Friday, December 27, 2019

The Extent Of The Government Role Of The American Economy

The Extent of the Government Role in the American Economy Nicolai Noordzy Northcentral Technical College The Extent of the Government Role in the American Economy The economy was one of the most pressing issues in the recent 2016 U.S. presidential campaign, which saw Republican businessman and celebrity Donald Trump closely elected over former Secretary of State and Democratic challenger Hillary Clinton. In many ways, the election can be seen as a backlash and conservative effort against the economic philosophies and policies of the two candidates and their parties, and on which candidate could better spur economic growth. The economy greatly affects all American lives, often without the people’s direct say, but nonetheless influencing how easy it is to get a job, how quickly the prices of goods and services rise and fall in a market system, and how much money people can spend or save for the future. In the third to fourth fiscal quarters of the year 2008, a severe financial crisis began to loom over the global economy, resulting in further economic downturn for the United States. Millions of people lost their jobs, and millions more wo uld not be able to find work thereafter. While the U.S. economy has improved since then, policy makers and both Trump and Clinton have argued endlessly over the best way to drive the economy successfully into the future. The division between Republican and Democratic parties, and in part the division between the candidates, reflectsShow MoreRelatedAp Exam Essays1660 Words   |  7 PagesConfine your answer to the period 1775–1783. 3. Analyze the ways in which controversy over the extension of slavery into western territories contributed to the coming of the Civil War. Confine your answer to the period 1845–1861. 4. Analyze the roles that women played in Progressive Era reforms from the 1880s through 1920. 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Thursday, December 19, 2019

Health Social Care - 3065 Words

Centre Name: East End College of Business and ComputingAnd | Centre no: 10562 | Course title | Unit number and title | BTEC HIGHER NATIONAL HEALTH AND SOCIAL CARE: LEVEL-5 | Unit 16: Understanding specific needs in health amp; social care | Student name Student ID | Assessor name | | Margaret Amankwah | Date issued | Completion date | Submitted on | | | | | | Assignment title | Understanding specific needs in health and social care | Assignment Overview: Individuals have a wide amp; diverse range of demands amp; care needs. The aim of this assignment is to make a better understanding of these demands amp; needs within the health amp; social care service system†¦show more content†¦A better understanding will pave the way for structuring amp; ameliorating the system. Task: 1A (AC 1.1 amp; 1.2) Health is mentioned as the normal state of a human’s both mind amp; physique. Often we refer â€Å"health† as sound health meaning the condition of being without sickness, pain and wound. In accordance with The World Health Organization amp; from a wider point of view health can be defined as the condition of full bodily, psychological amp; social well-being, not just the nonappearance of illness amp; disability. (WHO, 1996) With health come the issues of disability, illness amp; behavior as they are inter-connected. (Finlay, 2002) The word disability means being handicapped to lead a normal life. Disability limits someone’s normal activity amp; restricts his participation. Illness can be both physical amp; mental. Illness hinders the proper functioning of a person’s mind or body or both amp; illness may be detected by observing particular signs. Behavior simply refers the approach someone acts. There are certain standards of behavior based on cultures, no rms amp; other factors amp; someone’s behavior is judged against those standards amp; thus behavior is classified into categories like normal, abnormal, challenging amp; so on Individuals with special needs need aid from others amp; these needs arise because of their disabilities, impaired vision, autism, dyslexia, lost limbs, challenging behavior , diseases amp;Show MoreRelatedHealth Care And Social Care1989 Words   |  8 Pagesthe difference between health care and social care. Health care this is where your needs are met medically this could be through NHS, for example if someone was suffering from illness or injury etc. The national health services are in the responsibility of the Welsh Government, As for social care services are run by local authority and services could be for example would be like day care centres, adult placements and also care homes. According to (Addison 1994), â€Å"The social services in Britain, takenRead MoreHealth Care : Social Work Essay1161 Words   |  5 PagesThis paper will focus on what health care; social work is. It will also discuss my personal self-reflection on how I will prepare to work with individuals, famil ies, and communities affected by disease, illness and public health issues. Lastly a brief self- appraisal of my skills will be processed along with my hope to assist individuals, families and communities in a healthcare context. To introduce what health care, social work, is it’s important to examine it from a historical standpoint. DueRead MoreHealth And Social Care Organisations1810 Words   |  8 PagesWithin Health and social care organisations service providers have a legal duty of care to every individual ensuring their care is a priority. 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I will talk about the links between these to health issues. I will back these up through the use of evidence such as statistics. I will then conclude what I have found out. Firstly I will talk about each pattern and trend. Social Class Social class helps to deter the reasons for individual’s health and illRead MoreHealth Care For Social Justice879 Words   |  4 Pagesare difference in roles between nurses from acute care, intensive care, and emergency settings nurses, community nurses engage those issues to become advocates for social justice. Health care nurses collaborate to identify strategies for incorporating social justice aims into their work environment (Johnstone, 2011). 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Philosophies of working in partnership In workingRead MoreSocial Responsibility And Health Care1371 Words   |  6 PagesNursing is more than just the physical care that is delivered; it is the protection and promotion of health, the alleviation of suffering and the prevention and treatment of illness and injury (AHPRA, 2015). Workplace citizenship and its three core elements of team work, social responsibility and communication are essential in the nursing profession to develop skills and give the best nursing care that is possible, because of how these elements work individually as well as together. This essay willRead MoreHealth and Social Care Practice and Provision1717 Words   |  7 Pageswelfare state with social security, NHS, free education, council housing and full employment. After the war, the labour government tried to make this vision come true. The issues that needed to be tackled were want, disease, ignorance, squalor, idleness. Class notes During my lifetime I have used many services that provide health and social care such as hospitals, nursery, doctors, playgroups, schools, health visitors, etc. We have all used some of these health care providers and found

Wednesday, December 11, 2019

The Grief Lament for a Son

Question: What is Grief? Explain the different Stages of Grief. Answer: Introduction: To act emotionally is human, and human beings are perhaps the only living being who can express their emotion that can be comprehended. This emotion leads in getting attached with the people related to them or they know. The short lived attachment leads to grief form the other person or people. The reason is not death, but the feeling the one of their near one would not be there anymore. The discussion reflects on the book written by Wolterstorff named Lament for a Son, which was written in honor of their dead son, who accidentally died in mountain climbing expedition. The book became a reflection of not only the emotion of the author but also about every people who are suffering or have suffered through such loss. Stages of Grief: Many spiritual leaders have identified the five existing stages of grief which happens due to someones death or for a person who is soon going to die (Lundquist, Nelsen Irish, 2014). They are: The denial stage: People who are about to die or whose near ones who are going to die (especially whose death is unaccepted) therefore they tend to isolate themselves so that they could accept the fact which is supported by people who know but not themselves (Green, 2010). Annoyance stage: The person gets annoyed at this stage. His uncontrolled expressions of emotions reflect on his action (Dastur, 2012). The person could not control his negative reactions on life. The stage of agreement: The person starts dealing with the reality slowly. He initiates bargaining about life with God, if there could be any possible ray of hope. The despair stage When emotions are highlighted it tends to mourning. They want to go through treatments which are advanced and start believing people who provides positive vibes (Greenawalt, 2006). There are basically two types in this stage, the implication reaction and the reaction in private. The acceptance stage: here the person is totally prepared and have accepted the situation (Greenawalt, 2006). This is basically demonstrated as grieving resistance. This implies an act of bravery. The sufferer withdraws and becomes calm in behavior. The joy after losing his son: After the death of Eric, Wolterstorff realized that previously the presence of his son was considered as grunted by him. He also realized that all his love was more important and how much he loved Eric. Rather than forgetting he kept on repeating about his son. Christian narrative importance after losing Eric: Death fundamentally means the separation of the spirit from the body according to the established belief of Christians. God created mankind in the light of ancient times creatures and defined the good in it. But mankind really doesnt bother about the urge for embodiment beyond time. This generates a fear for dying. By death in light it means positive overview created after sudden death of a person and in this makes people believe that death in inevitable and it should not be feared. When the soul finds death beautiful than fearing death it is known as death in light (Mallon, 2008). The hope of Resurrection: The context in bible about death did not relieve Wolterstorff neither made him remember about the resurrection hope (Greenawalt, 2006). The consideration of not being an incessant pit regarding death is what the author believed. He could realize that something is gone. And in the closing stages of every hope he accepted. He knew that there is no hope of return for his son. He reached the point of acceptance before which everything reminded about his son, Eric (Wolterstorff, 1987). Conclusion: Any person who is dealing with these the stages of grief, have to be strong enough so that people can learn to be strong from them. From Wolterstorff people came to relate their situation and learned how to deal with the grief and the pain that one suffers from dying and death. References Dastur, F. (2012).How are we to confront death?. New York: Fordham University Press. Green, L. (2010).Understanding the life course. Cambridge: Polity. Greenawalt, K. (2006).Religion and the Constitution. Princeton, N.J.: Princeton University Press. Lundquist, ', F., Nelsen, V., Irish, D. (2014).Ethnic Variations in Dying, Death and Grief: Diversity in Universality. Mallon, B. (2008).Dying, death, and grief. Los Angeles: SAGE.

Wednesday, December 4, 2019

The Effect of Online Games to the Academic Performance of First Year Students Essay Example

The Effect of Online Games to the Academic Performance of First Year Students Paper Effects of Online Games The Effect of Online Games to the Academic Performance of First Year Students of Smcl in Year 2010-2011 (Completed from Chap. 1 to 3) CHAPTER 1. THE PROBLEM AND ITS SETTING 1.1 Introduction As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest things ever invented by man itself. In the modern age, computers have become a part of man’s life. Computers with the aid of modern machines made almost all the things around us. From the edited books, computers made all design, special effects in movies, and televisions etc. We will write a custom essay sample on The Effect of Online Games to the Academic Performance of First Year Students specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Effect of Online Games to the Academic Performance of First Year Students specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Effect of Online Games to the Academic Performance of First Year Students specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially teenagers. Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves in using a computer or a series of computers with one player in each computer to battle it out with other players using the Internet depending on the game genre. According to Wikipedia, an online game is a game played over some form of computer network. Online games can range from simple text based games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity. Effects of online games to students: Thesis statement Beyond single player games. That’s why online games are addictive to teenagers. This research focuses on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011. In here, we will know the effects of online gaming to first year students of SMCL to their studies. 1.2 Problem/Purpose The problem is to study on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011’ This research aims to study if online gaming does a positive or negative effect on first year students. The purpose of the research is to get responses from first year students of SMCL in year 2010-2011 to get proofs and ideas on how online gaming affects their academic performance, whether it is positive or negative. 1.3 Conceptual Framework This research’s framework covers about the effects of online gaming to first year students of SMCL in year 2010-2011 in their academic performance. By getting responses to first year students, data is gathered. The research is illustrated using flowchart and explained using IPO method. The Input is the first step to conduct the research. It is enclosed in an oval. The arrow next to it is called flow lines. It indicates the next step to be executed. The Process in the flowchart is enclosed in rectangular boxes. This is the step-by-step method to collect information needed for the research. The process is divided into five rectangular boxes with flow lines indicating the next step to be doned. The Output is the last step if the research. After collecting information from correspondents, data is gathered about the effect of online games to the academic performance of First year students of SMCL in year 2010-2011 and encoded to computer. 1.4 Significance of the Study The study is conducted to collect information on first year students of SMCL in year 2010-2011 regarding the effects of online games in their academic performance. This study is very helpful because those who responded to the survey can help relate their thoughts and ideas to the ff: To College Students: College students that do not play online games can get tips and ideas about how online gaming affects the academic performance of students. To Readers: Readers can get information about how online gaming affects the academic performance of first year students of SMCL in the year 2010-2011 To Teachers: Teachers will become more conscious about their students’ academic performance. 1.5 Scope and Delimitation This study is limited only to first year students if Saint Michael’s College of Laguna. It will be only conducted inside the school/college premises. 1.6 Definition of Terms The terms that are familiar to this research are listed below. They are sorted in alphabetical order: Academic- scholarly of learning. Computer- a device that accepts information (in the form of digitalized data) and manipulates it for some result based on a program or sequence of instruction on how the data is to be processed. Internet- is a global system of interconnected computer networks that use the standard Internet Protocol Suite. (TCP/IP) to serve billions of users worldwide. It is a network of networks. Online game- is a game played over some form of computer network. Research- systematic investigation to establish facts. Student- person who is studying esp. at a place or higher or further education. Survey- a gathering of a sample of data or popinions considered to be representative of a whole. Technology- the Brach of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon subjects as industrial arts, engineering, applied science, and pure science. CHAPTER 2. LITERATURE REVIEW This research contains related literature that will support the facts about the study. Review of related literature is divided in 4 parts; foreign literature, local literature, foreign studies and local studies. Foreign Literature I. History of Online Gaming According to Aradhana Gupta, online games really blossomed after the year 1995 when the restrictions imparted by the NFSNET (National Science Foundation Network) were removed. This resulted in the access to the complete domain of the internet and hence multi-player games became online ‘literally’ to the maximum possible degree of realism. Today, most of the online games that are present are also free and hence they are able to provide ample resources of enjoyment without the need to spend a single penny. According to Dachary Carey, the history of online gaming includes contributions by many different companies and entities. Online gaming began as multiplayer gaming, but has evolved to include online gaming servers and massively-multiplayer online gaming setting. 1. Multiplayer games started in 1972 with PLATO PLATO was a joint project of the UNIVERSITY of Illinois and Control Data Corporation, which enabled students to interact with other terminals for the purpose of education and computer aided learning. In 1972, new interfaces enabled students to begin creating games, and the world of multiplayer gaming began. 2. MUD was the first network game MUD in 1978 spawned a genre of network based games, enabling players on the network to interact and explore the MUD game world. MUD games ultimately paved the road for MMORPGs, with the concept of a shared world. 3. MAD on BITNET was the first worldwide multiplayer game In 1984, MAD appeared, and it was the first game to enable worldwide connectivity.MAD was a MUD accessible to anyone on the worldwide computer network, and it lasted for two years. 4. Maze War fueled development of server-host gaming Simultaneously to the development of MUDs and BITNET, a game called Maze War, which originated with NASA in 1973, was helping to fuel development of server-host gaming. Maze War paved the way for two computers connecting directly in a peer-to-peer connection, computers connecting to a server and games hosting on the server with local workstations. 5. Neverwinter Nights was the first graphical MMORPG Ð ´aunched to AOL customers in 1991, Neverwinter Nights was the first graphical MMORPG. It was integral to the development of future MMO games. 6. Doom paved the way as a first person shooter multiplayer game Doom made major landmarks as a first-person shooter game with multiplayer capabilities in 1993. You should connect and play with others via local network, or you could direct dial to other folks via your modem. Dom also spawned the creation of DWANGO, an independent service that matched players up online to promote multiplayer gaming. . Quake paved the way for modern multiplayer gaming Quake was similar to and followed Doom in 1996, but it was revolutionary for the development of one extremely important bit of technology: client-side prediction. Quakeworld introduced the concept of client-side prediction, which drastically reduced lag and made it possible for multiplayer to game simultaneously without significant server delays. 8. Ultima Online was the beginning of MMOs Massively multiplayer online games really took off with the release of Ultima Online. Quakeworld refined the technology, and Ultima Online introduced game world where players could freely interact and pummel each other. Today’s online gaming owes much to these predecessors. II. Effects of Online Gaming According to Science Daily (Oct. 22, 2007), Joshua Smyth, Associate professor of psychology in The College of Arts and Sciences of Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single player or arcade-style games. Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games. Based on the facts of Searle Huh of University of Southern California and Nicholas David Bowman of Michigan State University in April 26, 2008, with the growing popularity on online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 5 o 50 hours per week playing. Thus, research into individual characteristics that lead to excessive play is warranted. Computer games as a leisure activity have become an ever-increasing part of many young people’s day-today lives (Griffiths Davis; Durkin, 2006). More recently, with the rapid diffusion of broadband Internet services and high-end graphic cards for computers and console systems, online videos-games—games played over a certain online networks- have become more popular and attractive than ever before (Sherry Bowman, in press). In the history of online gaming, Aradhana Gupta stated that online games blossomed after the year 1995 while Dachary Carey stated that the history of online gaming includes contributions by many different companies and entities In the effects of online gaming, based on the facts of ScienceDaily in October 22, 2007, Joshua Smyth found out that online socially integrated multiplayer integrated multiplayer games create greater negative consequences but also garner far higher good results than do single player games, while Searle Huh and Nicholas David explained that online games are highly addictive. This shows that online gaming is really addictive, especially to students. 2.2 Local literature about the effects of online games According to Philippine Communications Today by Maslog C. of 1998, one social problem that has been observed is that the Internet cafe observed is that the Internet cafe has become mainly game centers. About one-half to m two-thirds of the computer in a typical Internet cafe, 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 cafes have become not just game centres. They are becoming centres of addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet cafe entrepreneur, â€Å"Internet cafes 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†. 2.3 Foreign literature about online games According to Helsingin Salomat, a cross-national World Health Organization study carried out in 2002 and published in June shows that around 20% of Finnish boys between the ages of 13 a and 15 spend more than three hours a day at the computer playing online games. The figures for â€Å"heavy user† girls in the same age group are only between 2% and 3%. In terms of the large gender difference, Finland was among the most striking examples in the entire study. Based on the facts of J.A Jacko in 2009, according to the empirical evidence, researchers found out a sense of presence, commonly defined, as â€Å"sense of being there† is an important factor for the online game users. Both studies stated that online games are really addictive to anyone who are hooked here. 2.4 Local studies about computer games Based on the facts of Justin Visda, Heinson Tan and Bryan Yaranon, online games are hard to resist, particularly if it’s only around our environment. Students find it happy and enjoyable and they eventually forget their tasks and problems, but it does a bad effect to them, which is called addiction. According to them, addiction is too much playing, and it cannot be resisted because most of the youth tells that they are bored with their everyday lives, especially to their studies. That’s why online games is addictive and it gives them enjoyment. CHAPTER 3 METHODOLOGY According to Garcia, the methodology is the chapter 3 of research papers. From all the short research papers, the methodology is already stated at start and other additional details about the methods used are only stated in the appendix. But from one scientific research statement, the methodology is one of the most important chapter that contains methods used in researching. According to Bernales, this chapter is divided into one of the following parts: 3.1 Research Design The research design clearly states what kind of research is conducted on the present study. He stated that the most common and simple kind of research which is known as descriptive-analytic which is a kind of research design for data gathering and information relating to the factors of the research topic. The researcher will use a descriptive-analytic research for it involves the present time of today’s society. The researcher chose this kind of research design because the study does not require complicated statistical explanations and it is the most commonly used research design which is very easy to handle. 3.2 Sampling Design According to Bernales, sampling design refers to the correspondents of survey if how many are they and why they are chosen. The researcher will choose the first year students of Saint Michael’s College of Laguna in year 2010-2011, as the primary respondents. These first tear students are divided into five courses: ACT-1, BSED-1 (regardless of major), BSN-1, AHRM-1, and BSBA-1. The researcher will get 10 correspondents from each of the five courses for data gathering. The researcher chose them as correspondents for the research because most first year college students are hooked into online gaming. 3.3 Research Instrument According to Garcia, in this part, the researcher explains the details and methods used in data gathering which is needed and used in order to solve the problems stated in the study. Its content must fit to the kind of research that issued in the study. The researcher will use survey questionnaires as an instrument for data gathering. Correspondents that are covered by data gathering are ten students from each first year college course of Saint Michael’s College of Laguna in the year 2010-2011. the researcher will be able to gather data if the correspondents have free time to fill up the survey questionnaires. It’s not going to be easy for the researcher to gather data from correspondents because not every time the correspondents are around inside the campus. 3. 4 Statistical Treatment of Data According to Bernales, treatment of data explains what statistical plan is used in order for the numerical data is stated. Since this is a research paper only, according to Bernales, it doesn’t need to use complex statistic treatments. It is enough to get the percentage after tallying all the answers from the questionnaire from the correspondents. After the researcher gathered all the data from the respondents, data will now be treated and process. The researcher will use a simple statistics that will be used for tallying the percentage of certain topic from the questionnaire which is written below. Count of chosen answers from the questionnaire Number of respondents The statistics which is written above will be applied after the data is treated and processed. %= INPUT Gather information using survey questionnaire Generate survey questionnaires for thesis statement Distribute survey questionnaire to correspondents PROCESS Correspondents fill up survey questionnaires Retrieve filled-up survey questionnaires from correspondents Get related ideas and topics on survey questionnaires Information about the effect of online games of First year students of SMCL in year 2010-2011 are now gathered and encoded to PC OUTPUT