Saturday, December 28, 2019

Chinua Achebe s Things Fall Apart - 1041 Words

In order to be capable of understanding a novel from another country, it is imperative for one to understand the culture of this other world. The culture of Nigeria is vastly different from the Western society in which we live in. In Chinua Achebe’s novel, Things Fall Apart, culture is immediately introduced in the most fundamental of manners. While the English reader explores the culture of Nigeria in the first several chapters it is evident that their culture is a major literary element for developing the characters and settings of the novel. Achebe uses the element of culture in order to explain his culture foremost and then that the Nigerians are maybe not so different from the Western World after all. Achebe writes to display that the†¦show more content†¦Their wrestling match was not easy however because Achebe uses imagery to expose that â€Å"every nerve and every muscle stood out on their arms, on their backs and their thighs, and one almost heard them stret ching to the breaking point† (3). The strain that appears in their fight is used to strengthen the image of Okonkwo’s already strong physical appearance. Amanlize who Okonkwo â€Å"threw† in the fight was â€Å"one the fiercest since the founder of their town engaged a spirit of the wild for seven days and seven nights† (3). This is comparable to the creation story in the Bible. God created the universe in seven days and seven nights just as the founder of Okonkwo’s village fought with a nature spirit. This is an example how Achebe conveys his theme through the cultural elements because it shows a similarity between the culture of Nigeria and the culture of the Western World. In continuation of the construction of Okonkwo, he is the epitome of the culture’s idea of success in sharp contrast to his father, Unoka. Unoka plays a paramount role in the novel by juxtaposing Okonkwo’s character completely. He is â€Å"a loafer† and â€Å"poor and his wife and children rarely had enough to eat† (5). In addition he â€Å"piled up his debts† (5), and when he died he â€Å"had no title at all† (8) and did not give his son a â€Å"barn to inherit† (16). The exhibition of these characteristics of Unoka represents

Friday, December 20, 2019

Persuasive Speech Dr. Martin Luther King, Jr. - 1334 Words

In any good speech, the most important part of the speech is not what is said during the speech, but what the audience feels and remembers after the speech was over. Dr. Martin Luther King, Jr., a powerful advocate of African American rights, was an expert at convincing his audience to feel and react to his speeches however he wanted them to. One of the main ways he achieved this was through the use of the artistic proofs. The ‘artistic proofs’ is a term coined by the ancient greek philosopher known as Aristotle (User). The artistic proofs consist of three types of persuasion that appeal to people in their own unique ways. The names of these persuasions are ethos, pathos, and logos. Apart, these proofs can persuade an audience to†¦show more content†¦King explains to the clergymen, whom the letter is written to, why it is important to protest peacefully as he has been doing across the United States. Dr. King says â€Å"Just as the eighth century prophet s left their little villages and carried their â€Å"thus saith the Lord† far beyond the boundaries of their home town, and just as the Apostle Paul left his village of Tarsus and carried the gospel of Jesus Christ to †¦ I too am compelled to carry the gospel of freedom beyond my particular home town† (King 3). Dr. King refers to the Bible in the very first page because the primary audience of this letter is many Caucasian clergymen and a rabbi who criticized his being in Birmingham and his leading peaceful protests in the city. The clergymen decided among themselves that Dr. King’s protests and calls for action were annoying and unnecessary in the world they lived in. Because of this, Dr. King needed to explain his movement in a way that the clergymen would be able to understand and agree with. The Bible is something that they cannot argue with due to their religions and they are likely to listen to the argument that Dr. King wrote in his jail cell if it was deeply rooted in what they all believed in. The second artistic proof that Dr. King used in his â€Å"Letter from Birmingham City Jail† was logos. Logos is the next most important of the artistic proofs because of how Dr. Martin Luther King,Show MoreRelatedDr. Martin Luther King Research Paper1430 Words   |  6 PagesCommunications Essay DR. MARTIN LUTHER KING JR. SPEECH â€Å"I HAVE A DREAM† Martin Luther King Jr. was born on January 15 , 1929 and died on April 4, 1968. He was born Michael Luther King Jr. but decided to change his name to Martin. Both Martin Luther’s grandfather and father were pastors of the Ebenezer Baptist Church in Atlanta. Martin Luther carried on the tradition and served as pastor from 1960-1968 (Nobel Prize, 1). He was a big part of the civil rights movement for his raceRead MoreMartin Luther King s I Have A Dream Speech961 Words   |  4 PagesMartin Luther King Jr.’s Historic â€Å"I Have a Dream† Speech Dr. Martin Luther King’s â€Å"I Have a Dream† speech was written and delivered on August 28, 1963, on the steps of the Lincoln Memorial and remains one of the most historically influential and world-changing speeches of all time. Fifty-two years later, this speech is considered to be one of the best persuasive speeches ever delivered. Dr. King is not only attempting to persuade his audience to understand the plight of minorities in the UnitedRead MoreRhetorical Analysis Of I Have A Dream Speech710 Words   |  3 Pagescivil rights activist Martin Luther King Jr. delivered his famous â€Å"I Have a Dream† speech. He delivered his speech at the March on Washington for Jobs and Freedom where he called for an end to racism in the United States, and civil and economic rights for all. He presented his speech to over 250,000 people on the steps of the Lincoln Memorial in Washington D.C., and he delivered a defining moment of the Civil Rights Movement. Martin Luther King Jr. intended for his speech to gain support for theRead MoreRhetorical Analysis Of I Have A Dream Speech1198 Words   |  5 PagesThe, â€Å"I Have a Dream† speech given by Dr. Martin Luther King Jr. is arguably the most emotionally moving and persuasive speech of all time. But, to understand the speech one must first understand the context. At this time, the slave era was far gone but, not forgotten. Negro men and women were still experiencing segregation in the 1960’s. There was negro bathrooms, negro schools, negro water fountains, and even negro restaurants. Martin Luther King Jr. was an influential black man who took on theRead MoreMartin Luther King Jr.2438 Words   |  10 Pageswill understand what Martin Luther King Jr said in his infamous speech on August 28, 1963, and recognize the power and beauty in his words. In the â€Å"I Have a Dream† speech, Martin Luther King, Jr. persuades the citizens of the United States that they should no longer accept segregation, and all men should be created equal, as our Constitution states. In this fight though, we can not use violence, but use the power of words, and not stop until every human being is free. This speech was given in a timeRead MoreAnalysis Of Vincent Van Gogh s The Starry Night Painting1180 Words   |  5 Pagesanalyzed, you can feel what he was trying to portray not only through the Starry night painting, but the rest of his paintings as well. 2. Select a discursive artifact (such as a speech, an essay, or song lyrics) and show how the five canons of rhetoric are operating in it. - The famous speech by Martin Luther King Jr. â€Å"I Have a Dream,† given to an audience at the Lincoln Memorial on August 28, 1963 is a perfect example of Aristotle’s five canons of rhetoric. First of all, invention can be seenRead MoreRhetorical Analysis Of I Have A Dream Speech923 Words   |  4 Pagesas over 250,000 protesters sit or stand as close as sardines; watching, starring, as Dr. Martin Luther King Jr. goes up to a pedestal and proceeds to speak a speech that will resonate in this country for years to come. Dr. King wrote his â€Å"I Have a Dream† speech for the March on Washington for which he presented his speech in front of thousands of Civil Rights protesters and activists. In this exhortation, Dr. King beats down the issues of human rights, Jim Crow laws, and racism with the rhetoricalRead MoreLetter from Birmingham Jail Rhetorical Analysis- Martin Luth Essay1384 Words   |  6 Pages Martin Luther King, Jr. Analytical Ess ay Violence, force, bribery. These are just the few of the many ways figures all throughout history have come to implement their ideas among others. Whether it be through force or logic, there needs to be some form for persuasion to pass of your claim. Dr. Martin Luther King, Jr., promoter of social justice, utilized rhetorical strategies to persuade his opponents of his claims. When Dr. King received a letter fromRead MoreDr. King s Speech986 Words   |  4 PagesOn August 28, 1963, Dr. Martin Luther King, Jr. the great Civil Rights activist, delivered one of the most powerful, influential, and famous speeches, I Have a Dream, to thousands of citizens at the Washington D.C. Lincoln Memorial. Dr. King s memorable speech occurred in a dire moment of the Civil Rights movement. His argumentative speech persuaded people in opposition to civil rights by using different methods of rhetorical appeal. Dr. King s speech was so interesting, because of the combinationRead MoreWho Is Your Favorite Political Leader And Why?1382 Words   |  6 Pagesbe a political leader. Effective leaders are persuasive; Bill Clinton had an exceptional sympathy to the sentiments of others. This aided him to institute great trustworthiness. Since he did not administrate in an untainted ideological manner, this ability allowed him to keep supporters on his side, even when he was signing bills for which they convincingly disagreed. There is diminutive uncertainty that his loyal supporters would have created persuasive opposition if the same bills were introduced

Thursday, December 12, 2019

Overview of a School Concert Essay Example For Students

Overview of a School Concert Essay MCA concert 2014 took place in AATF Sports Complex. The concert started by 5:00 pm and first off was the preschool students and elementary students. Everyone was entertained to see such enthusiastic and energetic performances from these little kids who poured their hearts out in performing. Some Performances was also joined by some teachers, who were directing the little children in front of the stage. It was truly amusing to see these students dance without any trace of nervousness and be nonchalant and so happy. Adding up to this radiant atmosphere are the parents whose showing full support on their kids and are very near to the stage making sure to take good videos and photos and that their son/daughter can see and her them cheer. The preschool and elementary students was followed through by the high school students who worked very hard for this day. There were a total of 27 sections in the high school department to perform but no one dared to miss even just a part of it. The performance of the high school department was opened by the fourth year excellence. Every performance enthralled the judges and the audience. Each performance reflected the effort given by each student. Each section gave everything for a pleasurable and gratifying and to make a great sale of tickets. Every section may only be given few minutes but each performance holds so much, as if you’ll see their hard work given during their practices and it showed everything they did to give praise through their performance. Their entire endeavor was not wasted though, and was recognized after the concert. Awards were given to the best performances each year level which was received by Grade 7 Contentment, Grade 8 Sympathy, Grade 9 Justice and 4th year Excellence. Also charity award was given to those who donated for our school’s cause and the first place was given to Jersey Keith Pineda. The overall champion was the 4th year Excellence who also made a record of having the highest sale of tickets ever. The Highest performance scores were acquired by fourth year Endurance, grade 8 Goodness and fourth year Excellence, respectively. But to think of it the best performances are not those which got applauded the most but rather those who truly had fun performing and showing their God-given Talents while at the same time gave honor and praise to our almighty God. It was stated by many faculty members, students, and even parents that this has been the best concert we had for years. Truly MCA concert brings out the beat in us. It brought out leadership skills, team work and perseverance from each section. But more than the fund raising, lights, the performances and the awards, the most important thing that this concert had done to us was inculcating stronger faith in God and teaching us to dedicate and offer everything to Him.

Wednesday, December 4, 2019

Early to Bed free essay sample

Early to Bed Early to bed early to rise makes a man healthy wealthy and wise, is one of the most widely quoted proverbs from Benjamin Franklins Poor Richards Almanac. This proverb Is seldom disputed however I fall to see the logic behind it. I think that he who goes to bed early misses out on a lot of things and must be antisocial. Let us Just say that everybody In the world sleeps eight hours a day, and every one goes to bed at about eleven and gets up around seven but he who wishes to be healthy, wealthy , and wise goes to bed around eight and wake up at about four.He would still get the same amount of sleep as the rest of the world because not only did he go to bed early but he got up early too so that destroys the logic that he would get more sleep and therefore feel healthier. We will write a custom essay sample on Early to Bed or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page If you were to sleep longer than the average person you might be able to think more clearly which over time might improve ones physical and mental health which I suppose could be interpreted as wisdom, but as we have established early to bed early to rise does not result in more sleep.Perhaps if one were to wake up before he rest of the world they would have peace and quiet which would give them an opportunity to read which could make one more wise, but who can really learn that early in the morning? Who exactly is going to become wealthier as a result of going to sleep earlier and waking up earlier? I think that the average business person would become less wealthy as a result of going to bed and getting up early. It would be pointless for a company to open before the average consumer is even awake and it would be foolish o miss out on business due to closing early so ones employees could get to bed early.I suppose that if one were a cat burglar one might become more wealthy by con ducting business while most of the world is still in asleep, but I think most of the world would miss out on business by having hours that conflicted with the rest of the worlds. Early to bed early to rise makes a man healthy wealthy and wise? Well it has yet to be proven. Perhaps early to bed late to rise might improve ones health. Its offering to determine how one is to obtain wisdom merely by going to bed early and getting up early, unless maybe there are some really good documentaries on P.B. S. Really early in the morning. If one enjoys being alone waking up early might be the thing to do but one should not be mislead by the proverb. Early to bed early to rise wont make you healthy, wealthy or wise. Proverb is seldom disputed however I fail to see the logic behind it.

Thursday, November 28, 2019

Violent Video Games and How They Affect Youth Violence

Table of Contents Abstract Introduction Literature Review Anti-Violent Video Games Findings Pro-Violent Video Games Findings Conclusion References Abstract A number of studies have been conducted to investigate the influence of violent video and computer games on children and the youth. This research paper seeks to discuss the findings of studies conducted on violent video games and how they influence youth violence and aggressiveness.Advertising We will write a custom research paper sample on Violent Video Games and How They Affect Youth Violence specifically for you for only $16.05 $11/page Learn More Although some of the research findings have revealed that there is negligible relationship between the two, a significant number of the studies have found a positive correlation between the playing of violent video games and negative behavior like aggression, bullying, fighting, and desensitization among the young people. Researchers who condemn the p laying of violent video games argue that children under the age of 12 are greatly influenced and the effects can be long-term. Concerning the teenagers and the older youth, negative impact especially on aggressive behavior is also reported. However, the researchers have identified some crucial limiting factors, especially on the youth. They include; gender, age, and an individual’s level of education. These factors have been shown to play a central role when it comes to differentiating between the make-believe and real-life situation as far as violent video games are concerned. The research paper will conclude that a lot of research into violent video games and the youth need to be done in order to provide more evidence either for or against their use by the young adults. Introduction The need to understand the causes of violence and aggression among the youth in the United States of America has been in existence for a long period of time now. Meaningful research into this is sue started over 50 years ago with most of the researchers depicting conflicting findings. In recent times, violent video games have been on researchers’, local presses’, and politicians’ spotlight as the main causes of the reported criminal violence perpetrated by young adults (Anderson, 2005). This was triggered by the random shootings orchestrated by two youths, Lee Malvo and John Mohammad in Washington, DC. However, despite the overwhelming outcry against the youth playing violent video games, there are a number of researchers and advocates who oppose the idea of directly linking the exposure of young adults to violent scenes and their aggressive behavior.Advertising Looking for research paper on psychology? Let's see if we can help you! Get your first paper with 15% OFF Learn More For them, there is no conclusive evidence to support the idea apart from the unreliable and non-standardized ways of collecting and analyzing/interpreting data used by their opponents (Ferguson, 2007). Literature Review This section seeks to highlight some of the research findings conducted by various researchers. It aims to draw the line between those who advocate for the scrutiny of the type of video games which the youth are allowed to play and those who see no problem at all when youth play violent video games. According to Anderson, Donnerstein, Johnson, Wartella (2005), most American teenagers are significantly influenced by the violent video games they play. The findings of their study strongly support the idea of the negative impact as a result of exposing young people to violent video games. Bryant and Bryant (2003), on the other hand, investigated the impact of the violent video games on teenagers (15-19 years of age). They further sought to find out if inherent personality traits do determine the degree of the influence of playing the games. The effects of the violent scenes from the various media sources and real-life situations ha ve also been studied by Funk, Pasold Heidi (2004). The results of their research reveal that continued exposure of children to violent scenes from televisions and playing of violent video games do greatly affect the children through their youth and adulthood. Moreover, Jonathan (2002) in his book explores the scientific evidence of the relationship between aggression and the playing of violent video games by the youth. The findings of his investigations into the issue reveal that there is a positive correlation between aggressiveness and exposure to violent scenes either from video games, television programs, or movies. His conclusions were similar to those found later by Woodard Gridina (2006). However, arguments to the contrary have been advanced by other researchers like Stupak (2004). The advocates of violent video games claim that there are little or no negative effects of playing these games especially by the youth. Instead, they cite a number of positive effects of playing violent video games. Stupak argue that the games aid in the child’s development and provide an avenue for letting out anger especially by the youth instead of acting them out in real-life situations on their colleagues. Other positive impacts of playing video games, according to the advocates, include but not limited to; therapeutic uses, training of hand-eye coordination, and simulation techniques for the older youth.Advertising We will write a custom research paper sample on Violent Video Games and How They Affect Youth Violence specifically for you for only $16.05 $11/page Learn More Ferguson (2007), a renowned researcher in modern time offers a tough critique of research findings conducted by those who advocate for the abolishing of violent video games among the youth. Recent research has revealed that there has been a systematic bias in the publication of research findings into violent video games and their effects on the youth by various pu blic media outlets (Ferguson, 2007). While researchers have come up with varying opinions concerning the effects of violent video games on the youth, it is important to note that a lot more needs to be done if the contestations on this topic are to be minimized if not eliminated. Anti-Violent Video Games Findings As mentioned in the earlier parts of this paper, considerable research has been conducted to validate the idea of the negative effects of violent video games among the youth. The findings, however, have been faced with controversy and contestation. A research conducted by Gentile and Anderson (2003) revealed that aggressive thoughts and behavior manifestations increase considerably among the youth after they are exposed to violent video games, films, music, or television. Some psychological theories advocate the observational learning and the researchers have cited these theories in supporting their arguments. The children are believed to learn by imitating what they encoun ter by perception/sight. The degree of the influence is believed to depend on individual differences (Woodard Gridina, 2006). According to Anderson et. al., there is a positive correlation between youth violence and violent video games. They investigated American youth and their individual reaction to violent images on television, and the abstract violent scenes in video games. Most reported being disturbed by games depicting acts of terrorism and nuclear war especially by the thought of what would happen if it was to occur in real-life. A number of them have been influenced by the violent video games and believe that it is a means of reacting to some situations in life. More than half of those investigated, according to the research findings, confessed to having ever thought of acting them out in real life. The tendency to act out what had been seen was reported mainly by the male participants. In their book, Gentile and Anderson present the findings of their study on youth and vi olent video games.Advertising Looking for research paper on psychology? Let's see if we can help you! Get your first paper with 15% OFF Learn More The participants in the study were youth pursuing their college studies. Some were made to play an extremely violent game (Wolfenstein 3D) while others played non-violent games. Those who played the violent games were more likely to display aggressive behavior to other persons compared to those who played non-violent video games. Their conclusions reveal that violent video games have significant impacts on the youth. The research findings have been consistent across the board. This is on the various types of studies like longitudinal, experimental, and cross-sectional and also across the different visual media like video games and movies. Research findings indicate that continued exposure of adolescents to violent video games increases the likelihood that they will depict physical aggression towards their peers or other people in general (Jonathan, 2002). Aggressive behavior has been defined by researchers in this category as any act or behavior that is willingly intended to cause o r prolong harm on someone else. These may include bullying, hitting with an object, or the reluctance in aiding someone in pain or distress (Slater, Kimberly, and Anderson, 2003). Further results from other researches demonstrate the relationship between the levels of aggression and violent video games. These studies were motivated by the prospect of the idea that inherently aggressive individuals prefer violent games rather than the violent video games causing the aggressiveness (Bryant Bryant, 2003). The authors, in their study, investigated the effects of playing violent video games on individuals in their late teenage. The participants in the study were aged between 15 and19 and were all freely exposed to play video games with violent scenes. About two thirds of them were found to have increased aggression when it comes to dealing with real-life situations. Furthermore, according to the study, those with inherent aggressive trait were more influenced by the violent video games as compared to those with very low hostile tendencies. Hence, the violent video games serve to increase the aggression, especially among the youth (Bryant Bryant, 2003). Another crucial area of investigation identified by researchers is on the various avenues through which the youth can be exposed to violent scenes. They argue that the exposure of violent images to the youth in the course of their development may determine the extent of the effects. The exposure of children to violent scenes as they grow may end up desensitizing them significantly (Slater, et. al., 2003). According to Funk, Pasold Heidi (2004), there is a significant desensitization of the youth from prolonged exposure to real-life, video game, and movie violence. In their journal, they evaluate the findings of their research into the relationship between the exposure of children and teenagers to violent scenes in real-life, playing video games, and watching movies with violent contents. The findings of the resear ch they conducted on American children estimates that by age 18, the average American child will have been exposed to over 200,000 acts and scenes of violence on television programs alone. The researchers conclude that children who play violent video games or are exposed to images of brutal killings, rapes, and bombings will most likely be desensitized to acts of violence and may perceive them as acceptable ways of responding to daily-life stresses and frustrations (Funk et. al., 2004). In deed, more recent researchers have focused on determining the contribution of exposure to violent media and later manifestations of aggressive behavior. After conducting their research into the prevalence of aggressive behavior, Woodard Gridina (2006) provided statistics and facts as far as media violence and the youth is concerned in the United States of America. They conducted a research on violence depicted in the various media like the television, movies, and video games and how they affect c hildren’s aggressive behavior later in life. Their findings revealed that there is a positive correlation between the children’s interaction with violent scenes from the media and their aggressiveness. Moreover, they sought to find out whether the youth involved in violent crime have any experience with violent video games. The need to investigate this area was triggered by the tragic series of school shootings witnessed in the various states of American from 1974 to 2000. Researchers wonder what evil would convince a student to turn against his colleagues! Among other underlying reasons, it was established that about 13% of the perpetrators were addicts of violent video games, about 25% in violent movies, and another 25% in violent books (Woodard Gridina, 2006). Pro-Violent Video Games Findings In spite of the overwhelming findings against the playing of violent video games by the youth, some researchers still hold that there is no sufficient evidence to validate the claims. This controversy is what has complicated research into the topic of violent media and the youth. The researchers argue that the methods used to collect, analyze, interpret, and draw conclusions are not acceptable and hence the end results are misleading (Ferguson, 2007). As much as these researchers may not object in totality the insights that some findings provide, it is the perceived negligence of the limiting factors that throws the dream for consensus into disarray. The advocates for violent media argue that their opponents have very shallow definitions of what aggression or violence means (Stupak, 2004). Also, the omission of other contributing factors to aggression and violence brings further contention. They claim that the opponents ignore other antisocial characteristics and blame everything on violent video games. According to Ferguson (2007), the test conditions employed by researchers and their subsequent results are not worth being used in general in the real wo rld. He specifically points out experimental settings which according to him are artificial and there is limited time to make meaningful observations. Hence, in Ferguson’s opinion, the findings cannot be generalized. The sample used to conduct the studies has been identified to be usually very small and thus non-representative (Stupak, 2004). Other researchers with similar opinions have conducted their studies to validate their arguments. They claim that the effects of violent video games on the youth exist but very negligible to be taken seriously. Teenage violent crimes have been on the decline from 1995 to 2006 in the United States of America despite the reported sharp increase in popularity of violent video games among the adolescents over the same period (Ferguson, 2007). Ferguson further asserts that violent video games help the adolescent boys relieve their natural aggression instead of acting it out on their peers which would cause physical harm. Conclusion From the f indings of the various researches and the reactions thereof, it is evident that the entire research community investigating the effects of violent media on the youth is sharply and clearly divided. The arguments for and against the playing of violent video games have been advanced. The temptation to conclude which side wins may not be as easy as one may think. It is therefore evident that the investigations into this topic are far from over. More reliable and valid research methods need to be designed if this topic is to be exhaustively concluded. Since psychology is a science in itself and that scientific methods must be adhered to the letter, contradictory findings are the ones that will lead to the ultimate and conclusive finding as far as the topic is concerned. References Anderson, C. A., Donnerstein, E., Johnson, J. D. Wartella, E. (2005). The impact of violent video games on the youth. [Peer Reviewed Journal] Psychological Sciences in the  Interest of the Public. Vol. 6 (2 ), 72-112. Bryant, A. Bryant, J. (2003). Media and the Youth: Effects of violent video games on adolescents. [Peer Reviewed Journal Article] Journal of Applied Developmental  Psychology. Vol. 25(3), 321-356. Ferguson, C. J. (2007). Effects of violent video games: Evidence for literature publication bias. [Peer Reviewed Journal] National Institute of Mental Health. Vol.10 (2), 431-478. Funk, J. B., Pasold, T. Heidi, B. (2004). Exposure to violence in real-life, video games, internet, and movies: Is there desensitization? [Peer Reviewed Journal] Journal of  Adolescence. Vol.27 (4), 3-45. Gentile, D. A. Anderson, C. A. (2003). Violent Video Games: The Effects on the Youth. Mc Graw Hill Plc. Jonathan, I. F. (2002). Media violence and its influence on youth aggression: the assessment of  scientific evidence. Toronto: University of Toronto Press. Slater, M. D., Kimberly, H. L., Anderson, L. L. (2003). Violent video games and aggressiveness in adolescents. [Peer Reviewed Journal] Science Journals. Vol. 31(2), 213-247. Retrieved from ProQuest database. Woodard, E. H. Gridina, N. M. (2006). Use of the Media in the Home 2006: The 10th annual  survey of children and parents. Philadelphia, PA: The Annenberg Public Policy Center of the University of Pennsylvania. This research paper on Violent Video Games and How They Affect Youth Violence was written and submitted by user Teagan Cantrell to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Sunday, November 24, 2019

Family Dermestidae and Dermestid Beetles

Family Dermestidae and Dermestid Beetles The family Dermestidae includes skin or hide beetles, carpet beetles, and larder beetles, some of which can be serious pests of closets and pantries. The name dermestid comes from the Latin derma, for skin, and este, meaning to consume. Description Museum curators know dermestid beetles all too well. These scavengers have a reputation for devouring museum specimens. Dermestid beetles protein-eating habits make them equally valuable in museum settings, however, as colonies of dermestids can be used to clean the flesh and hair from bones and skulls. Many entomology students have encountered dermestids as pests, too, as theyre known for their rather bad habit of feeding on preserved insect specimens. Forensic entomologists look for dermestid beetles at crimes scenes when trying to determine the time of the death of a cadaver. Dermestids typically appear late in the decomposition process, when the corpse begins to dry out. Dermestid adults are quite small, ranging from just 2 mm to 12 mm in length. Their bodies are oval and convex in shape, and sometimes elongated. Dermestid beetles are covered in hair or scales, and bear clubbed antennae. Dermestids have chewing mouthparts. Dermestid beetle larvae are worm-like, and range in color from pale yellowish brown to light chestnut. Like the adult dermestids, the larvae are hairy, most noticeably near the hind end. The larvae of some species are oval, while others are tapered. Classification Kingdom – AnimaliaPhylum – ArthropodaClass – InsectaOrder – ColeopteraFamily - Dermestidae Diet Dermestid larvae can digest keratin, the structural proteins in the skin, hair, and other animal and human remains. Most feed on animal products, including leather, fur, hair, skin, wool, and even dairy products Some dermestid larvae prefer plant proteins and feed instead on nuts and seeds, or even silk and cotton. Most adult dermestid beetles feed on pollen. Because they can digest wool and silk, as well as plant products like cotton, dermestids can be a real nuisance in the home, where they may chew holes in sweaters and blankets. Life Cycle Like all beetles, dermestids undergo complete metamorphosis with four life stages: egg, larva, pupa, and adult. Dermestids vary greatly in the length of their life cycles, with some species going from egg to adult in 6 weeks, and others taking as long as a year or more to complete development. Females usually lay eggs in a dark crevice or other well-hidden location. Larvae molt through as many as 16 instars, feeding throughout the larval stage. After pupation, the adults emerge, ready to mate. Range and Distribution The cosmopolitan dermestid beetles live in varied habitats, provided theres a carcass or other food source available. Worldwide, scientists have described 1,000 species, with just over 120 known in North America. Sources: Borror and DeLongs Introduction to the Study of Insects, 7th Edition, by Charles A. Triplehown and Norman F. JohnsonKaufman Field Guide to Insects of North America, by Eric R. Eaton and Kenn KaufmanFamily Dermestidae, Bugguide.net, accessed November 25, 2011Dermestid Beetle, Texas AM AgriLife Extension, accessed November 25, 2011Dermestids, Utah State University Extension fact sheet

Thursday, November 21, 2019

Management and Production at River Woods Case Study - 1

Management and Production at River Woods - Case Study Example A weakness brought to this situation is a lack of flexibility related to not having an adequate reward or penalty system in place that provides recognition for high performers and reprimands for non-productive individuals or work teams. The method of increasing power is to consider the strategic contingencies necessary to centralize the role of plant manager. Rather than simply relying on management meetings to discuss information, the plant manager needs to become more central to the flow of information, knowledge sharing, financing, marketing, and production team activities. By centralizing decision-making, it will increase power and positional status. The current decentralized organization is what is leading to higher absenteeism and the inability to maintain quality standards and productivity. Rather than simply scheduling a meeting and identifying changes required, more visibility is required by structuring and participating in a problem-solving task force. Even though there seem to be positive attitudes about changes as they are being presented by the plant manager, the actions undertaken by managers and staff are less than satisfactory related to absenteeism, productivity, and quality. The plant manager needs to express their own knowledge, skills, and innovations and also provide a forum for the quality control, engineering, production, etc., divisions, to voice their concerns over performance and provide innovative potential solutions. By mediating these problem-solving sessions, more participation and dedication is created through teamwork development and also reinforce that the plant manager maintains the knowledge, skills, and expertise necessary to drive effective leadership policies. This will also increase the plant manager’s legitimacy by constantly rein forcing the company’s core values and show a willingness to model this same quality, productivity and leadership standards to gain commitment.