Monday, December 30, 2019

Analysis Of The Book How We Survived Communism And Even...

Slavenka Drakulic, a highly respected journalist and commentator on culture in Croatia, published the book How We Survived Communism and Even Laughed in 1991, which was a collection of essays that comprised of the stories of many women’s lives throughout Eastern Europe that lived in a communist society. Drakulic wanted to capture women’s stories and share them with others, because these were women who suffered from carried the biggest burden of life, living at the bottom tier of their society. As Drakulic states in the book’s introduction, Trivial is Political: â€Å"It was the relationships between political authority and the trivia of daily living, this view from below interested me most. And who should I find down there, most removed from the seats of political power, but women. Even if they fully participated in revolutionary events, they were less active and less visible in the aftermath of those events† (xv). I feel Slavenka Drakulic also wanted to e xpress to others through these women’s stories just how impenetrable and distressing attempting to adapt to living in a non-communism society is when you have known nothing but communism. This struggle could be applicable to any society changing from one political ideology to another, and Slavenka Drakulic’s ability to communicate these women’s stories can inflict a large sense of empathy for these women who fought so hard every day against the political ideas ingrained in their minds, so that they may have a chance atShow MoreRelatedEssay on Cold War Book Review670 Words   |  3 Pages Political and economic perspectives should not dominate the analysis of communist rule. Analysis of the social aspects and results of communist rule are necessary to achieve a full understanding of the effects of such government. Slavenka Drakulic produced How We Survived Communism and Even Laughed, an appealing work with this fresh social approach. This nonfiction work combines the authoramp;#8217;s own recollections with the stories of other women of the Eastern Bloc. Drakulic, a renowned journalistRead MoreA View from the Bridge: Story of a Brooklyn Longshoreman6101 Words   |  25 Pagesprovides a convenient outline or a bounding set of markers guiding the search through the historical context of A View from the Bridge, as well as the personal and cultural influences at work on him. But before examining the details of Miller’s life, we should zoom out to a larger view of this period and the currents leading into the 1950’s to root our understanding in a broader context. The economic depression of the 1930’s had a profound effect on Miller as he has intimated in his autobiographyRead MoreExploring Corporate Strategy - Case164366 Words   |  658 PagesSTUDIES ECS8C_C01.qxd 22/10/2007 11:54 Page 598 ECS8C_C01.qxd 22/10/2007 11:54 Page 599 Guide to using the case studies The main text of this book includes 87 short illustrations and 15 case examples which have been chosen to enlarge speciï ¬ c issues in the text and/or provide practical examples of how business and public sector organisations are managing strategic issues. The case studies which follow allow the reader to extend this linking of theory and practice further

Sunday, December 22, 2019

Essay on Afghanistan- A Country in Distress - 894 Words

Afghanistan- A Country in Distress Afghanistan, a country located in South Asia just east of Iran whose population is 28,513,677, is one of the countries that I chose to address. Their government is under Transitional Authority which is in a state of unrest as national elections would formally dissolve this system and adapt or establish the Government of Afghanistan under a new constitution. The country like others in the Middle East suffers from enormous poverty and a few other problems to include the lack of skilled and educated workers, which also has such a grave effect on most other countries. The lack of is more than likely what lies beneath the country’s poverty. If people aren’t educated or don’t have the knowledge to perform†¦show more content†¦The agricultural workforce is made up of 80% of the country’s people while the other 20 percent works in services and industry. Even though unemployment doesn’t exist, the country is still poor but hopes to see some signific ant progress and changes to offset the housing shortages, the lack of clean water, infrastructure reconstruction, jobs, education, and economic reform. One third of the GDP comes from opium trade which fell to a low with the past drought but the replacement is well under way. The GDP rate is 29% but appears to be such a high amount because of past figures resulting from the drought and the impact of international assistance. The country exports opium, fruits and nuts, hand-woven carpets, wool, cotton, hides and pelts, precious and semi-precious gems and equals to about $98 million not counting the illicit trade of opium. The country’s import totals to around $1.1 billion which clearly shows that they spend more than they actually out. The imports are essentials and couldn’t be eliminated or substituted as they are capital goods, food, textiles, and petroleum products. The country is currently in a great state of deficit as their debt totals to â€Å"$8 billion in bilateral debt, mostly to Russia and $500 million in debt to MultilateralShow MoreRelatedWomen And Children By Rosenberg Presents Us Imperialism And The Roles849 Words   |  4 Pagesparticularly in Afghanistan. I will be discussing how this imperialism affects gender in other countries and the differnces between â€Å"rescuing women and children† and cross-culture solidarity. Rosenberg starts her essay by explained the response from the First Lady nine weeks after the attack on the world trade center. The problem shifts from the distress faced at home to overseas distress instead. The response seemed at the surface to be a cry to help the women and children oppressed in Afghanistan. RosenbergRead MoreThe Displacement Of Persons1330 Words   |  6 Pages(â€Å"UNHCR† 2014). Among this estimation 2.59 million, or a little over 13% of the refugees in the world are from Afghanistan (â€Å"UNHCR† 2014). Afghanistan is entering into its fourth decade of war, beginning with the 1979 Afghan-Soviet war to recent violence involving Al-Qaida and U.S. military forces. During this time period, the U.S. has resettled thousands of refugees around the country, providing them with housing, temporary cash assistance and support. One of the major issues in resettlingRead MoreEssay on The current war in Afghanistan and why it must end1260 Words   |  6 Pageslast 213 years. Yet, of these engagements, no war has lasted longer than the current war in Afghanistan. The length of this commitment has not matched the results. Conventional American forces must be withdrawn from Afghanistan because they are only exacerbating the problem, and the fight with the Taliban isnt going anywhere. 1,848 servicemen and women have sacrificed their lives for this country in Afghanistan; more than 2,300 have been injured. Over 90,000 US military personnel are still on the groundRead MoreEssay The Effects of War and Peace on Foreign Aid986 Words   |  4 Pagesbecome difficult to justify its effectiveness. But if we look at the overall picture in the eye of citizens of a developing country, an honest assessment might conclude that progress has been made. Though, profound social disparities and extreme poverty are still lurking in some parts of this fragile planet. Foreign aid is the transfer of capital, goods, or services from one country to another. And aid can be given in numerous forms - from humanitarian emergency assistance, to food aid, military assistanceRead MorePsychiatric Disorders in The Kite Runner1408 Words   |  6 PagesThe conditions in Afghanistan created upon the Russian invasion caused much pain and suffering to the citizens of the country. In Khaled Hosseini’s â€Å"The Kite Runner,† the consequences of this invasion created a harsh environment for the children and adults of Afghanistan. This environment created the development of mental disorders in Amir, Assef, and Sohrab throughout the novel. By examining the mental disorders such as Narcissistic disorder in Assef, the antisocial disorder in Amir and the adjustmentRead MoreEssay Women’s Rights Violations in Afghanistan1420 Words   |  6 Pagesheld captive. This is very common for the women in Afghanistan to experience. The Taliban uses the Islamic Koran book as their way of doing things. The Islamic Koran is a sacred book seen as almost like a bible. The Taliban interprets what they get out of this book into their way of life. However their interpretation of it is more of a punishing form for the women. The official name of Afghanistan is the Islamic Republic of Afghanistan. Afghanistan is known for its great quantity of natural resourcesRead MoreThe Deployment Of A Family Member1748 Words   |  7 PagesMany military families in the United States are experiencing multiple deployments as our country continues to send more troops to Iraq and Afghanistan, and the effects on their families are becoming more severe. The deployment of a family member can definitely be a difficult time for loved ones. Currently, families are experiencing the affects of the deployment cycle and it is putting many people under a lot of emotional stress. More than 1.2 billion families have an active-duty parent or spouseRead MoreAnalysis Of Khaled Hosseini s A Thousand Splendid Suns 1657 Words   |  7 Pagesknow that there is more to the Middle East than terrorism. Khaled Hosseini demonstrates his understanding of Afghanistan through Mariam’s and Laila’s lives in A Thousand Splendid Suns. Hosseini begins their tale during the Soviet Invasion of Afghanistan in the 1970’s and ties it off during the post-Taliban reconstruction of the early 2000’s. Hosseini himself was born in Kabul, Afghanistan and is a U.S. envoy to the United Nations Refugee Agency (UNHCR). Marjane Satrapi demonstrates her understandingRead MoreInternational Terrorism And Domestic Terrorism Essay1467 Words   |  6 PagesTerrorism is all over the current headlines, but some of the very worst attacks happened 15 years ago in the United States; this occurrence brought around many changes of policies inside the U.S. but also policies in the U.S. regarding other foreign countries. It brings fear and terror to many of its victims and is an extremely dangerous national threat. There are mainly two kinds of terrorism that people can be affected by: International terrorism and domestic terrorism. Both of these can be described

Saturday, December 14, 2019

The Video Game Industry Free Essays

Abstract This research paper will cover the different aspects of project management in video game development. Focus will also be on discussing and overviewing the project lifecycles as it pertains to game development. There is also interest in seeing within the realm of video game development how the application of knowledge, various skills, tools, and the techniques are used. We will write a custom essay sample on The Video Game Industry or any similar topic only for you Order Now The will also be focus on examining pre-production, production and post production in the gaming industry. Topics will explore issues pertaining to, but not limited to, stakeholder expectations, timeliness of implementation, and optimization of resources. Additionally, information will be given covering the concepts of meeting the needs of business’s vision and mission regarding development and exploring how the identification of and addressing any issues that may arise in game project development.? Introduction The video game industry has been steadily growing for over almost four decades. From Nintendo to Sony, there have been a myriad of games that have been made for the platform over the course of the video game industry. The initial commercial history of video games and the birth of this industry inevitably begins with the US military’s computer hardware and networks. At the time, infrastructure was beginning to shift towards facilitating both game development and market consumption. Over the course of almost four decades, many games have been made, but the question is, exactly how are these spectacular pieces of art being made. When people buy video games, their focus is not on the people who actually make the product, or even on the process it takes to create the game that they own. Consumers only see the end product that is distributed and hit store shelves. For most, their energies and focus are on purchasing the product and investing in actual game play. However, the process and man power it takes to create a game is an intricate undertaking. It is stated that the intricacy of modern video games requires workers with varied skill sets such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers (Weststar, 2015). For starters the biggest component to game development are video game developers (VGDs) (Weststar, 2015). Additionally, these projects can consist of a producer and studios have a range of upper managers and administrative personnel. Weststar stated that with project-based model the outputs of each new game are unique. In turn the environment is complex and uncertain. Coordination among project members is rooted in diffuse and informal power relationships in relation to their roles as it pertains to those that direct the work and those who perform it (Weststar, 2015). Thusly, with the consumer, the process of making video games is a non-factor, largely an unknown, and rarely registers in the thoughts in most people’s minds. Many again just see the end product, of which is what is their main motivating factor of going to a retail store and purchasing it. However, there is a select pocket of individuals who are more cognizant of the game development process and they are more greatly invested. For this segment, they faithfully follow their favorite game, or for some developer, and wi ll be aware the specifics from the announcement of the game and will stay engaged until the game goes gold. This is, going gold, that the game is finished and ready to be put on a disc and distributed. The creation of each video game is a project with a well-defined production cycle of pre-production, production, and post-production phases of which reach require different and various resources (Weststar, 2015). HistoryBefore one can actually delve it the game development process, it is important to have some background understanding on the development of the gaming industry. Nolan Bushnell is credited as the pioneer of the worldwide commercial video game industry. Bushnell was the founder of Atari and is responsible for generations of home and arcade gaming hardware and software including the truly influential game, Pong (Grantham ; Readman, 2006). Arcades games were very popular and peaked in the early 1980s. As time progressed and newer technologies burst onto the market most titles were converted to play on the evolving home technology – home computers and consoles (Grantham ; Readman, 2006). It was also during this time of change and development, many independent develop ers and publishers started to emerge. One of the most noted and widely known, Activision for example, was founded by former Atari developers seeking greater ownership and control over their developments (Grantham ; Readman, 2006). Over time people have come to recognize software games as new and very popular mode of entertainment and an important application of technology. This outlook has become increasingly accepted and by people of all ages. In today’s culture, technology is easily accessible and has become more convenient. In turn more and more people like to play games and are also becoming motivated to design their own games. Also, software games are gaining importance because they are not only used for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care (Aleem, Fernando- Capretz, Ahmed, 2016). Game Development ProcessPre-productionAs with any industry as it relates to project development, within the gaming industry, pre-production is the beginning phase of the life of a game, the project. It is during this phase that developers/project managers determine how long will it take to game to make, the personnel needed, and the budget needed to make the proposed project. During pre-production it is paramount that very specific goals are fleshed out of which will be essential to a successful project. Walfiz, Zackariasson and Wilson pointed out that certain elements are fundamental to projects: commitment to timing, staying within a budget, and producing an output (Zackariasson, Walfisz, Wilson, 2006). Also, it is important to note that, these fundamentals are developed before the project starts, and thus commit both parties to specific activities/objectives. Drew Liming and Dennis Vilorio states that in the pre-production phase, the lead designers outline a game concept with the help of lead artists and programmers (Liming Vilorio, 2011). Additionally, it is at this time that the lead designers might select special feature(s), such as an innovative gameplay element, or powerful graphics, that will make the game unique (Liming Vilorio, 2011). It was also pointed out that when the game finally receives the funding needed, programmers begin building its technological framework (Liming Vilorio, 2011). Pre-production considerations tends to produce a hierarchy of plans that guide the project and the pre-production phase is instrumental in producing the basis on which to build the game (Zackariasson, Walfisz, Wilson, 2006). The over-ridding goal of pre-production is essentially to create a game plan that will be the road map in which the player(s) will finish the game. The game plan must include information of the game concept, the unique feature(s), the constraints that affect this concept, and analyzing risk assessment.Risk management is a necessary aspect of game project development. Alem, Carpatz and Ahmed states that the importance of risk management is essential for the efficiency of game development. Thusly this is often the focus for project management (Aleem, Fernando- Capretz, Ahmed, 2016). Alem, Carpatz and Ahmed also state, that it is with the upmost importance to identify risk factors early in the game development process (Aleem, Fernando- Capretz, Ahmed, 2016). During game development, the project manager is the game’s producer and must bring together management, the technical components, and the appealing aspects to create a successful video game. They also identified two risk factors that must be addressed during this development process: failure of development strategy and absence of the fun factor (Aleem, Fernando- Capretz, ; Ahmed, 2016). Additionally, it is important to realize that in game development, other important risk factors can have an impact such as the development strategy, the fun factor or extent of originality, scheduling, and budgeting. With these, there will always be some level of â€Å"the unknown† when addressing risk factors. Taking time early on to identify risks is paramount as there will always be unforeseen issues in a project. Working to minimize as many issues initially will decrease unadvantageous developments later in the project development/production cycle. Thus, efficient work done during pre-production will work to minimize or even eliminate unforeseen issues. Production Now that the risks, personnel, and assets are identified, for the project, it can now to enter the production phase. Thusly, the completion of the prototype signals the start of the production phase of development (Liming ; Vilorio, 2011). During the production phase the project team can now move forth with focusing on the cusp of the project work. Energies can now finally be channeled towards actual development of the game. It is importance to note that certain aspects of the work can be initiated during pre-production. Thus, there can be at times, some objectives running concurrent and simultaneously with those that are just commencing. Even though the project team is in full stride during this phase, and most of the ideas are being carried out, some new plans can happen that may have an impact and thus alter work. For starters, assets can be added or even removed at this point. Accordingly, with these alterations, it is important that changes are accurately noted and are effectively communicated to the project team, the developer, studio upper management, and the publisher. Making such changes are crucial and essential and must be relayed in a timely manner. It is imperative that during development, the project document continues to remain as a point of reference for the entire project team. As pointed out by Liming and Vilorio, during the production phase, teams of designers, artists, and programmers use the project document as a guide to ensure efficient game creation (Liming ; Vilorio, 2011). When the plan is communicated to the project team, it is the role of the project manager to remain vigilant on keeping the plan up to date. Ensuring that there is sound communication and a streamlined vision/design, will allow the project teams to collaborate to make the most of each other’s expertise (Liming Vilorio, 2011). There is feedback during production that helps the project team revise the document as needed. For instance, feedback might encompass how to improve a game’s mechanics, or more so, remove an unfeasible feature (Liming ; Vilorio, 2011). Throughout production, developers continually build improved versions of the game. This allows for the creation of more content that is better looking, more streamlined within a design, and thus is more refined (Liming ; Vilorio, 2011). Liming and Viliorio also went on further to state that the conclusion of the production phase is that the fully playable game includes art, music, and sound effects. This milestone is referred to as â€Å"content complete.† (Liming ; Vilorio, 2011).Post production Production ends when the developer and publisher agree that no more features are needed; thus, no features are added during post-production. Instead, the main goal of this phase is to finalize software quality. The post-production phase starts at least three months before the end-of-project deadline. During post-production the focus is on playing the game to test for errors, called bugs, and on tweaking it to eliminate unwanted elements (Liming ; Vilorio, 2011). Post-production is key for the game develop process as quality assurance and process validation are critical components. The quality assurance staff tests the game by playing it and attempting to do things the development staff never considered (Liming ; Vilorio, 2011). It is during this time that such things as bugs and compatibility issues are fixed. Additionally, work will be done to ensure that all coding is optimized. Process validation plays an important role in assessing game quality. Also, during this phase, the development process as a whole is analyzed. Collection and evaluation of process data from the pre-production phase through to the post-production phase can provide evidence that the overall development process produces a good-quality game. Congruously, analysis can depict either product errors, in-complement coding, or that the final product does not measure up to expectations. It is known, as the game testers find bugs, they document the errors and assign them to a programmer, designer, or artist to be addressed and fixed (Liming ; Vilorio, 2011). Efficiently identifying and correcting issues is essential for the game roll-out deadline. Additionally, the developer may sometime want the game put into consumer hands before official release. Such instances could be in the form of advance releases, or advance copies for select consumer testing and gameplay which is a marketing strategy in gaming. Developers also use beta testing. Beta testing in games is used to gage overall game functionality using external testers or a select segment of identified consumers (Aleem, Fernando- Capretz, ; Ahmed, 2016). Beta testing is a kind of first public release for testing purposes by users. Game publishers often find it effective because bugs are identified by users that were missed during the in-house testing process (Aleem, Fernando- Capretz, ; Ahmed, 2016). Dealing with bugs and tweaks can make postproduction time-consuming. Thus, the process may take as long as production, especially for more complex games that have bigger budgets (Liming ; Vilorio, 2011). Conclusion The video game industry has grown tremendously over the last four decades. From Nintendo to Sony, a plethora of games have been made over the course of the video game industry. Games, the end-products, are the results of the efforts of many. The process of video game development is an intricate undertaking. The production cycle encompasses a myriad of derivatives which adhere to pre-production, production, and post-prediction phases. During the entire production cycle of a game key players such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers are involved. The pre-production phase helps lay out the groundwork and plan that will be followed as the game develops. During pre-production specific goals are fleshed out and key fundamental elements to the project are identified. It also during this phase that focus is on working to minimize as many issues initially. This works to decrease unneeded or potentially negatively impacting developments later in the project development/production cycle. During the production phase the project team’s main focus is on the actual creation of the game. It is during the production phase that new plans can happen which can have impact and alter work. A project document is used to ensure efficient game development and thus the project manager must ensure that the plan is up to date. Additionally, the project manager will work to ensure that there is sound communication for the entire team. When the game has entered post-production, the focus is on playing the game to test for errors and other unwanted elements. There is a lot of focus on quality assurance. Within the gaming industry, testing can be done both in-house and the use of a select segment of consumer beta testers. Though most consumers only see the end product that is distributed and hit store shelves, there is a lot that has happened to ensure that the they will have a quality game playing experiences. Additionally, there is a select pocket of consumers who are more engaged development process and have a greater apperception for the game development process. Overall there is a great deal that transpires in the development of a game. From stakeholder expectations to timeliness of implementation, a lot of resources have been invested to create that end-product game. Understanding the life of a game through the lens of game development production cycle helps to foster a heightened appreciation for the final pro duct. How to cite The Video Game Industry, Papers

Friday, December 6, 2019

Reality show free essay sample

‘Keeping up with the Kardashians’ is an American reality show based on the lives of the Kardashian / Jenner family. The show mainly focuses on the daily lives of Kourtney, Kim and Khloe Kardashian. The Kardashian / Jenner family has turned out to be so famous that they’ve almost turned into a brand name, from shows, to modeling, to clothing line and also make up. Reality show is a genre of TV show that aims to be both real and entertaining. The show involves filing of the actions and behaviors of people in a certain situation that may be either a natural one or it may also be contrived. The way the people behave is usually the main focus of the reality show. Reality TV show is a genre that presents unscripted events that are usually real life events involving either people from the public or even celebrities in that case. Some of the conventions used in ‘Keeping up with the Kardashians’ are: -Real people, not professional actors. We will write a custom essay sample on Reality show or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page In the show, the Kardashian / Jenner family are not actors but either models, athletes or socialites. -The situation that usually takes place in the episodes are supposed to be real. It is usually based on what we may hear on the news. -It is both real and entertaining. -The show always has a voiceover where the different characters explain and talk about the situation. -In my opinion, there is usually a high level of editing that takes place in order to make the show not just real but also entertaining. One of the main reasons why reality TV shows are famous is because it is supposed to be based on real life events showing the unscripted and real dramas that take place. And when it is a reality show like ‘Keeping up with the Kardashians’ where the audiences are able to see the unscripted lifestyle and events of the Kardashian / Jenner family, it is all the more entertaining. The reality show allows us to enter the life of the Kardashian / Jenner family and like all TV shows, one of the biggest ways of keeping audiences hooked to the show is the part where they show what happens next in the show. They always make it a point to make the ‘Next’ scene very interesting mixing bits of the scenes, or sometimes even playing with the minds of the viewer by mixing scenes making it look like something when in reality it is totally different. I’ve been watching the American reality show ‘Keeping up with the Kardashians’ for a long time now, but the question is how real is it? The reality show follows all the uniform conventions that reality TV shows usually have, and the show runs once a week for 40 minutes, but what makes me feel like the unscripted show has a bit too much editing is the fact that every episode there is something eventful that happens, be it a fight, a misunderstanding, tears, anger, hatred, jealousy, or any such feelings, and what is more surprising is that by the end of the episode usually everything is solved. Although the events that take place in the show may be real, the way every episode is made to end in a nice note is probably a way fulfilling the audiences’ need of a happy ending. Although I may be critical regarding the show, I think it is entertaining and have been watching it since the very first season, and having watched it for such a long time, I have watched different people on the show grow, almost making me feel like a part of it, hence definitely making me a dedicated viewer of the show.

Friday, November 29, 2019

The Relationship between Literacy, Education and New media

Introduction The thesis statement for this essay will be to analyze the relationship that exists between literacy, education and new media, which includes; the Internet, technology, e-learning, e-commerce, digital technology and information literacy. The essay will analyze each of these concepts by looking at how they affect each other and whether the relationship that exists between them is complex or easy to define.Advertising We will write a custom essay sample on The Relationship between Literacy, Education and New media specifically for you for only $16.05 $11/page Learn More This will involve analyzing each of the concepts separately by defining what literacy, education and new media means and determining whether there is an interconnection between the three concepts. The essay will also focus on the various issues and aspects that support the relationship of the three concepts as well as the thesis statement. Definition of Literacy, Education and New Media Literacy is defined as an act of critically understanding the current situation of the world. It is a means of extending an individual’s efforts towards education where individual acquires the necessary tools that will be used in developing solutions to problems. Literacy leads to education, the result of which is usually empowerment through the acquisition of necessary skills and knowledge that can be used in the effective functioning of the individual within a societal or community context. Literate people are viewed to have better reasoning skills than people who are illiterate or lack any basic knowledge (UNES 11). Literacy helps individuals to lead a better quality of life as they have the necessary skills and knowledge that can be used to better their lives. Literacy also helps people to utilize their knowledge and skills gained from education by participating in activities that will see them benefiting from the use of their skills and knowledge. To add on, Li teracy allows people to join gainful employment so that they can be able to fully utilize their educational experience for maximum benefits that come in the form of salaries, wages and work benefits (UNES 10). The main goal of education is to provide people with knowledge and information which they can use to better their lives in a positive way. Education empowers people to be able to think and act based on their existing knowledge on what is right or wrong. It also improves the self esteem and self confidence of an individual by motivating them to be better than what they are through the use of information.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More Education is considered by many sociologists to be an important tool in developing intellectual capacities and potential in people who are going to be involved in human capital formations. People who have received some form of education are viewed to be literate as they have gained the skills that will allow them to perform even the simplest tasks (UNES 10). The use of new media in the recent past has increased with new media technologies playing a significant role within the education sector of most developed countries (Leaning 49). The modern world is today experiencing an explosion in the form of information technology where more and more activities are becoming computerized and Internet based. Education today has become more computerized with more and more institutions seeking to conduct their learning processes in virtual classrooms where students do not have to attend the real class. The increasing use of the Internet as a learning tool has also increased significantly with most learning institutions incorporating the various programs within the Internet for their learning activities (Kumari 4). The Relationship between Literacy, Education and New Media The general relationship that exists between literacy, education an d new media is not as simple and easy to understand as it should be. This is because the impact of education on new media and literacy solely depends on certain issues which include what is taught in educational institutions and how much the learners can be able to learn at a given time. The content of education will determine the impact that this concept has on literacy and new media as it is the educational contents and teaching methods that determine the relationship that exists between the three terms. Issues such as the interaction of education with social and economic environments will also determine the kind of relationship that exists between education, literacy and new media. Social factors such as the culture of the society will determine the literacy levels of the people within that society and it will have an important impact on education as well as new media technology (UNES 11). According to Vasudevan (63) literacy studies and education were marked by a significant shi ft in their theoretical and methodological concepts in the early 1980s that saw a change in the educational systems that were in use during that time. These shifts were mostly influenced by the introduction of portable technologies that could be used by school going children to improve on their literacy and intellectual capacity.Advertising We will write a custom essay sample on The Relationship between Literacy, Education and New media specifically for you for only $16.05 $11/page Learn More Such portable technologies included lap tops, walkmans and radios that would be used by most teachers in their learning exercises. Digital or new media were therefore deemed to have a relationship with literacy and education in most learning institutions during the late 1980s and the early 1990s (Vasudevan 63). In the current world today, the relationship that exists between literacy, education and new media is often at times far removed from the reality on the gro und based on what the current practices of learning are in most educational institutions. This is evident when most students prefer digital learning media to attending classroom lectures as these media offer far better learning exercises than classroom teachers or lecturers. Also many urban youth especially in the developed countries have become more digitalized and technology savvy yet they continue to be confined in analog schools that use blackboards and chalk as teaching tools. This has created a digital divide in urban educational institutions where educational literacy is being challenged by the multimodal communication practices of the existing technological revolution as well as the multimedia literacy skilled revolution (Vasudevan 64). The digital divide between education and literacy has also been increased by the introduction of e-learning equipment such as school web pages and desktop publishing tools that allow students to incorporate educational practices and learning techniques in the new media technology. Many students in the United States prefer to use digital technology when performing their assignments and class tasks as it not only provides a practical approach to learning but it also allows for the various understandings of social constructs within the current world. Digital students are able to learn at a faster pace and they are able to cover the course syllabus at a faster speed than their traditional counterparts who prefer the old classroom style of learning (Vasudevan 64).Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More Apart from the digital divide, it is no longer possible to consider literacy, education or new media in isolation as these concepts are affected by similar social, economic and technological factors. The emerging dominance of technology in educational aspects has spurred a shift in the line of thinking when it comes to determining whether a relationship exists between the three concepts. New media has impacted on literacy and education in both a positive and negative way where most school based curricula have incorporated the use of digitalized learning modes in their educational exercises. The positive side of this will be that the literacy development of students will be more practical in nature rather than theoretical as the digitalized exercises offer practical exercises while the negative side of this will be that the slow learners will not be able to catch up on the learning exercises. New media therefore bridges the gap that is created between literacy and education when the practical application of education in literacy comes in. New media therefore provides the means that can be used in presenting and communicating educational content at the various stages of intellectual development (Kress 1). Conclusion The thesis statement for this essay was â€Å"to analyze the relationship that exists between literacy, education and new media which includes the Internet, technology, e-learning, e-commerce, digital technology and information literacy†. The relationship that exists between literacy, education and new media while complex in nature has continued to grow over the years with the continued introduction of technological innovations that are meant to make life easier. This relationship is viewed to continue growing stronger as more educational institutions incorporate the use of new media in the literacy development and educational practices. Works Cited Kress, Gunther. Literacy in the new media age. London, UK: Routledge, 2003. Print. Kumari, Sari ta. Increasing role of technology in education. Delhi, India: Isha Books, 2004. Print. Leaning, Mark. Issues in information and media literacy: criticism, history and policy. California, US: Informing Science Press, 2009. Print. UNES. Relationship between literacy, education and development, n.d. Web. Vasudevan, Lalitha. â€Å"Educations remix: new media, literacy’s, and the emerging digital Geographies†. Digital Culture and Education. 2.1 (June. 2010): 62-82. Print. This essay on The Relationship between Literacy, Education and New media was written and submitted by user Mas0n 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.

Monday, November 25, 2019

Practice in Identifying Appositives in Sentences

Practice in Identifying Appositives in Sentences As weve seen in  What Is an Appositive?, an appositive is a word or group of words that concisely identifies or renames another word in a sentence. The exercise on this page offers practice in identifying appositives. Exercise Some of the sentences below contain adjective clauses; others contain appositives. Identify the adjective clause or appositive in each sentence; then compare your responses with the answers below. (If you run into problems, review Building Sentences with Appositives.) John Reed, an American journalist, helped found the Communist Labor Party in America.My sister, who is a supervisor at Munchies, drives a company car.I took a cookie from Gretel, who is the woodcutters daughter.I took a cookie from Gretel, the woodcutters daughter.Og, the King of Bashan, was saved from the flood by climbing onto the roof of the ark.I once saw Margot Fonteyn, the famous ballerina.Elkie Fern, who is a professional botanist, led the kids on a nature hike.Elsa, a good country woman, has a daughter named Ulga.Paul Revere, who was a silversmith and a soldier, is famous for his midnight ride.I read a biography of Disraeli, the 19th-century statesman, and novelist. Answers to the exercise: appositive: an American journalistadjective clause: who is a supervisor at Munchiesadjective clause: who is the woodcutters daughterappositive: the woodcutters daughterappositive: the King of Bashanappositive: the famous ballerinaadjective clause: who is a professional botanistappositive: a good country womanadjective clause: who was a silversmith and a soldierappositive: the 19th-century statesman and novelist

Thursday, November 21, 2019

Internatinal business Essay Example | Topics and Well Written Essays - 1250 words

Internatinal business - Essay Example Entering into China will not only open the gates of opportunity in China but in other Asian countries also. Star Traders aims to procure low cost products and sell them at the relatively reasonable margins in the international markets. This strategy will be leveraged through extensive marketing to the existing client base in the developed countries of the world. It is however, important to note that China has the risk of political instability as country is predominately a Communist society with government controlling most of the assets in the country. International firms are not allowed to operate on their own and need to develop working partnerships with the local players to enter into the market. To successfully enter into the market, a financing of approximately $10 million will be required. Research The name of the business is Star Traders and it is going to operate in China in partnership with the local players already working in the chosen field of business of the firm. China h as a population of over 1.3 Billion with Han Chinese forming the 92% of the overall population of the country. The overall population growth rate is around 0.48% which China has been able to control over the period of time (â€Å"CIA World Fact Book. China†). China has the highest population in the world therefore in order to control the population, China has implemented one child policy (â€Å"CIA World Fact Book. China†). As mentioned above, the major ethnic groups in the country include Han Chinese which form over 90% of the population of the country. Apart from Han Chinese, Zuhang, Manchu, Hui and other smaller ethnic groups exist too. However, the overall concentration of these smaller groups is relatively low and Han is the major ethnic group in the country. Mandarin is the major language being spoken in the country. Apart from this, Cantonese, Wu and other languages are also been spoken in various parts of the country. Mandarin however, is the major language spo ken by most of the ethnic groups in the country. It is also critical to note that the there are various dialects of the Mandarin also. Over 30% of the population of the country lives under the age of 30 years indicating that the country has ample supply of young labors to continue to supports its economic progress achieved and sustained over the period of more than 10 years. China is the fastest growing economy in the world and has recently overtaken Japan as the second largest economy in the world. With over $12 trillion GDP with a real growth rate of over 7.8% indicate that the Chinese economy has the potential to offer one of the most lucrative business investment to be made. It is also important to note that the China is a predominately manufacturing oriented economy with manufacturing taking more than 46% of the overall GDP of the country. Services sector has a share of 43% whereas rest of the share is taken over by the agriculture sector of the economy. Major export items incl ude electrical and mechanical equipment. Iron, textile and data processing equipment. The major trading partners of the country are US, Japan, Hong Kong as well as Germany and South Korea. As compared to exports, Imports are relatively low and are only over $1.7 trillion with electric and other