Sunday, October 13, 2019

Affirmative Action :: essays research papers

AFFIRMATIVE ACTION A NECESSARY POLICY TO PREVENT DISCRIMINATION AND INEQUITIES OR A DISCRIMINATIVE AND INEQUITABLE POLCY INTRODUCTION Historically, there have been arguments about what Affirmative Action (AA) really is. The basis of the argument for the most part, debates the goal(s) of AA. Is the goal of AA to erase past inequities for the disabled, minorities and/or women without protest? Or is Affirmative Action a culture or spirit that rewards diversity and differences? Basically there are two definitions or schools of thought for AA. The first school of thought is that AA is an umbrella term for laws and policies that the United States Executive, Judicial, and legislative bodies have mandated. Specifically, AA is a series of social policies and statutes that regulate activities and laws with the primary intent to achieve equity and increase opportunity for all. The second school of though is that AA is an umbrella term defining a broader set of activities whereby public and private institutions voluntarily incorporate practices and polices to increase diversity, opportunity and equity. Under this school of thought, AA is in spirit and an institutional policy. The intent of this paper is to address the serious and profound arguments of both schools of thought. In addition, this paper will address issues relative to determining whether or not AA is necessary instrument for the demise of discrimination and the formation of justice and whether or not AA needs to be maintained, modified or terminated. I. Affirmative Action Background A. A Brief History of AA in the United States of American Contrary to popular belief, the concept of AA actually began prior to the executive order signed by President John F. Kennedy in 1961. The concept of AA began upon the signing of Amendment XIII of the Constitution. 1. The Late 19the and Early 20th Century America began to deal with the inequities and lack of justice for mean of African decent in the 1800s. In my opinion, the initial and most significant policy or law relative to AA was Amendment XIII to the Constitution. The 13th Amendment states, â€Å"Neither slavery nor involuntary servitude, except as a punishment for crime whereof the party shall have been duly convicted, shall exist within the United States, or any place subject to their jurisdiction† (US Constitution, Amendment 13, Section 1). Further cited, â€Å"Congress shall have power to enforce this article by appropriate legislation†, (US Constitution, Amendment 13, Section 2). While the intent of the 13th amendment was to abolish slavery and begin the long process of just and equal rights for all American citizens.

Saturday, October 12, 2019

Plato Vs Shelley :: essays research papers

Many works of literature provide responses to much debated topics. Opinions are brought forth by means of rhetorical devices and supported by some type of accepted truth. In two such pieces, The Republic by Plato and â€Å"A Defense of Poetry† by Shelley, Plato expresses a belief about poetry that Shelley disagrees with and responds to. Through rhetorical devices such as metaphors and symbolism and the use of deductive logic and Socratic writing, Plato provides a strong, very supported argument while Shelley’s long sentence structure, analogies and metaphors are weak in comparison.   Ã‚  Ã‚  Ã‚  Ã‚  The way in which Plato uses deductive logic to express his opinion allows him to fully develop his ideas without making assertions that are incredible. Plato begins with the idea of the ultimate â€Å"maker of the bed†, which he refers to as G-d which is easily accepted by the majority of an audience. Plato believed that there is only one who â€Å"makes the essence of the bed,† (44) the single idea and therefore that is the truth. From there he goes to the carpenter. â€Å"There is another (bed) which is the work of the carpenter.† (44) And finally Plato defines his thesis through metaphor. He uses a metaphor that compares the work of a poet to a mirror. â€Å"Turning a mirror round and round – you would soon enough make the sun and the heavens, and the earth and yourself, and other animals and plants, and all other things of which we were just speaking, in the mirror†¦but they would be appearances only.† (44) The way in wh ich the writing is interactive with two people creates contradictions, which challenge Plato’s beliefs, yet they are still proven throughout. â€Å"Why not? For the duller eye may often see a thing sooner than the keener. â€Å"Very true, but in your presence, even if I had any further notion, I could not muster courage to utter it.† (43) While this Socratic writing helps Plato to make his argument even more concrete, Shelley uses essay form to portray his ideas somewhat in response to beliefs like those of Plato.   Ã‚  Ã‚  Ã‚  Ã‚  Shelley’s writing differs in form from Plato’s in that Shelley’s is more straight forward and seems almost as if it were meant to be preached. â€Å"Reason is to the imagination as the instrument to the agent, as the body to the spirit, as the shadow to the substance.† (429) The analogy that Shelley uses portrays that reason is the basis of the imagination, implying that poetry holds truth, yet it is an idealized truth, which is determined by Plato in The Republic to be essentially false.

Friday, October 11, 2019

Letter / Apollo Shoes

First I would like to thank the board of director of Apollo Shores for their recent inquiry about Phoenix & Company’s services. Since our firm is small, we offer a wide range of personalized services to clients at a reasonable cost. Phoenix & Company is a CPA firm with more the 25 years in the business of providing client tax services, accounting booking, management consulting, quality control consulting, risk assessment, capital transaction assistance, and information systems functionality. The firm’s approach has been very successful because of our ability to comprehend our clients’ organization paradigm including risk assessment, control issues, and diagnostic. The benefits to our auditing approach would help the management team efficiency identify areas within the organization’s that needs to be address. This process could improve the company’s efficiency identifying that controls are in place. Overall this gives the management team a better understanding of the organization working including their financial systems. The role of Phoenix & Company is to obtaining sufficient audit evaluation and evidence in order to test the organizational controls. At this time I would like to define auditing and give some benefits of an audit. â€Å"Auditing is the accumulation and evaluation of evidence about information to determine and report on the degree of correspondence between the information and established criteria† (Arens, Elder & Beasley, 2006). The benefits to auditing are the ability for a company to improve the understanding of the financial records from the management and users stand points. Another benefit is the ability to identify areas within the organization that needs improvement. A company could reinforce, risk assessments, and improve internal controls. In conclusion the firm of Phoenix & Company is an excellent resource to provide Apollo Shores with effective analysis, and relevant information to meet the needs of your organization. The approach is to improve the organization safeguards in order to protect the financial operations of the company.

Thursday, October 10, 2019

Exploring the use of digital gaming in teaching

It is the general intent of the research that is presently being undertaken to research the usage of digital gambling in instruction and acquisition of mathematics in order to run into up educational ends. The survey is specifically being conducted in the scene of the Kingdom of Saudi Arabia with the purpose of looking at the consequence of digital gambling to learning mathematics, that is, either heightening learning or larning or looking at the possibility of digital gambling non holding any positive consequence at all in accomplishing educational ends. There is voluminous information in the literature about digital gambling being used in the educational scene, more often in scientific discipline and mathematics-related topics. Eck ( 2006 ) asserts that digital game-based acquisition has been unpopular for old ages until 2006 but get downing 2003 the involvement in the use of digital games to back up larning in assorted Fieldss have already started ( Wolz et al, 2005 ) . Habgood et Al ( 2005 ) , on the other manus reference that since the 1980s, there has been significant literature demoing how digital games are really related to instruction and acquisition. Since 2006, there has been a turning involvement in the usage of digital games for acquisition and harmonizing to the writer, advocates of this type of learning have been rather taken aback by the alterations that have been go oning. Harmonizing to Eck ( 2006 ) , this can be mostly attributed to three of import factors. The first of these factors is that advocates of digital game-based acquisition have unfailingly continued research on this new larning aspect and printing them through books, essays and articles with writers such as Marc Prensky, James Paul Gee and Clark Aldrich, to call a few. In the web, one would happen a volume of information that discusses about digital games as tools for acquisition, some showing the theoretical concepts underlying the tool while other readings provide empirical researches that aimed to accomplish specific ends in digital game-based acquisition. Second, the current coevals which is fundamentally the Internet coevals and instead, Eck ( 2006 ) calls the â€Å" digital indigens † play a big function in the broad credence of digital games as acquisition tools. Persons who were fundamentally borne and have practically lived the Net coevals adapt good to a fast-paced life welcoming and synthesising assorted sorts of information at any one clip. The â€Å" digital indigens † as Eck ( 2006 ) relates, someway became disentangled with the conventional ways of acquisition and normally enjoys speedy interactions. Besides, first-class ocular accomplishments used for larning are what embody the current coevals and this accomplishment is something that would tremendously prefer digital game-based acquisition. Hoyles and Noss ( 2006 ) even reference that kids, with the emerging involvement in games as tools for acquisition, even heighten their abilities to plan their ain games and drama with them after, utilizing certain tools , one of which is the Playground, where in general, kids are able to pull strings alive characters. The increased celebrity that games have fundamentally acquired through the old ages is the 3rd factor that says why digital game-based acquisition is widely accepted as of recent. Digital games are merely everyplace and come in assorted media, therefore doing it more accessible to the general populace and therefore more apprehended. As if to farther set up how games have been used to heighten larning today, Prensky ( 2001 ) describes the many chances connected with digital games-based acquisition. The writer asserts nevertheless that digital games are merely options used by educational establishments to farther pupil acquisition. Harmonizing to him, a new paradigm of acquisition has emerged and this is larning through playing. He cites some of the activities which are chiefly digital games incorporated in assorted degrees of instruction. Some of these are typing games, pre-school acquisition of the alphabet through computing machines and computing machine cheat being used by K-12 pupils. For grownup scholars, like in the instance of those preparation in the armed forces, the existent conflict in the battleground has been re-created through digital games and military trainees have to play these games that resemble a realistic conflict as simulations of the true conflict that has to go on when they serve the state . Indeed, the computing machines and the package for digital games that have been created and made more realistic by package experts have provided manners of larning for immature and big scholars.Digital Games in EducationSandford and Williamson ( 2005 ) describe computing machine games and picture games as digital applications which individual or groups of participants control utilizing a personal computing machine or some other media such as a PlayStation. The writers suggest that by playing digital games, participants are able to hone accomplishments in confronting challenges that are more complex than what they encounter in school. The environment that digital games provide to participants is a learning environment. While playing, gamers are confronted with ambitious state of affairss that they need to decide to win in the game. This provides participants the accomplishment to confront realistic jobs of the same sort in the hereafter. While playing, gamers are besides provided options which mean they have to prosecute themselves in some decision-making exercising and be able to see the effects of their determinations or actions. Identifying with the characters of the game is besides another facet that participants deal with when playing computing machine or picture games. Particularly in role-playing games, participants are besides able to heighten their vocabulary, familiarising themselves with the footings used in the game that normally come because of the devices that the character in the game has to utilize. In this manner, participants will larn to understand the whole character being portrayed in the game. Socialization is besides enhanced by digital games as participants would usually be affiliated with certain groups which have common ends while playing. Squire ( 2003 ) relates some of the features of digital games which make it utile for the educational scene. A digital game provides participants with drill and pattern. Presently, this map of computing machine games makes it of import for pedagogues because of its incorporation into the traditional course of study as exercisings that will enrich the acquisition of the pupils as they immerse through it during single survey times. The other property of digital games that makes it utile for the educational scene is the being of simulation and scheme games. Simulation games provide the participants a image of the world, within the walls of the house, the schoolroom or a computing machine store. Squire ( 2003 ) portions two types of simulations used and these are low-fidelity and hi-fidelity simulations. Hi-fidelity simulations try every bit near as possible to mime the interactions and state of affairss that may be experienced if it were to go on in existent life. Low-fidelity simulatio ns, on the other manus, are meant to supply system simplification so that some of import constituents of the system may be highlighted. Video games that are both educational and entertaining let the pupil participants to pull strings some variables which in existent life, an ordinary pupil can non change merely yet. Players can besides larn about different topics of involvement when they engage in educational games that will do them presume a certain function or personality. In this manner, the pupil is besides given the opportunity to see state of affairss in assorted positions. Digital games besides make it possible for the participants to visualise a peculiar in three-dimensional infinite hence increasing apprehension of the affair. Gros ( 2007 ) asserts that digital games can be used by scholars to get cognition and larn certain schemes. The writer cites the survey conducted by Nussbaum and co-workers in 1999 with 300 4th twelvemonth pupils as topics. A series of games in linguistic communication and mathematics was developed utilizing Gameboy and that the games have characters that the pupils can place with. In mathematics specifically, the end of holding the pupils play the game is to familiarise themselves with the cardinal construction of accomplishments and mathematical thought every bit good as larning arithmetic and geometry. The instructors were able to besides larn utilizing the instrument used in the experiment in 2 to 3 months and feedbacks from the pedagogues themselves reveal that videogame is an instrument that is easy learned and used and can function as extra learning stuff that they can utilize as back-up for the conventional instruction stuffs that they are already utilizing. Games have besides found its utility in Science and Engineering topics, in general. In the instruction system of the United States Science and Engineering, Mayo ( 2007 ) asserts that picture games have played of import functions in turn toing lacks in the system because of five primary grounds. One of these grounds is monolithic range. The Internet has provided a manner for persons, pupils and even those who are already in the on the job category, to acquire entree to digital games. Some of these games can be downloaded for free, while others have to be purchased. Besides, the games need non be violent as there are games that educate users about assorted subjects. As the writer relates, these games are non really portion of the educational system as pupils did non entree these games through the four walls of the schoolroom but merely the same, pupils learn. The 2nd ground is effectual larning paradigms. The act of playing video games is associated with enhanced larning results because the undermentioned accomplishments are being honed while playing: experiential and inquiry-based acquisition, self-efficacy, end scene, cooperation or squad playing and uninterrupted feedback ( Mayo, 2007 ) . Enhanced encephalon chemical science is the 3rd ground behind the potency of video games in turn toing jobs in instruction. Mayo ( 2007 ) asserts that a survey in 1998 established the relationship between the sum of dopamine nowadays in the encephalon of the participant and his/her public presentation in the game. Dopamine serves to excite acquisition of the participant. It must be taken into consideration, nevertheless, that the game tested in the 1998 survey is non educational in nature and hence subsequent surveies are still necessary. Time on bet oning undertaking is the 4th ground as participants normally take more than a twosome of hours to play digital games. If lessons in school have to be incorporated in these games, efficaciously, so it is uniting amusement with acquisition and pupils now take more clip larning than they did before with conventional acquisition. The last of these five grounds is larning results informations which suggest that have already been surveies conducted which compared the larning results of pupils subjected to games while larning and those under the traditional acquisition. It must be considered nevertheless that the games used in the ratings are non the popular commercial games that can be seen played today, but so the â€Å" not-so-big-time † games are still digital games and hence portion of the concern of looking how these games can better acquisition ( Mayo, 2007 ) . Squire et Al ( 2004 ) elaborate on an empirical survey conducted among 96 pupils, of which 61 were assigned to the experimental group and 35 to the control group. The experimental group played Supercharged! In their Physicss category apart from the synergistic talks on electrostatics and other addendum stuffs provided to them by the instructor. The same instructor provided electrostatics lessons to the control group through synergistic lessons, observations and experiments. Supercharged! Is an electromagnetism simulation game developed through the aid of John Belcher, an MIT physicist? The game itself is chiefly be aftering and playing as participants have to travel through electromagnetic labyrinths and playing with charges to command a ship. Consequences of the survey showed that pupils belonging to the experimental group had better public presentation than those in the control group in footings of construct comprehension. Merely to add to the treatment on the inventions done for acquisition, in universities, where higher instruction can be acquired, engineering has besides been embraced. Together with this are the developments effected in order to supply larning to college pupils. Brown ( 2001 ) asserts that in this digital age, the universities have besides done their portion in bettering instruction. One of the inventions that have been taken is the integrating of studio classs as replacing for lecture-based introductory classs. In the studio classs, the pupils have the opportunity to see talk, recitation and research lab, all in one incorporate class. The module is besides being given a better environment to learn synergistic lessons. The studio courses accommodate big categories but can manage an array of activities, digital and non-digital within the category. The MIT Media Lab is another invention that has been brought to the universities. In this lab, theory and application are brought together in one category. The lab provides the category a collaborative environment where pupils can work out solutions to existent life jobs despite being confined in the lab. Brown ( 2001 ) besides adds that computing machine games, specifically, role-playing games ( RPG ) with multiple participants online have besides transformed the ways of larning. In RPGs, participants do non merely vie but they are besides able to make and set up groups. The higher instruction sees this as a theoretical account for constructing a networked acquisition environment. Players, by prosecuting in RPGs experience interaction with other participants as they swap their cogwheels and techniques among members of their group. The pupils ‘ originative and strategic accomplishments are besides being honed as they try to spread out their functions within the game. The literature discoursing the usage of digital games in mathematics instruction in the Kingdom of Saudi Arabia ( KSA ) seems to be scarce. Al-Wakeel ( 2001 ) asserted that in the yesteryear, universities in KSA deficiency adequate computing machine instruction plans which are besides of high-quality. There have been attempts to beef up computing machine instruction in KSA but have failed non because the purposes were non good but because design of the plans was non planned good. Furthermore, there is a noteworthy scarceness in professionals who are subjects who could learn computing machine instruction. This is apparent in the past plans preparation of computing machine professionals who came from outside KSA. There is besides concern in research of computing machine applications that can be used to better instruction. To turn to this, KSA revamped its educational system with the constitution of Comprehensive Education Programs in the College of Computer and Information Sciences ( C CIS ) . With such move, although there are besides obstructions hurdled, research in computing machine instruction may be done including the geographic expedition of the usage of digital games in learning mathematics to KSA pupils. Because of sensed scarceness of researches done in this country in KSA, this research will be chiefly done to research the usage of digital games in acquisition and learning mathematics to profit and ease educational ends, with peculiar scene in the Kingdom of Saudi Arabia. This research will be conducted in order to look into the consequence of digital game-based acquisition to pupils ‘ motive and academic public presentation, peculiarly among pupils in the secondary degree of instruction.The Future of Digital Games-Based LearningDigital games provide agencies of accomplishing a figure of ends. Prensky ( 2001 ) relates that through digital games-based acquisition, motive for larning topics that are hard to learn can now be achieved. This motive works in both ways. If the pupil finds topics to be deadening, so integrating digital games into the topic will do it interesting. On the other manus, if the pupil finds the lesson excessively complex, so digital games can be used to su pply an alternate manner of showing the topics to the category in a manner that will direct the feeling of being hard to something that they will larn and bask at the same clip. The usage of digital games in larning besides provides an chance for a conjunct attempt among people in different Fieldss such as instructors, content experts and digital game developers. In footings of the being of the Internet, the usage of digital games in instruction and acquisition will ensue to holding the Internet non merely as a medium of instruction but will be a lively locale of forum for users and manufacturers of games to get at new constructs everyday for larning that will do its manner through the scholars via digital games. There will besides be a uninterrupted thought of how digital games can be improved and innovated to outdo function the intent of conveying instruction to the pupils at its fullest potency, thereby bring forthing alumnuss will all-around personalities who can do determinations non merely in conjectural state of affairss but in realistic conditions as good. Squire ( 2003 ) believes that since the 1980s, there has been a important betterment in the gambling engineering but so integrating these betterments into larning environments is one missing measure in order for digital game-based acquisition to boom. The writer comes up with his ideas on the hereafter of picture gambling in instruction. First away, the writer suggests that pedagogues have been keen on buying educational and entertaining digital games that are commercially available presents. Harmonizing to the writer, there is increased frequence in the usage of ‘edutainment ‘ but so there is non much evidence-based research which has been conducted to demo how these games really work. Design experiments must be incorporated into the work of games research so as to do educational games be more utile for instructional engineers and therefore set up research from at that place. Second, instructional engineers who design the synergistic acquisition environments of larning games can besides acquire lessons from the present inventions in gambling. The writer cites two facets of gambling that harmonizing to him hold non been to the full studied and these are synergistic fiction and online gambling. Synergistic fiction will supply instructional engineers information on how characters can germinate and develop in an synergistic environment. Online gambling, on the other manus, can supply instructional engineers valuable information on the design of on-line environments. Finally, by simply taking a close expression at all the digital games that have abound presents in whatever medium such as those streaming in the cyberspace or games installed in personal computing machines, one would really happen himself amazed at how the design, sounds and artworks have evolved through the old ages. The many games found online every bit good as those played in picture houses and in the comfort of the places have all passed through betterments. The artworks about resemble that of real-life persons every bit good as the motions of the objects in the digital game. Aesthetics has continuously improved to the pleasance of consumers. Possibly, for educational games, this can besides be done. The creativeness in coming up with new designs and new games is one of the aspects of digital game-based acquisition that can be improved in the hereafter.

Wednesday, October 9, 2019

A Division of Parody Productions Essay Example for Free

A Division of Parody Productions Essay ? Parody Productions, LLC is a company that sale his playing cards over the internet. The product portrays well-known players from a sports team’s history. The plaintiff in this suit, Ronald Swoboda, is included in the New York Mets Hero Deck. Swoboda claims that he has never given Parody permission to use his image. He further contends that through his attorney he sent Parody a cease and desist letter. Parody refused to stop selling cards with Swoboda’s name and images. In response, Swoboda filed the instant lawsuit to enjoin Parody from the continued use of his name and likeness and for damages for violating his right to publicity, and, alternatively, damages for unjust enrichment. The trial court sustained the exception of lack of personal jurisdiction and this appeal followed. 2. ISSUE: The issue is â€Å"Did Court of Appeal of Louisiana approve lack of personal jurisdiction of an internet merchandiser?† 3. DECISION: Affirmed Since 1945, technology has advanced to such a degree that it is possible for sellers to reach consumers in their homes worldwide. The onset of the Internet has created a lapse between the method of doing business in 1945 and the legal system’s ability to keep up with technology. The â€Å"purposeful availment† requirement for the exercise of personal jurisdiction over a nonresident defendant ensures that it will not be haled into a jurisdiction solely as a result of a random, fortuitous, or attenuated contact, or by the unilateral activity of another party or a third person. In Quality Design, the court ruled that Tuff Coat’s website was a passive one, whereby information about its product was provided, but actual sales were arranged via telephone or mail. A Division of Parody Productions. (2016, Sep 17).

Tuesday, October 8, 2019

Factory Girls Essay Example | Topics and Well Written Essays - 750 words

Factory Girls - Essay Example Having read and comprehended Leslie T. Chang’s Factory Girls, I would like to categorically state that the decision of the girls to relocate from the village to the urban centers was a sign of progress. However, challenging it was, it put them in the right path of improving their lives and moving towards the achievement of their goals. Indeed, the living conditions in the rural China at the time were quite depressing. It was quite unpleasant for the young girls to live in deplorable conditions characterized poverty, hunger and other social agonies. This necessitated their move to the urban centers to look for jobs and better living conditions. Had it not been for their movement, they would not have managed to get employment opportunities, acquire new clothes, fashionable shoes, mobile phones and manage to send money back to their families. To explore this topic, I would like to use Lu Qingwin (Min) as a case study. After getting fed up with the poor living conditions in her rural home, she opts to immigrate to the urban centre. Here, she hopes to lead a totally new life. She is convinced that relocating to the town will enable her to get a job and enjoy the pleasant town life. Even if she is faced with several problems, such as poor living conditions in the overcrowded dormitories, loneliness, low wages, long working hours, late salary payments, heavy fining policy on petty offenses, she lands into a job. It was a sign of progress because it granted her a chance to improve her life, further her education through attending evening classes, make new friends like Huang Jiao’e and Liang Rong and get money to buy clothes and high-heeled shoes and send back to her poor parents in the village. Had she not gone to the town, she would not have acquired such level of exposure. These are things which were unheard of in th e villages

Monday, October 7, 2019

Description of Temple Run Game Essay Example | Topics and Well Written Essays - 750 words

Description of Temple Run Game - Essay Example From this discussion it is clear that  the player is required to collect coins on the way in form of diamond coins primarily yellow but depending on coin value, they can change to red and blue. The collected coins are eventually used in the games store where the player can buy power ups that are beneficial to unlock characters. Mega coins retail at 150coins which is the coin value three times. Boosts helps up to 1000meters as the invisibility lasts 30seconds. Two point coins starts at 1000meters while three point coin starts at 2000meters. As the player continues to survive the higher score, he accumulates points which are five times the value of collected coins.  This study stresses that the target of Temple Run Brave is virtually everyone. Its’ design ensures it can be used by almost everyone who owns a smartphone, tablet or computer and loves speed and racing. The extensive market research that the Temple Run app did is the cause of their success in the flooded market. It is important to note that in the over one billion smartphone and tablets users, games command more than 40% of the time spent on apps. Temple Run has been designed in such a way that it is easy to learn starting from simple to complex tasks. This allows a wide range of users depend on their capabilities and age. The predictable playing pattern allows for all genders to play it hence a wide market range.  Temple Run can be played by children, young adults and adults with a smartphone, tablets, laptops and computers. It is easy to download and can also be played offline.