Monday, September 9, 2019

International Trade Essay Example | Topics and Well Written Essays - 750 words

International Trade - Essay Example Most of the countries participate in such trades. The US exports high tech goods such as aircrafts, chemicals and ammunitions and at the same time it imports consumer goods, which are traded internationally at much lower prices. Usually, Gross Domestic Product (GDP) and employment has a direct correlation; that is to say, employment or new jobs in the country rises in tandem with the growth in GDP. Gross Domestic Product, in the economic parlance, is the measure of goods and services that are produced in the country. GDP is the sum of the incomes of all the residents within the country. It is also measured by adding all kinds of spending such as government spending, investment spending and consumer spending. All exports generate incomes at home and they are part of GDP. Imports do not form a part of the GDP as they generate incomes abroad. For many years in US, imports exceed exports. That means domestic markets suffer in the goods that are imported. For example, steel import disrupt s domestic steel industry resulting into a closure of many units and the loss of jobs. The government often imposes tariffs on certain products to make imports costlier safeguarding domestic industries. At times, the government resorts to quota system and restricts imports within predetermined quota for a given country. This is usually found in textiles and garments business where quotas are allotted to the countries beyond, which they cannot send material into US. Tariffs restrict international trade as they are one kind of tax on imported good and make imports costlier. The university students in US are not benefitted as consumers of other industrial goods because education industry in US is a big exporter. A huge number of students from other countries enroll in US universities for study and research by paying huge tuition fees in US dollars and spend in US for their essential needs during their learning. Since 1930s, many countries have supported free trade among nations by redu cing tariffs. That is how the process of globalization has progressed at the rapid pace and world trade touched to the tune of almost $12,400 billion by 2009 (International Trade Statistics, 2010 p.12). World Trade Organization (WTO) works toward reduction of tariffs and smooth flow of goods and services among the nations. The WTO also works to discourage retaliatory taxes among nations. When two countries trade their currencies form a relationship for transaction to place. It is true that exchange rates between two currencies are governed by the demand-supply dynamics of the currencies that arise due to trade between two countries. When US imports more Chinese goods and exports less to China, a trade gap also called balance of payments is created causing more demand for Yuan against dollar. When this continues for a long, dollar tends to depreciate against Yuan. In 2011, the US exported goods worth $103.93 billion to China while imported goods worth 399.36 billion creating trade ga p of $295.5 billion. The trade gap was $273 billion and $226.8 billion in the year 2010 and 2009 respectively. The figures reveal that the trade gap is constantly on the rise and the reason for this is that the China produces hosts of goods at much lower the cost compared to the producers in US. The US consumers have benefitted a lot due to these

Final paper Essay Example | Topics and Well Written Essays - 750 words - 5

Final paper - Essay Example The people of Golconda at the 2010 census were 726 in number. Among these people, 95% of them are whites, 2% Africans, 2% of Asian descent and the remaining 1% belongs to other races. This differential strategy of races contributes to the cultural diversity of the place. Golconda is known to have several cultural activities like the Shrimp falls. Being found along River Ohio, the soil of Golconda is mainly having high water content and has high humus too. It is of black soil and some part of it swampy. The topography of the of the place entails presence of hills behind the river and some sloppy landform characterize the place. In terms of space, Golconda has several buildings. Some years back, the Engineers of Corpse were in a mission of building houses and shops but later abandoned it. The city adopted the plan and rehabilitated such buildings into lodgings and also made churches. It has historical sites like the Masonic hall, Orr Herl Mound, Illinois Iron Furnace and Village site. The town is characterized by parks, which include the State Park and also the Dixon Springs. Another remarkable building Golconda is The Mussel horn Art Museumand Carl L Schweinfurt Museum. The town has a population density of approximately 1,287 people per square mile (Cindy List of Geneology) and harbors 418 households. Demographic Settlement characteristic is along the major buildings like the churches, and shops. The rainforest in the town also has a say on its settlement distribution. Some people inhabit the Golconda Marina at the Rainforest. Environmentally, the town has both biotic and abiotic factors that are amazing. The climate of Golconda is a tropical wet climate contributed by the rain forest acting as a water catchment area. The atmosphere is of high humidity due to evaporation and evapotranspiration at high levels. River Ohio provides a habitat for many geological birds and monkeys as well as some wild animals. The town also has a

Sunday, September 8, 2019

Sports and Society - Examples of Each Category of Violence in Sport Assignment

Sports and Society - Examples of Each Category of Violence in Sport - Assignment Example Players can use body contact during tackling by using the upper body to push and shove opponents during a football game and this can qualify for borderline violence since it is not explicit in its nature. Using the hands to push other players when trying to control the ball. Sometimes, players will go all out and actually, assault another player defiantly qualifies as a brutal body contact. Quasi-criminal violence can come in the form of unprofessional conduct between players and can come in the form of threat, insults or other means that degrade the dignity and honour of a player, players or clubs. Criminal violence is organized violence against a player, group of players or a club where another player, players or club willfully connive to bring harm to the other in order to stop them from performing. (Hechter, 1977) 2. If we want to understand violence in sports, we must understand gender ideology and issues of masculinity in culture. How is masculinity related to violence in sports and how do issues of masculinity take on different meanings among men from different backgrounds? Give examples from the course material and from your own experiences as you discuss this issue. Sports have from time immemorial, been relegated to the domain of men. Aggression, displays of power and dominance, drivenness, and the male physic in all its powerful glory. Any sign of weakness, empathy and kindness were regarded as a sign of weakness. The Greek culture is the one that sport was birthed in and that is why it influenced many sporting worldviews. The Greeks were obsessed with power and its display in all its form for glory’s sake. The Greco-Roman culture idolized war and aggression as an expression of masculinity and this was seen in sports. Sporting events of the medieval times were gory events filled with real-life killings of wild animals and slaves who were called gladiators. The sole purposes of the gladiators were to fight and die in the arena for the sake of glory and entertainment.  Ã‚  

Saturday, September 7, 2019

Video game console Essay Example for Free

Video game console Essay Abstract The video games industry has been through a total transformation in recent years. We can easily find in the market a wide range of video games, such as computer games (PC), console games or even interactive games with various contents. Video games industry had its annual revenue growth rate of 9. 1% ranking itself as the 3rd fastest growing segment of the Entertainment and Media market (Pricewaterhouse Coopers, 2007). Especially, within the industry home video game consoles played an important part in contributing to the national economy. Besides talking about the benefits of playing video games, some critics also criticized the bad effects which video games had caused to each of individual person and to the entire society. Do video games take responsibility of all the problems involved in interacting with the computers? The intention of this report is to represent, analyze, and critically evaluate this dynamic global industry based on its benefits and drawbacks from a scientific perspective. Video Games The history of video games development is a long and intricate story. Up to now, games industry has been climbing to its peak and becoming one of the biggest commercial field. Besides, video games are becoming common entertainment. Therefore, video games importance in economy and lives is undeniable. Nonetheless, the answers for the controversies whether video games impose consummate or dreadful impact on people, especially children, have not shown up yet for a long time. However, playing video games is a two-sided affair. No one can tell if it is good or bad. If played at an appropriate time and in an acceptable period, video games are such beneficial tools. Otherwise, they can become the sharpest knife shorting your time and limiting many abilities. History of video games Video games were developed long time ago by an engineer worked in the US military. The first game had it function with a simple game engine, the CRT (Cathode Ray Tube) technology. In 1950s, video games were created some were created, giving people a way to entertain. Tennis for Two was the pioneer in the sport game segment. The game contained a tennis ball† bounces off a horizontal line at the bottom of a oscilloscope screen, with a vertical line in the center of the screen representing a tennis net (BMI Gaming, 2002). Players controlled the game with a small handheld metal box equipped with a dial and a push button. It was important in the history of video games as being one of the first electronic games to use a graphical display. In the second generation 1970s, game industry was then strongly developed with the exist of famous games such as Odyssey, the world’s first home video game system and Pong – a huge success of Atari which was the best-selling during winter season. Pong quickly became a huge hit and its success led to the start of the modern video game industry as we know of today (Michael, 2005). The Golden Era of Video Games was a time of great technical breakthroughs and game design creativities in arcade games. Video arcade games were designed in a wide variety of genres. This era also saw the rapid spread of video arcades and game rooms across North America, Europe and Japan. Today’s video games transform to be complex and graphically realistic. They are not just the childish stuffs anymore, with more game-playing adults among their intended audience. With strong configuration, nice graphics and interesting gameplay, the evolution of gameplay devices including Playstation 3, Xbox 360 and Wii will lead the game industry to a new generation of video games. Overview of game industry Every year, the game industry brings lots of profit to the national economy. Pricewaterhouse Coopers (PwC) predicted that the game industry would continuously grow in the coming years; focusing on revenues to increase from $31. 6 billion to $48. 9 billion USD between 2007 and 2011 (Scanlon, 2007). In the line with the â€Å"Product Life Cycle Curve† the game industry is currently at its mature stage in developed country and growth phase in developing country, as a result, many companies have to establish marketing plans to adapt to the developed but competitive international market (Daniels, Radebaugh, Sullivan, 2009). Moreover, the income does not only come from the game selling, it also comes from the technology advancement such as sound cards, graphic cards, some software like applications, update features and websites. Writing software is such a great way to make money, a good writer can sell hundreds of thousands copy for each of their popular games. In general, the development of game industry is totally dominating the market, successful in leading other involved segments to prosperity. Throughout history, many game companies were born and made a huge influence in the industry. Nowadays, there are three well-known game companies dominating the game industry: Sony with the PS3, Nintendo with the Wii console and Microsoft with a variety of range in computer devices and Xbox 360. Each year they all establish popular games and bring back billion dollars for game selling and game devices (ESA, 2008). They have different methods in creating their own games and applications, which enables them to hold separated market share in different segments. However, there is a change in relationship between game companies. Instead of competing in every field and genre of games, they are moving to cooperate with each other in order to fully dominate the market from other small game companies. Benefits of playing video games Establishing connections. Nowadays, video games players around the world, especially coupled gamers, may feel more reasonable to enjoy their hobbies because the playing activities can build up their relationship effectively. This benefit is more believable when a research conducted by Stony Brook University proves that there are two crucial key factors which affect the success of a relationship: the promotion of the other partner’s success and nurture an interesting life together (Daniel, 2010). During the playing process, they have many opportunities to share exciting experiences and increase trust. Therefore, after an exciting activity, the connection between two people is formed. The feeling of sharing achievement at the end is really valuable for building or maintaining a relationship. Additionally, video games also help people to support relationship in some other cases. For instance, in marriage, men sometimes get bored with their wives very quickly. Thus, women have to find some way to prevent external effects from their husbands. One recommendation is bought him a Xbox 360 or PS3 to at least keep him at home with her (Smith, 2009). IQ Increase The cognitive effects of playing video games are not only surprising but also last some years. However, there are some people who cast doubt on these benefits of that activity. In spite of that, they may change their mind after reading a research which was conducted by Ray Perez, program officer for the Office of Naval Research’s warfighter performance department (Stephen, 2010). â€Å"We have discovered that video game players perform 10 to 20 percent higher in terms of perceptual and cognitive ability than normal people that are non-game players†, he said. Perez also stated â€Å"we know that video games can increase perceptual abilities and short-term memory†. For examples, Minesweeper is one of the most favorite intelligent games for many people. We usually play it in our spare time for two purposes: spend time to relax and practice our brains. While playing that game, the ability to concentrate and memorize will be strengthened. In addition, psychologists have found out that after eight weeks playing some kinds of games which are especially designed for gamers to totally use their thinking to play, there will be a dramatic increase in IQ. To be more specific, scientists studied 600 children who played an online game called â€Å"Junglememory†. As a result, their abilities to solve mathematical and verbal problems are amazingly improved and their IQ scores also rise by 10 after the research (Skeptics, 2012). Education Some games could bring to gamers a lot of educational skills. For example, most detective games and puzzle games require an ability to remember and think critically. The Federation of American Scientist reveal that student absorb up to 90% info when taught using simulations compare with 10% via reading (Forbes, 2012). Moreover, teamwork and leader skill maybe built and improved through some kind of games according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. â€Å"Look at ‘World of Warcraft’: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal. † he said (ABC News, 2011). Not only remember and teamwork skill, the most apparent benefit that this type of entertainment could bring to student is faster response. Famous game brand names in World Cyber Game tournament (WCB) Counter Strike, Dota, Call of Duty and FIFA provide an environment to improve and practice response seed and timing ability. Building relationship In some way, games play an essential point in supporting society and building multi-level relationship. Instantly, people from far distance place will know and get access thanks to many games on Facebook. If someone does not want to communicate with strange people, he can set up a team with someone he knows in teamwork games such as League of Legend, Tactic games. By that way, children, team, and even adults have opportunities to share understanding and feeling with each other in such a convenient and relax environment. Parents and their children also get a lot of benefits from game industry. According to the ESA, 45 percent of parents played computer video games with their children at least once a week. This number had increased from 36 percent in 2007 (ESA, 2008). Following the world mainstream, parents pay many time in enjoying comedy or educational games like Neighbour From Hell or Worm Book. An another research show that 97 per cent of teens aged 12-17 play video games, and that their gaming activity had become an essential part of their social experience (Kate, 2008). Moreover, the study which was released last in 2008 also found out that 52 per cent of teenagers played games in which they considered moral and ethical issues; 43 per cent played games in which they made decisions about the way a community, city or nation should be drive; and 40 per cent played games in which they learned about a social issue. As the result, the significant high rate of social game may bring us optimistic consideration in the benefit of video game in our world. Drawbacks of Playing Video Games Violence exposure Another effect of video game is that it makes people commit violent behavior. Although there is not enough statistical evidence to find out if violent video game is the reason for major crimes such as murder or robbery, many researches have stated that playing too much brutal games with an enormous amount of time can affect our psychological state, thus influencing our actions. This could be true for people with antisocial personality disorder (ASPD). ASPD is a mental health condition in which a person has a pervasive pattern of disregard for, exploiting or violating the rights of others. This disorder begins in early time of ones life and may continue when a human is grown up. Individual high in hostility tends to be more offensive after playing violent video games while another one low in hostility is less likely to be (Gentile, Lynch, Linder, Walsh, 2004). In the book Grand Theft Childhood: The Surprising Truth About Violent Video Games by Lawrence Kutner and Cheryl K. Olson (2008), they concluded that people who played mature-rated games had a higher chance of aggressive actions, such as getting into a fight, bullying, damaging school’s properties, than those didn’t play any games of that kind . Nowadays, there is not a completely reliable research that defines the link between violent video games and major crimes. However, many criminal incidents connected to video games happen every year. In May 2010, French gamer Julien Barreaux hunted and stabbed a fellow player to death who had slashed Barreaux on the game Counter-Strike with a virtual knife. Alexiane Potel, the judge at his trial called him a menace to society† (Lilian Juliet, 2001). Addiction In addition, another possible downside of video games is that they may make people become addicted to them. Extreme overuse of video games can manipulate our lives and we would care about nothing but spending a lot of hours playing them. Professor Mark Griffiths, of Nottingham Trent University, revealed the results of a survey of 7,000 online gamers in a British Science Museum lecture with 12% of the majority have sign of addiction (BBC News, 2006). A person who spends an excessive amount on gaming environment may lack their skill of communication. They neglect to go outside and take part in social activities. However, if a meeting among fellow gamers is going to take place, they definitely do not want to miss that party. This maybe because they just want to talk with people with the same interests, especially the ones who share the mutual kind of games they play. Video games addiction also causes health problems. If a person is totally addicted to video games, he/she would not consider sleeping or even eating. On a long run, this causes the muscles to work less and may lead to obesity (Mayo Clinic staff, 2011). There have been many deaths because of game addiction. On July 15, Chuang, a Taiwanese teenager was dead because of playing Diablo III 40 hours straight. The report said that Chuang could stand only a few minutes when he woke up and then collapsed . The reason of his death is cardiovascular, which involves a heart or blood vessels (The Australian, 2012). Physiological Effect. Some researchers believe that playing electronic game can lead to the increase in heart rates of inexperienced gamers (Zain A Sobani, Ali Pervaiz, Mohsin Yakub, Ali Khawaja, Rehmatullah Khan, 2011). The reason is that they have no experience in playing video games; when they play, they feel like they are the characters in that game and their heart rates will increase when those characters face the problem, for example. Moreover, a person who really addicts to the video games will play it without having meals and sleeping, so the consequence is that he will lose consciousness and his health will become worse. Furthermore, some doctors believe that there are harmful rays leaving out of the screen. They are extremely harmful because they directly damage the gamers eyes. This is the reason why there is an increase in the number of people from younger generation who become short-sighted. Another bad effect causing by playing video games is arthritis. Gamers spend a long time sitting on chair, so they will be inactive. Because they only use their brain, eyes and hands, other parts of their body do not operated. In long term, it will cause the inflammation of the joints. Unreal World Syndrome Playing video games can create the gender bias (Flew Humphreysl, 2005). As people know, in lots of games, the main characters always look like heroes; the male is very tall, handsome, has big muscle and the female has the soft white skin, a beautiful outlook. Gamers, especially the younger, they think that those characters are the standard of them, so they try to live in an imaginary world. In that world, girls are objectives for boys and men to rescue. Therefore, boys usually try to prove themselves for the girls such as the heroes. This case cause extremely serious violence in school environment (Hazler Carney, 2000). All of those will lead to the stereotypes in the perception of gamers. They only see the world in video games is their ideal world. Some reports showed that they often apply the way to solve problems or troubles to the reality. As a result, changing manners happens silently and automatically. They may no longer respect their parents and teachers and may even think that those people are their enemies. Conclusion. On the bright aspect, videos games are able to help players improve dexterity, build relationships and acquire high concentration, multitasking and quick response and numerate abilities. Moreover, educators effectively use video games for educational orientation, military or medical treatment in relieving pain or stress. In addition, game industry has been proliferating stronger than ever. This young and auspicious field has contributed prodigiously to the development of the many economies. On the downside, video games can somehow cause addiction, violent behavior or even lacking social and communicational skills. Modern video games with 3D graphic, intricacy, online playing and continuously updated objectives are sources of appeals that grasp players’ attention and they cannot get their eyes off the screen. Nevertheless, the games themselves do not account for the addiction and bad effects caused to the players. People should play responsibly to get benefits from video games. Time spent on video games should be learning time besides entertaining, not a waste. There should be a balance between playing games and attending outdoor activities. Nonetheless, not all children are able to be aware that playing too much video games is a threat. They incline to keeping playing because they find games fascinating. In such situations, in lieu of thwarting their kids from playing games, parents should control and give them directions. Besides, using video games in education should be encouraged more. Educators, especially teachers, should have an open-minded attitude towards this concept. Family and school should collaborate to help children yield the most out of video games. Games producers are too involved in making educational products. References ABC News. (2011, December 26). The benefits of video games. Retrieved from http://abcnews. go. com/blogs/technology/2011/12/the-benefits-of-video-games/ BBC News. (2006, November 26). Online gamers addicted say study. Retrieved from http://news. bbc. co. uk/2/hi/uk_news/england/nottinghamshire/6193462. stm BMI Gaming. (2002). Computer games timeline and milestones. Retrieved from http://www. bmigaming. com/videogamehistory. htm Daniel, D. (2010, May 5). Video games may improve relationships. Retrieved from http://www. examiner.com/article/video-games-may-improve-relationships Daniels, J. , Radebaugh, L. , Sullivan, D. (2009). International Business: Environments nd Operations (12th ed. ). N. J. : Pearson/Prentice Hall. ESA. (2008). Essential Facts About The Computer and Video Game Industry 2008. Retrieved November 21, 2008, from Entertainment Software Association: http://www. theesa. com/facts/pdfs/ESA_EF_2008. pdf Flew, T. , Humphreys, S. (2005), Games: Technology, Industry and Culture. Oxford University Press Forbes. (2012, March 22). The Social benefits of video games. Retrieved from http://www.forbes. com/sites/insertcoin/2012/03/22/the-social-benefits-of-video-games/ Gentile, D. A. , Lynch, P, J. , Linder, J. R. , Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(5-22) Hazler, R. J. , Carney, J. V. (2000). When victims turn aggressor: Factor in the development of deadly school violence. Professional School Counseling, 4(2), 105-112 Kate, S. (2008, September 25). Video games social, not violent, study finds. Retrieved from http://www. news. com.au/technology/video-games-social-not-violent-study-finds/story-e6frfro0-1111117579541 Kutner, L. , Olson, C. K. (2009). Grand theft childhood: the surprising truth about violent video games and what parents can do. New York: Simon and Schuster. Lilian, B. , Juliet, V. E. (2001). Video games and real life aggression. Journal of Adolescent Health, 29 Mayo Clinic staff. (2011, April 2). Children and TV: Limiting your childs screen time. Retrieved from http://www. mayoclinic. com/health/children-and-tv/MY00522 Michael, M. (2005, April 1). A history of home video game consoles.

Friday, September 6, 2019

How Are Dreams Proved to Be Futile in of Mice and Men Essay Example for Free

How Are Dreams Proved to Be Futile in of Mice and Men Essay Dreams in â€Å"Of Mice and Men† is influenced under the poem â€Å"To A Mouse† by Robert Burns and the relationship between the poem and the novel is seen through the build-up to the characters hopes and dreams at the time of the great inflation and how they struggled to keep up with their ambitions. The context in both texts clearly portrays the death of the future plans the working class keep to at that time and the writers do this to illustrate the chances of normal people succeeding and how being born into a hierarchy means that you’re destined to a class in society. In Of Mice and Men, Lennie is introduced with a â€Å"shapeless face† and animal imagery is used to signify his strength, â€Å"bear drags his paws†, this portrayal of Lennie sets him apart from George in the hierarchy. As the story develops the readers understanding of George’s and Lennie’s relationship does to, the reader realises that the theme that keeps both the key protagonists motivated is the dream. This is further developed when Steinbeck introduces the dream for the first time, â€Å"I remember about the rabbits, George†, it is clear to the readers that Lennie is academically weak and in order for him to remember about the dream indicated how much it means to him and it’s possibly the thing that matters to him most. However early in the novel Steinbeck uses animal imagery to foreshadow the death of Lennie and the death of the dream, â€Å"shoot you for a coyote†, the author highlights his vulnerability and his death in the future to suggest that his weakness academically is what possibly lead him to his death. In the beginning of the novel George gets into a quarrel with Lennie about ketchup, â€Å"we ain’t got any†, during George’s rant he clearly emphasizes on what he sees as the American dream in comparison to what they both see. George leads on to imply that Lenny is a road block to his dream and this is partially true as it is what Lennie did towards the end of the novel that killed the chances of the dream. George’s dream can be considered as a typical working class dream as it isn’t very promising and has no future outlook. The death of the dream in Of Mice and Men seems to be blames on a certain individual, the death of George and Lennie’s dream is blamed on Lennie and later in the novel we learn that the death of Curley’s wife’s is because of her â€Å"ol lady†. In the novel Curley’s wife is portrayed as a social outcast alongside the â€Å"nigga† but this time because of her gender as they lived in a sexist society. However beneath her make up her interior reveals her dreams and how they were crushed as well, the reader also finds out that her sexual weapon is to grab the attention of the ranch workers as no one gave her the recognition she wanted. Curley’s wife’s dream is fully revealed towards the end of the novel with her explain it to Lennie, she clearly illustrates her very independent dream however it is also clear that she is very dependent on men when it comes to making the dream a reality. This maybe the reason why her dream was locked away and only brought out when she needed it to emotionally look back at it; considering that she lived in a men’s society it means that women are held back from what they wanted to do and were expected become a housewife. This is the main road block that Curley’s wife comes across making her dream futile. Throughout the novel the reader realises that the characters that we’re too eager for their dream (Lennie and Curley’s wife) reaches their destiny, quite dramatically, with their death. It seems that both characters had something in common – lack of power, the protagonists had a lack of power meaning that they were vulnerable to society however Curley’s wife attempted to cover it by putting on a lot of makeup but it is clear that your weakness will eventually go against you. Furthermore both characters dream was clearly futile from the beginning of the novel as both characters seemed to depend on another person in order for their dreams to succeed. In Lennie’s case it was George and Curley’s wife needed a man. Steinbeck reinforces the themes of Power and powerlessness with links to the dream to suggest that there is some sort of bond with making the dream and having the power to make it. This portrayal in Of Mice and Men illustrated not only the fact that succeeding during the Great Depression was very limited but the fact that without power or status, which both characters lacked in, the chances of making the dream was nil.

Thursday, September 5, 2019

Impact of Curriculum Definitions and Theories

Impact of Curriculum Definitions and Theories This essay will examine several definitions of curriculum, relating one to Education and Childhood studies and the impact it has on learners. In addition, the essay sets out to explore curriculum in relation to delivery and Curriculum is often seen as the main concern in the educational field however, the type of curricula to offer to learners is crucial. The concept of curriculum is sometimes characterized as fragmentary, elusive and confusing. Teachers are concerned about the choices to make about the teaching content and methods of delivery. While, caregivers and parents are interested in knowing what is going to be taught to their children. Learners are equally concerned about the content they are going to receive in class. The concept of curriculum is as dynamic as the changes that occur in society. In its narrow sense, curriculum is viewed merely as a listing of subject to be taught in school. In a broader sense, it refers to the total learning experiences of individuals not only in schools but in society as well. Su, (2012) views Curriculum as what teachers will teach and how well learners will learn, it also involves other issues like:ÂÂ   teaching the curriculum, testing the curriculum, ad ministrative curriculum and the hidden curriculum. However, Kelly (1999, p.83), suggest that curriculum is negatively viewed as a syllabus which may limit the planning of teachers to a consideration of the content or the body of knowledge they wish to transmit or a list of the subjects to be taught or both. However, (Braslavsky, 2003) considers the curriculum as educational foundations and contents, their sequencing in relation to the amount of time available for the learning experiences, the characteristics of the teaching institutions, the characteristics of the learning experiences, from the point of view of methods to be used, the resources for learning and teaching (e.g. textbooks and new technologies), evaluation and teachers profiles. A curriculum is an intended programme of learning and has three elements: a set of curriculum standards which set out the expected student achievements (what they know, what they can do and what dispositions they have acquired) at set points of time, the student having taken part in a programme of learning; a set of pedagogical standards; and a set of summative assessment or evaluation standards (Scott,2016 p.4). Having explored some definitions of curriculum, Scotts definition best fits the curriculum delivered on the Education and Childhood Studies programme. The curriculum covers several courses that ensures learners have an informed knowledge of the course to prepare them for the next step in their career. The curriculum covers a range of courses indicate; The curriculum has an intended programme of learning which learners are expected to complete at the end of the course. For each of the modules, the learning outcome is clearly outline which guides teachers to effectively plan and deliver contents to ensure learners makes progress, paying attention to teaching and learning strategies which will facilitate learners engagement and participation. Progress is usually monitored throughout lessons in form of formative assessment ensuring learners know what they do and what dispositions they have acquired. Furthermore, at the end of each module a set of summative assessment are used to evaluate learners achievement and progress. The curriculum delivered in the Skills Company on the Access for Higher Education, is a tailored towards the learner gaining a qualification towards a place to study in a university of the learners choice provided learners achieve the required grades. Ornstein and Hunkins (2009, p.15) contend that curriculum development encompasses how a curriculum is planned, implemented and evaluated, as well as what people, processes and procedures are involved When the phase in life is reached where education begins in earnest, it is vital that the curriculum is integrated, that there is no separation of theory and practice. By this Plato seems to mean that learning the theory of something is by itself of little value unless the student knows how to make it work.

Wednesday, September 4, 2019

Essay --

People from all over come to experience the Grand Canyon National Park, located exclusively in North Arizona. Covered with unexplored caves and valleys, and immense canyons, the Grand Canyon is very well liked for hikers, whether that hiker is experience of a beginner. This park offers recreational events for everyone. Today, the Grand Canyon stretches out to be eighteen miles long in some places. The Grand Canyon has much to offer from hiking along a rough, yet narrow landscape, bringing the family out to camp for a few days, gazing at the amazing scenery, or visiting the Indian reservations. This area contains several ecosystems and also hundreds to thousands of unique plants and animals. â€Å"It contains fossils of corals, crinoids, and brachiopods that indicate warm tropical conditions in a sea that once stretched across the continent. The stone looks different from the red wall, because 500 million years ago the ocean was closer to the ancient continent, and any mud and sand t hat washed off the land mixed in with the lime, making it crumbly and yellow† (Weintraub 24). The rock layers in the canyon make a magnificent color of stripes in the canyon walls that could be seen miles and miles away. Not only is this canyon enormous, but also this vast canyon can be seen from space. Although the canyon is not the deepest canyon in the world, it is known for its tremendous dimension and its vibrant landscape. This terrain reserves more than two thousand archeological sites of Native Americans, who have also resided there for four thousand years. The park itself became a National Park in the year 1919. The Grand Canyon is a stunning place to visit for all ages, and for the family to see the remarkable canyon formed not only by the erosi... ... patches along the river† (Halvorsen 5). Separate from the eroding motion of the Colorado River, the flow of the debris played a major, yet foremost role in the broadening and expanding of the Grand Canyon. All these elements contributed to the creation of the Grand Canyon, which still till this day remains a fascinating story and feature for every one of us, especially geologists, who still have many thoughts as to how the Grand Canyon was even formed. Rock layers that have formed the Grand Canyon, as everyone has seen, are created due to the sedimentations of the seas and the oceans. All of this is precisely evident of the fact that the rocks that are found on the sides of the canyon are made of sedimentary rocks. Scientists have said that the erosion is how the Grand Canyon was form, but there can always be something new to every evaluation of the Grand Canyon.