986). Such disagreements are not cause for dismay. Scientific research rarely begins with fully agreed definitions, though it may eventually lead to them. The Psychometric approach ever since Alfred Binetââ¬â¢s great success in devising tests to distinguish mentally retarded children from those with behavior problems, psychometric instruments have played an important part in European and American life. Tests are used for many purposes, such as selection, diagnosis, and evaluation. Many of the most widely used tests are not intended to measure intelligence itself but some closely related construct: scholastic attitude, school achievement, specific abilities, etc. Tests of intelligence itself (in the psychometric sense) come in many forms. Some use only a single type of item or question; while some instruments have different types of items, both verbal and nonverbal tests. Test-takers may be asked to give the meanings of words, to complete a series of pictures, to indicate which of several words does not belong with the others, and the like. Local setting As in any situation where new technology is introduced to the Filipino youth, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet cafà © has become mainly game centres. About one-half to two-thirds of the computers in a typical Internet cafà ©, according to one study, are devoted to games (violent and gory games). The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafà ©s have become not just game centres. They are becoming centres off addiction among the youth, mostly boys, including elementary school pupils. Accordingto one concerned Internet cafà © entrepreneur, ââ¬Å"Internet cafà ©s are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but which is certainly twisting their minds. To the young play is reality and reality is play.â⬠(Maslog C. (1998) Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers). Games come in many forms and style; like clothes, but unlike clothes however, you cannot wear them and it isnââ¬â¢t food so you cannot eat them. So why are people going gaga over such an ironically powerful phenomena? The answer lies in us, as human. Foreign Setting Lepper, M. R. &Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behavior, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behavior and loss of free thinking and will. Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviors. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behavior. Austin, Pinkleton & Fujioka (2000), quoted that ââ¬Å"parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear.â⬠Which refers to the parental consent of the player as they play a violent-oriented game. Gentile & Walsh (2002), wherein 55% of parents said that ââ¬Å"alwaysâ⬠or ââ¬Å"oftenâ⬠should parents put limits on the amount of the time their children may play computer and video games, and 40% said they ââ¬Å"alwaysâ⬠or ââ¬Å"oftenâ⬠check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of childrenââ¬â¢s video game play. DOTA basically is a game expanded from version of War of War Craft, which initially a strategic game similar to Red Alert series. But eventually evolved into current state. Gamers can play DOTA on a wide range; from single player, local LAN, or LANover internet connection with various countriesââ¬â¢ gamers. There contain variety of Heroes to be chosen as your character, there are many type of gaming modes, and different type of map for the game modes. Thereââ¬â¢s no need for me to explain how the game is conducted and the features of the game. Because there are lots of gamers who are more expert than me exist in the DOTA community. For me, this DOTA is not a difficult game for amateur; you can start play DOTA anytime and familiar with this game easily over 2 or 3 days. But one thing to remind you is, DOTA is not easy to master and play like a Pro. You can take up to several years spent on this game but still behave like amateur. There are lots of effects which DOTA brings to our society, to be particular, the youth. Bibliography * ](2011, 02). The Effects of Playing Defense of the Ancients in Academic Performance Among Male Freshmen College Students of Freshmen in Academic Year of 2010-2011.. StudyMode.com. Retrieved 02, 2011, from http://www.studymode.com/essays/The-Effects-Of-Playing-Defense-Of-580808.html * http://www.scribd.com/doc/43813815/Impacts-of-Dota-in-Students * (2011, 03). The Effects of Dota. StudyMode.com. Retrieved 03, 2011, from http://www.studymode.com/essays/The-Effects-Of-Dota-626652.html * (2011, 04). Dota: Recreation or Addiction?. StudyMode.com. Retrieved 04, 2011, from * ââ¬Å"//en.wikipedia.org/wiki/defense_of_ancientsâ⬠* (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today,Quezon City: New Day Publishers) * Lepper, M. R. &Gurtner, J (2000), United States= * Anderson and Bushman (2001) * Austin, Pinkleton& Fujioka (2000) * Gentile & Walsh (2002)
Wednesday, October 9, 2019
Research Methods Proposal Example | Topics and Well Written Essays - 500 words - 2
Methods - Research Proposal Example In order to decide about using composite or summated scale score for each question in the survey developed, it can be affirmed that the summated scale score can be used for the initial three questions. This might be owing to the reason that the results acquired from these questions will be quite limited and tends to be interrelated with one another. Though these three questions can be segregated into close-ended one, the summated scale score can be used in place of composite scale score. It is worth mentioning that the fourth and fifth questions are open-ended. It is projected that the answers or the responses of these questions will vary based on individual perspectives. Thus, the notion of composite scale score can be used in this situation. Specially mentioning, one of the functions of composite scale score scale can be ascertained as dealing with multiple data. Thus, for the questions ranging from 4-10, the applicability of composite scale score is justified (Spector, 2013). The reliability, validity along with sensitivity are often regarded as the key tools of measuring varied sorts of errors that occur while conducting a survey. The notion of reliability mainly refers to the consistency or the dependability of the respondents towards research variables. Thus, it can be measured by evaluating the results of the research. The idea of validity mainly reflects the expected results of the research. With this concern, the validity can be measured by determining the effectiveness and most vitally the viability of the research results or responses. Finally, the perception of sensitivity denotes assessing the fractions of all the possibilities related to the completion of a particular research. It is in this circumstance the sensitivity can be duly measured in the form of ascertaining the information obtained from the respondents and appropriate interpretation of such data or information (Fayers & Machin, 2002). It is quite
Tuesday, October 8, 2019
Who is the real monster Essay Example | Topics and Well Written Essays - 1500 words
Who is the real monster - Essay Example rrified by what he has done, and abandons the so-called monster to his fate, wandering alone in the world looking at first for acceptance, but as time goes on, increasingly looking for revenge for all the pain and suffering that he is forced to endure. This paper analyzes Mary Shelleyââ¬â¢s depiction of the scientist and his creature, showing how a number of key metaphors and similes, along with the conscious exploitation of extreme settings, reveal Doctor Frankenstein to be the real monster. The novel uses an interesting structure of some introductory letters at the beginning, and concluding letters at the end from a shipââ¬â¢s captain, Mr Walton, to frame the main story. The first main character to appear is ââ¬Å"a being which had the shape of a man, but apparently of gigantic statureâ⬠(letter IV) and the second is ââ¬Å"a human being...not, as the other traveller seemed to be, a savage inhabitant of some undiscovered island, but an Europeanâ⬠(Letter IV). The perspective is of a neutral observer, the captain of a ship stranded in the far north. These descriptions reveal the standard prejudices of the time, in which Europeans considered themselves superior to other races, and through their history of slavery and colonialism treated other nations as ââ¬Å"savages.â⬠The shipââ¬â¢s captain is very impressed with Doctor Frankensteinââ¬â¢s highly civilized character but it is interesting that he also uses the word ââ¬Å"creatureâ⬠when de scribing him: ââ¬Å"How can I see so noble a creature destroyed by misery... He is so gentle, yet so wise; his mind is so cultivated...â⬠(letter IV). This introduction sets up an expectation that the strange guest on the ship is a good man, who will have an inspiring tale to tell, and that there is something wild and dangerous about the giant figure fleeing into the ice. When the Doctor is taken into the ship, the perspective changes to become his perspective and the main part of the book which follows consists of Doctor Frankensteinââ¬â¢s
Monday, October 7, 2019
Solving exams questions for Corporate Risk Management Essay - 1
Solving exams questions for Corporate Risk Management - Essay Example The pure loss exposure of a company in terms of assets is that the company may lose the value of its assets to zero due to some uncontrollable risk events. The assets such as property may be lost in its value because of natural disasters such as earth quakes, tsunami etc. Example includes the companies like Nestle has big manufacturing plants internationally, that are exposed to its asset loss such as property, furniture fixtures, plant destruction etc because of uncontrollable events such as earthquakes (Williams, et al., 1998). The exposure that may arise because of the possibility of financial loss to the business is referred to as Personnel Loss Exposure. The loss to the business because of death, retirement or sickness of the key employee of the company is referred to as personnel loss. The death of Steve jobs gave significant financial loss to Apple Inc. The reason was that the Steve jobs was considered as the one who managed Apple Inc., with his innovative ideas (Williams, et al., 1998). The exposure that may arise because of the claim against the monetary damages is referred to as liability loss exposure. It creates legal responsibility of the company or person, to pay for injury or damages to another party. The insurance company takes the responsibility to pay off the damages against the liability created on the insurer. It refers to as the indirect loss exposure to the assets of the company. The most common example of consequential loss is the firm losses his clients and business because of street closure or strikes. Therefore, the consequential loss exposure is the exposure to the implied losses that may arise due to unexpected circumstances. The firm may abandon the loss exposure if the exposure already exists. This can be explained with the help of example of pharmaceutical company, which may not sell particular product because the chances of loss
Saturday, October 5, 2019
Health Care Systems in America Essay Example | Topics and Well Written Essays - 750 words
Health Care Systems in America - Essay Example The United States health care delivery has been described as a cottage industry for a long time which is characterized by fragmentation on the community, national, state, and practice level. No single state policy or entity is used to guide the health care system. Different states divide their responsibilities between different agencies. Also, health care providers who are caring for the same patients and practicing within the same community are working independently from each other. This poor deliver system is a leading cause for the overall poor performance in the system and directing it to the verge of collapsing. Families and patients are navigating unassisted across different healthcare settings and providers which results in frustrations and harmful patient experiences. Lack of clear accountability and poor communication among the multiple healthcare providers and patients is leading to numerous medical errors, duplication and waste (Kenney, 2010). Lack of quality improved infr astructure, clinical information system and peer accountability are some of the causes of the overall poor quality of healthcare. Also, intensive medical intervention and high cost are rewarded over higher-value primary care which includes management of chronic illness and preventive medicines. As far as healthcare is concerned, many nations are not getting what they deserve for their money. In the United States, an approximately 30 percent of the total health care expenditure is wasted through overuse, systematic underuse and misuse. All this happens even with increasing rate that is far exceeding the overall inflation. According to the world health organization, the United States health care system is ranked 37th in quality despite the medical cost being among the highest compared with other nations. A commonwealth fund study on the health care of the U.S. found that the country
Friday, October 4, 2019
The Olympic and Paralympic Games were held in London in Summer 2012 Dissertation
The Olympic and Paralympic Games were held in London in Summer 2012. One of the major changes to delivery of the Games that has - Dissertation Example The committee not only suggested new plans for improving the environmental issues but also had made sure that they can serve the society positively. The survey which is conducted in GSM, London, throws light on the fact that the youth are interested in sports and extracurricular activities, but due to their busy schedule they forget to take care of their health. Sports are not only refreshing but also, help in eradicating diseases to make life healthier. The youth are aware of the sport-health relationship that indicates to the fact that they can educate the mass with their knowledge and help in creating a safer and healthier world. Olympic and Paralympics Games Summer 2012 The Summer Olympic 2012 had taken place in London from 27th July to 12th August, 2012 and it was followed by Paralympics Games 2012 from 29th August to 9Th September, 2012. 205 nations had participated in the 300 events that took place in Summer Olympic. However, 147 nations joined the events of Paralympics Games 2012. ... It is also described as the mean of achieving reconciliation and peace, which is the fundamental pre-condition for the principles of sustainability that has been applied and shared by the Olympic Movement (Olympic.Org., 2013f). The following are the key stakeholders of Olympic Movement who facilitates their sustainable development: 1) International and National Sports Federations (IFs and NFs) 2) National Olympic Committees (NOCs) 3) Olympic Games and youth Olympic Games Organising Committees (OCOGs and YOCOGs) 4) Corporate sponsors 5) Media 6) Non-governmental organisations (NGOs) 7) Most importantly the public. The International Olympic Committee (IOC) is in a good position to assist the building of a sustainable future by encouraging the work with major groups, regeneration of the political commitments and also, by creating a worldwide support for actions. Sustainability Plan put forward by the organisers Sustainability can be described as the continuous project that was undertake n by the Olympic Movement (OM) and was also promoted for adoption worldwide. The process of adoption started with the execution of modest green actions. The Sustainability Plan has evolved for over 20 years since the Earth Summit, 1992. In 2012, the Olympic Games were held in London and before the grand event the supervisory committee had made a Sustainability Plan which had given shape to the overall development of the whole event. This section of the report elaborates the sustainability plan that was put forward by the organisers. London 2012 The consumer lifestyles in the developed industrial nations have dramatically surpassed the productivity capacity of the Earth. The world has already undergone ecological overshoot about 40 years ago and currently, the
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