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Impact of Dota

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SYNTHESIS AND RELEVANCE OF THE REVIEW
A general synthetic route to two DOTA-linked N-Fmoc amino acids (DOTA-F and DOTA-K) is described that allows insertion of DOTA at any endo-position within a peptide sequence. Three model pentapeptides were prepared to test the general utility of these derivatives in solid-phase peptide synthesis. Both DOTA derivatives reacted smoothly by means of standard HBTU activation chemistry to the point of insertion of the DOTA amino acid, but extension of the peptide chain beyond the DOTA-amino acid insertion required the use of pre-activated C-pentafluorophenyl ester N-alpha-Fmoc amino acids. Three Gal-80 binding peptides (12-mers) were then prepared by using this methodology with DOTA positioned either at the N terminus or at one of two different internal positions;the binding of the resulting GdDOTA-12-mers to Gal-80 were compared. The methodology described here allows versatile, controlled introduction of DOTA into any location within a peptide sequence. This provides a potential method for the screening of libraries of DOTA-linked peptides for optimal targeting properties

This report describes the synthesis and structural characterization of the indium complex of 1,4,7,10-tetraazacyclododecane-1,4,7,10-tetraacetic acid mono(p-aminoanilide) (DOTA-AA), a model compound for 111In-labeled DOTA-biomolecule conjugates. In(DOTA-AA) was prepared by reacting DOTA-AA with 1 equiv of InCl3 in 0.5 M ammonium acetate buffer (pH ∼ 6). It was characterized by spectroscopic methods (IR, ES-MS, and 1H NMR), elemental analysis, and X-ray crystallography. For comparison purposes, we also prepared the complex Y(DOTA-AA). ES-MS and 1H NMR data are consistent with the proposed structure. HPLC analysis using a reversed phase method shows that the retention time of In(DOTA-AA) is ∼2.0 min shorter than that of Y(DOTA-AA), demonstrating that In(DOTA-monoamide) is more hydrophilic than Y(DOTA-monoamide). In the solid state, In(DOTA-AA) has a twisted square antiprismatic coordination geometry with all eight donor atoms (N4O4) bonded to the In center. The average In−N and In−O distances are almost identical to those of Y−N and Y−O bonds found in Y(DOTA-d-Phe-NH2) even though the ionic radius of Y3+ is much longer than that of In3+. It seems that In3+ does not fit the coordination cavity of DOTA-AA perfectly. The 1H NMR data clearly demonstrated that In(DOTA-AA) becomes fluxional at room temperature, most likely due to dissociation of the acetamide-oxygen, rotation of acetate chelating arms, and inversion of ethylenic groups of the macrocyclic ring. Results from this study and our previous studies (Liu, S.; Pietryka, J.; Ellars C. E.; Edwards D. S. Bioconjugate Chem. 2002, 13, 902−913) suggest that the In3+ complex of DOTA-monoamide in the solid state might be different from that in solution due to dissociation of the carbonyl-oxygen donor. Although Y3+ and In3+ complexes of DOTA-monoamide are both eight-coordinate in the solid state, the difference in their solution structures is most likely responsible for their difference in lipophilicity.

Foreign Literature:

Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behaviour, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behaviour and loss of free thinking and will.

Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviours, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviours. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behaviour.

Austin, Pinkleton & Fujioka (2000), quoted that “parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear.” Which refers to the parental consent of the player as they play a violent-oriented game.

Gentile & Walsh (2002), wherein 55% of parents said that “always” or “often” should parents put limits on the amount of the time their children may play computer and video games, and 40% said they “always” or “often” check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children’s video game play.

REVIEW OF RELATED LITERATURE AND STUDIEShttp://www.studymode.com/essays/Review-Of-Related-Foreign-Literature-823615.html?topic

This chapter presents the review of related literature and studies. It contains a review of books and studies on the subject matter conducted here and abroad and their relation to the present research. The researcher looked for a number of foreign and local studies and some related literatures that have either direct or indirect bearing to the study.

Foreign Literature
Student Retention Policy
Department of Special Education, Counseling, and Student Affairs Kansas State University – Kansas City, TX

We, the Faculty of the Department of Special Education, Counseling, and Student Affairs, support a regularized system for monitoring academic and professional (e.g., affective, ethical, social) aspects of individual student performance.

This document sets out policies and procedures for implementing a student retention process. The principles and aspirations that underlie that

process are consistent with those expressed in the College of Education’s undergraduate policy entitled “Qualitative Aspects of Student Performance,” found in the College’s Undergraduate Student Handbook. Specifically, we propose to implement a process that (a) is comprehensive as to the sources of input about each student’s progress and in terms of establishing a cumulative record in cases of concern, (b) takes a case-by-case approach and allows for varieties of responses; and (c) involves collaboration in professional judgment.

When making collaborative decisions about the continuation of students in the program, faculties consider the following expectations they hold for students:
1.Demonstrated effectiveness in developing interpersonal relationships in individual and group contacts. 2.Demonstrated aptitude for counseling, student personnel services, or related human development responsibilities. 3.Demonstrated commitment to a career in counseling or college student personnel services. 4.Demonstrated potential for establishing facilitative relationships with people at different levels of development and with various needs and problems. 5.Demonstrated openness to self-examination and personal and professional self-development.

6. Demonstrated commitment to and practice of ethical principles Policies and Procedures.

A. The Department Chair, and/or the Counselor Education Program Leader, will make every reasonable effort to inform all appropriate constituencies about the principles, aspirations, policies, and procedures outlined in this document and to solicit their cooperation in making this system effective. Students within the department will be informed about the retention policy early in the admissions process. The policy will appear on the Department of Special Education, Counseling, and Student Affairs web site, and students will receive a paper copy upon admission to the program. For students with visual impairments, the retention policy will be presented either on audiotape or via Braille transcription as needed. It is understood that a regularized system of Student Retention Policy 2 monitoring our students’ performance will require excellent liaison efforts between this Department and cooperating schools or agencies.

B. At a designated time each semester, the Program Leader will convene a meeting of the counselor education faculty to evaluate each student’s progress on the basis of grade point average, faculty observations of academic performance, and progress in the didactic, lab, and field experiences. In addition, any faculty member may request such a meeting at any time to express concern about a student’s deficiencies. Faculty members who have teaching or advising

relationships with the student in question should identify or define that relationship at the beginning of the student review process.

LOCAL LITERATURE A. High School Students’ Reasoning Skills and Their Study Habits and Attitude Towards Learning Reasoning involves providing arguments, premises, justification, and evidence to claims or positions. However, acquisition of reasoning skills requires much from students. It requires good study habits and positive attitudes, as well as good contextual reinforcers and influences. Many educators have noted that learning is dynamic and that it does not occur in a vacuum. Learning happens due to various factors and influences. It is, therefore, important to direct research efforts in education towards the study and analysis of how these variables facilitate student learning. For this reason, this article focuses on students’ study habits and attitude towards learning and how these influence their acquisition of reasoning skills. It is hoped that student learning can be effectively enhanced by tapping on what students already have in them: the capacity to regulate their study habits and to positively direct their attitudes towards learning.

B. Reasoning skills and student learning
It is acknowledged that students need to give positions and decisions on, and to resolve, various issues. This, in turn, demands from them clarity of ideas, justifications of claims, and the passion for critical thinking that are usually taken for granted. Reasoning skills are thus essential to students since they need to be able to discern and make valid and correct decisions on issues and problems concerning their academic and life environments. (Reasoning) skills help students think clearly and logically, as answers to issues and problems usually entail making careful distinctions in arguments and as solutions to these issues also require logical and critical thinking (p.88). These skills also help students keep an open mind in the face of conflicting ideas or opposing views and “seek solutions that meet standards of coherence and reasonableness”

RESEARCH INSTRUMENT
THE RESEARCHERS CONDUCTED A SURVEY ABOUT ABOUT THE RESEARCH TOPIC IN TWO WAYS BY DISTRIBUTING PRINTED QUESTIONNAIRES,BY INTERVIEW AND BY SURVEY.THE RESPONDENTS ARE GIVN ENOUGH TIME TO ANSWER THE QUESTIONSAND TO EXPRESS THEIR OPINIONS.THIRTY SELECTED GRADE 10 STUDENTS ARE SELECTED TO ANSWER THE THE QUESTIONS. ULL DOCUMENT
STATISTICAL TREATMENT
IN ANALYZING THE DATA GATHERED A SIMPLE PERCENTAGE AND FREQUENCY METHOD WAS MANIPULATE USING THE FOLLOWING FORMULA.

PROCEDURE
AFTER DISTRIBUTING AND GETTING ALL OF THE RESULTS THE DATA HAS BEEN ORGANIZED INTO TABULAR FORM TO BE ABLE TO ANALYZE THE RESULTS FURTHER.
READ FULL DOCUMENT
CHAPTER 4
THIS CHAPTER PRESENTS THE QUESTIONS OF THE SURVEY AND THE RESULTS OF THE DATA GATHERED
QUESTION
GRAPH

ANALYSIS AND INTERPRETATION OF DATA
As you have noticed, the results of the surveysays much about the culture of DOTA in thePhilippines. It supported the argumentspresented in the previous chapter. As you can see from Question 14, the mainimpact of DOTA to the respondents is they developcritical thinking; it enhances their strategy andtechniques in gaming. Most of them are playingfrequently with their friends other than with theirfamily, classmates or other people. They play mostlyin ordinary computer shops, n studying the culture of DOTA in thePhilippines, it is important to have surveys because theresponders from different places, different careersand different walks of life represent The wholecountryAll of the respondents that there is no genderexclusivity in playing DOTA, and 6 out of 14respondents who answered question 19 agreed thatDOTA interferes in an intimate relationship. To endthis section, the responders rated playing DOTA withan average score of 8.32/10. The complete result ofthe survey is on Appendix 4.

THIS research paper actually shows how DOTAinfluenced the Filipino people not only thegamers but also the people who do not play it.As you can see in the arguments presented, we canconclude that the culture of DOTA in the Philippines isrich, because it affects our daily lives and serves as aconnection between the gamers. In the first place,there are no other games which has the same gameplay of DOTA; it‟s origin, Starcraft, has never been popular here in the country. People continue toembrace its influence and apply it to our everydaylives.It covers vast array of topics, which everypeople should know such as its origin and its concept.Every people should also know how gamers behavewhen they are playing informally and formally.People should also know that there is no genderexclusivity in playing DOTA. People should also knowhow DOTA invades the country, and its effects to us. Ifevery people know all of these, he can establish aclear understanding regarding the topic. He can clear things out, and know people‟s opinions about it. He can also help other curoius people of what is thegame all about. The main purpose of this paper is toinform and remove negative thoughts about DOTA tothe reader. Everyone must not be alarmed, but ratherbe informed.Since the game was released, everythingfollowed like a domino: the rise of the computer shopsand its culture, the popularity of the game, the hostingof several DOTA competitions, and its total invasion inthe country.Jack Rodriguez wrote an article aboutbalacing studies and playing DOTA. He presents 8ways to control time between studying and playing.
“Pay attenti on at school; play moderately; payattention to your game; observe the factors that can affect your studies; know when not to play; don‟t mindthe insults; cutting class is a drug; know when to quit”. These eight simple ideas can greatly help a student inorganizing his time. Parents can also guide theirchildren if they will be informed about playing DOTA.The trend of gamers in provinces is that the more theyare expert in playing the game, the more they flunkat school. But in the cities it does not mean that youflunk at school it you are expert in playing DOTA. Asyou can see in the survey, some peopleTime is also very essential when it comes to work. I‟ll recommend that employees must not play while at work; because 1 game is not enough tosatisfy him. Just play at your vacant time while youare not at work. Aside from playing DOTA, there aremore worthwile tasks that you can do like playingsports, helping in household chores, helping thecommunity and serve the people. Every person in arelationship must also understand what consequenceswill happen if one of them is playing DOTA. As saidearlier, time is very important in a relationship, andone must reduce the time in playing the game. Alsokeep in mind that DOTA cannot be compared to yourpartner; it is only a game while your partner must betreasured of. Their partners must not be replaced bya game.
“Just like any sport, DOTA should not be treated as apriority. Play it for fun and play moderately.” -Rodriguez, Jack. 2011The game promotes many advantages tomany individuals that can boost their self-esteem andsocial skills. But also, we must not forget the risks thatcan brought bad effects to the gamer. Everything has its own advantages and disadvantages. It‟s up to you if you will adapt to its dynamic effects brought to the country. It‟s up to you if you will embrace it or not. It‟s up to you if you will use it for good or for bad things.At the end of the day, you yourself should decide whether you will explore the game or not. What‟s very important thing is setting priorities in everythingyou do: in studies, time management, relationshipsand at work. We must be conscious of our time,because we cannot go back to correct our mistakesanymore.Also, DOTA is only a game. S o what‟s the point if you are expert or not? The point here is, theculture of DOTA is generally not harmful; rather itserves as a significant challenge to the youth, to filterresponsible persons and make a twist to the individual‟s journey to success.

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...PROLOGUE: The Adventure Begins When this homework was assigned last Saturday, I knew then that this was going to be an adventure. I have never played Warcraft-DOTA before but, I am aware that it is an addictive game. I know this because my 20-year old nephew, still a third year industrial engineering student up to this day, was an excessively avid player. Two years of his college life were wasted because of his addiction with the game. He could have been graduating this year if not for the addiction. Thus, when I heard from Professor Nicart that the game has been lauded by no less than The Harvard School of Business because of its contribution in developing management skills, I was intrigued. Then, she said we have to play the game at least 30 minutes a day for the next 5 to 6 days, I was amused and thought to myself that my nephew would have a blast when he hears about this. Hence, the adventure for me began even before I would play the game. CHAPTER ONE: Acquiring The Warcraft-DOTA File I had a very busy schedule ahead of me this week. I thought that in order to have this homework done, I had to finish it as soon as possible. So, as soon as I got back home last Saturday, which was about 7:30 PM because electricity in our area only came back around that time, I immediately searched if the “Warcraft-DOTA” file was installed in our computer. It was not. I also searched the other laptops we had at home and I didn’t find one. I went online to search a downloadable...

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Free Essay

Online Games

...STATEMENT OF THE PROBLEM This survey on online games user of San Gabriel elementary school specifically question shall be answered: 1. What is the profile of the respondents in terms of: 1. Age 2. Gender 3. Family income 2. What are the effects computer online games on the study habits of selected grade VI pupils at San Gabriel Elementary School? 3. Is there any significant difference on the effects of computer online games to the respondents’’ study habits in terms of their profile? HYPOTHESIS This study tested the null hypothesis that there is no significant difference on the perception of the respondent between the effects of computer online games and the study habit of grade VI pupils of San Gabriel Elementary school. SIGNIFICANCE OF THE STUDY This research is important to the Parents of the youth. For them to know what are thing that influence using online games. Also to prevent the bad influence of online games to their children, for parents to be able to protect their children from influence of online games. To the youth, they should know the effects of online games to their study habit. Children should know the limitation of using online games and set their priorities. To the teacher, the second parents of the youth. This research is important to guide them to handle this kind of situation and to know how to assess their pupils. Future researchers can make use the results of this study...

Words: 856 - Pages: 4