Saturday, August 31, 2019

Literary Analysis of the Great Gatsby Essay

F. Scott Fitzgerald demonstrates the thematic concern of carelessness in his fictional novel, The Great Gatsby, by using characters such as Jordan, Myrtle, and Daisy. Carelessness is exemplified many times throughout the book; such as on page 26. The narrator says, â€Å"She nodded and moved away from him just as George returned.† This statement describes Myrtle caressing her secret lover, Tom, just before her husband re-enters the room. She is careless as to hide her affection. Another example can be found on page 58, in a conversation between Nick and Jordan in the car. Nick: â€Å"Suppose you met somebody just as careless as yourself.† Jordan: â€Å"I hope I never will.† In this scene, Jordan is driving recklessly, as usual. Nick is confronting her about being careless for the first time. This is not the last time the author shows the thematic concern though: â€Å"Daisy sat back upon the couch. The nurse took a step forward and held out her hand.† During this part of the novel (page 23), Daisy pays no attention to her child. She leaves the nurse to take care of and raise her daughter; hence the term ‘careless’. As proven by the excerpts above, Fitzgerald clearly is attempting to put a subtle emphasis on this trait of life. By creating a chaotic atmosphere in the book, carelessness is obvioiusly going to play a big part in the plot to reach the climax. With quotes like the examples given, Fitzergerald accomplishes his goal of displaying carelessness throughout The Great Gatsby.

Friday, August 30, 2019

How My Brother Leon Brought a Wie

A simple, faithful and responsible are some adjectives that described Ms. Lara May S. Aguilar. A kind of woman who’s prioritized her Family and Career. She is the only girl out of four siblings of Mr. Rogelio Aguilar and Mrs. Warlie Galvez Aguilar, that was born on May 06, 1986 at Pasig, Metro Manila. She is presently residing at Pag-asa District, Talavera Nueva Ecija where she spent all her childhood days until school days. She finished her elementary course at Talavera Central School year 1999, then her high school years at Talavera National High School year 2003. fter her graduation in high school, she think that she want to be a writer that is why in her college life, she chose a course that is related to what she want, and she decided to enroll Bachelor of Secondary Education Major in English at Nueva Ecija University Of Science and Technology. After her learning years, with the blessings of our almighty God, she passed the licensure examination for teachers on October 24, 2007 with a rating76. 20 % and this would be the greatest achievement she had. After passing the licensure examination for teachers, she started as a lecturer with hourly basis in NEUST main campus on June 2007to October 2011, then as a classroom teacher in Kobayashi Learning Center at Homestead II, Talavera Nueva Ecija on October 2012 to March 2013. Presently, she is an English course instructress at the very first College school in Talavera, the Nueva Ecija University Of Science And Technology- Municipal Government Of Talavera (NEUST-MGT).

Thursday, August 29, 2019

Video games may make children fat

Children have been gaining weight excessively over the last 20 years. In 1980 6.5% of the children aged 6 to 11 were obese, but by 1994 that number had climbed to 11.3%. Currently over 30% of children are overweight, while 17% are considered obese (Parker-Pope, 2008). What has caused this epidemic like increase in child obesity? There are many proposed causes that have been linked to child obesity. However, if we examine children’s lifestyles over the last 25 years it appears that video games may be the primary contributing factor to the increase in weight and obesity rates amongst children When video games were first introduced to family households they were considered just another form of entertainment for children, not unlike radios, record players, or televisions. However, video games have evolved into media traps that promote sedentary lifestyles. Children now sit glued for hours to video screens rather than performing physical activities. In a study researchers from the University Hospital of Zurich present a strong association between playing video games and obesity in school-aged Swiss children (Edell, 2004). Their research supported the notion that when children are preoccupied with playing video games, they are not performing physical activity consistent with a healthy lifestyle. Playing video games is a sedentary activity that has a direct affect on weight gain in children. Some believe that video games have little impact on child obesity rates because children today are more aware and independent than previous generations. As a result, children are more conscious of their lives and are able to make healthy choices regarding exercise and video game playing. However, video games have developed from simple pixels and basic animation to the advanced life like games we see today. The advances in technology have made it difficult for children to stay away from video games, and some researchers believe it has psychological and addictive qualities. These powerful qualities make it difficult for children to monitor the amount of time they spend playing video games. In addition, children may also find it difficult to pull themselves away from video games in exchange for healthier physical activities. Dr. Mark Griffiths of Nottingham Trent University, an expert on video game addiction, believes that the games of the 21st century may be more psychologically rewarding then the games of the early 1980s (BBC news, 2000). Subsequently, children may not feel fulfilled until they reach the next level of the game, or beat a high score. The addictive qualities of video games were revealed in a recent study of children in their early teens. The study revealed that one third played video games daily, and 7% played for at least 30 hours a week (BBC news, 2000). Video games are able to capture children’s minds and start the path to poor health at extremely young ages. Dr. Griffiths suggests that children as early as the age of seven are drawn to video games. The strong addictive qualities of video games may prevent a child from exercising and being active even if they wanted to. It may be easy to argue that the television is the culprit for overweight children. However, televisions have been in North American households for over 65 years, but the increase in child obesity has occurred within the previous 25 years. Televisions have remained relatively unchanged, but the video game has mutated into an interactive child magnet. Children are able to play on line, play with multiple players, and interact with gamers globally. Today’s video games are also portable, recordable, and are easily rented. In addition, video game advertising is focused at luring and capturing a child’s impressionable mind. Some studies corroborate the findings that video games, not television, are associated with overweight children. Researchers at the University of Texas surveyed almost 3000 children and found that children who played video games were more likely to be overweight than children who only watched television and didn’t play video games (Levin, 2004). Al though, televisions have made some technological advancements it appears the attraction to video games may have lead to the weight increase in children. It was not long ago when children’s laughter echoed from playgrounds and the announcement of â€Å"car† was heard from children racing to clear hockey nets from neighbourhood streets. Rather than playing on the streets and schoolyards children now lock themselves indoors playing video games. Some suggest that it is the lack of programs and green space that prevent children from being active. However, physical fitness, health, and sport have never been so accessible. Private enterprise and governments have joined forces realizing the importance of moving children from behind the video screen to the field. In addition, building developers work with city planners to ensure that housing designs represent communities with playgrounds and schools rather than concrete mazes. An excellent example of the private sector promoting fitness rather than video gaming is the Canadian Tire Jump Start Initiative (City of Hamilton, 2005). This private program, like many others, encourages fitness by providing children and youth with access to sports and recreation. In addition, government programs such as the provincially funded Communities in Action Fund provide after school programs and sport clinics to youth. The possibility of physical activity is all around us, but video games have made it difficult for children to see outside their locked doors. Of course, it may be easy to blame the fast food industry for the weight increase in children. Fast food restaurants have been in our communities prior to the 1950s, while the most recognizable fast food restaurant, McDonalds, has been in business since 1960. However, the weight increase appears to be steadily increasing within the previous 25 years; consistent with the introduction of video games rather than hamburgers. Interestingly, fast food restaurants have gone through enormous strides to provide healthy menu alternatives such as: soups, salads, lean sandwiches, fruits, and juices. Burger King for example, offers products for children that are consistent with healthy dietary choices, limiting calories, fats, and sugar in their children’s menu (Bissonnette, 2007). Blaming the restaurant industry for the weight increase may appear obvious, but upon a closer inspection it seems restaurants have done more to promote healthy weight in children than the video game industry. Most of the research measures any correlation between increases in video game playing compared to increases in weight. What would happen if video game playing was reduced? Recent research at the University of Buffalo measured the effects of limiting video game playing (University of Buffalo, 2008). The university experiment was conducted over a 2 year period and revealed that when children restricted their video game playing by an average of 17.5 hours per week they lowered their body mass index significantly. In other words, they lost weight. In summary, this topic will initiate many theories and possibilities, but there is no arguing that children’s weights have been steadily increasing over the last 20 years. When we examine children’s lifestyles and habits it appears video games may be the primary contributing factor for the weight increase. Reference http://news.bbc.co.uk/1/hi/uk/1036088.stm http://www.healthcentral.com/drdean/408/60891.html http://www.buffalo.edu/news/9197

Wednesday, August 28, 2019

Analysing data Coursework Example | Topics and Well Written Essays - 1250 words - 1

Analysing data - Coursework Example As indicated from Table 1, the number one purpose of the performance appraisal (PA) for employees is to give feedback where 26.7% of the employees strongly agreed and 57.3% agreed. The second purpose was to develop employees’ performance at 25.3% (strongly agreed) and a staggering 61.3% of the employees agreed. The third most important purpose for the employees is to relieve uncertainty among employees where 22.7% and 56% strongly agreed and agreed, respectively. On the other hand, the results from Table 2 revealed that managers perceive giving feedback as its primary purpose where 33.3% of the respondents strongly agreed and 66.7% agreed. This purpose was seconded by developing employees’ performance at 16.7% (strongly agreed) and 83.3% of the managers agreed. However, second rank for both was to develop employees’ performance. It should be noted that managers also ranked â€Å"to improve communication among employees† as a second most important purpose for PA, where 50% strongly agreed and 33.3% agreed. The third most important purpose for PA, as perceived by managers, is actually three: to allocate financial rewards, to determine promotion, and to motivate employees where 50%, 33.3% and 66.7% strongly agreed, respectively. The least perceived purpose for the PA for employees and managers was to provide a structure of a plan of organizational success with only 9.3% of employees and none of the managers strongly agreed on this; 33.3% and 16.7% of employees and managers, respectively, agreed. There is diversity in response between employees and managers when asked what they think are the problems and challenges associated with PA. Employees ranked not having feedback from managers and identified problem in the PA as number 1. According to Table 3, the most significant challenges and problems associated with PA in the point of view of employees are: â€Å"managers do not have a performance feedback during meetings