...I am Julia C. Chaves. I was born on August 25, 1998 in Cagayan de Oro City. I am now fifteen years old. I am a third-year student at Corpus Christi School. I am a little girl with big dreams and big plans in life. I am a person who never gives up on the challenges that I face each and every single day. I give my all for the things that are important to me and for the people whom I love the most. I do my very best just to reach the things I want in life. I am a person who is willing to sacrifice things just for my loved ones. I am an understanding and friendly person. I love adventuring and exploring new things. I love travelling to different places. I love taking and capturing moments which are priceless with my camera. I love tasting and eating different food. I also love dancing and singing. My mother’s name is Julieta C. Chaves. My father’s name is Ramon P. Chaves Jr. I have two elder brothers, namely; Ramon Jose C. Chaves III and Michael Myko C. Chaves. I am the only girl and the youngest among us three. I am the only one who is still going to school, because my brothers are already working. My brother Ramon and I are closer to each other compared to my other brother. We share things together. I usually approach him when it comes to problems in life. He is always there for me. He is also my motivation in life. He is already living in Manila with his wife and his child which is my nephew. My nephew’s name is Ramon Francisco S. Chaves IV. He is already six years old. I love...
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...Are Jigsaw Puzzles Educational? Many companies advertise their products as being educational. How much of this terminology is sales promotion and jargon, and how much is fact? As an educator for many years, I can say with authority, that there is educational value in all types of jigsaw puzzles. The skills acquired and practiced in completing jigsaw puzzles are a foundational part of successful learning. Doing jigsaw puzzles develops several functions of the brain simultaneously as a child has fun and also learns. Most notably developed in this learning process are the abilities to reason, deduce, analyze, sequence, and develop logical thought and problem solving skills. Physically, eye-hand coordination and spatial awareness are also required to complete a jigsaw puzzle. Putting these benefits aside, I want to look particularly at the jigsaw puzzles that are labeled “Educational”. These puzzles are designed to teach a specific learning objective. Some examples of these might be a jigsaw puzzle map of the world, or of the solar system. The manufacturers claim that such puzzles will teach a child those specific facts. What educational value in reality do these types of puzzles contain? Firstly the degree of the educational value of these types of puzzles is dependant on how the puzzles are used in the learning process. For example, let us suppose that the learning objective is to learn about the geography of the United States of America, specifically the position of the...
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...Shane O’Donnell 9/26/2013 TA-Rex Beaber LIMBO AS A GAME FOR LEARNING Limbo is a modern black & white computer game that has the player traveling through an expansive two dimensional wasteland in search of the character’s sister. Along this journey, the character stumbles into obstacle after obstacle, preventing him from moving forward. These obstacles serve as puzzles for the player to solve. If the player does not solve these puzzles, then the character is stuck in the same spot, likely dying over and over. This game uses real concepts from physical sciences, such as pendulums and gravity, to push the player to critically think about how to solve the puzzles presented to them. Limbo does a good job at engaging the user into learning by principles of problem solving such as: sandbox, pleasantly frustrating, and well-ordered problems. Video games, to the general public, aren’t generally accepted as tools to engage the player in learning. The image of a gamer to most is no better than an obese man with unkempt hair and a bag of potato chips sitting on his couch/computer chair all day. Though this really isn’t the case, gamers comes in all kinds of appearances, it can be easy to see why people think this. The amount of time some people spend on their gaming devices is pretty haunting. Some people near 20 hours per day gaming, which is slightly superhuman. Though this is at a far extreme, what we see from this is engagement. What other activities do people want to do for...
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...Pharmacy Technicians: A Worktext Complete the following exercises: Showall your calculations in a Microsoft® Word document 1. Test Your Knowledge, p. 24: Problems 2, 4, 6, 8, 10, 12, 14, 16, 18 2. Test Your Knowledge, p.25: Problems 21, 22, 23, 24, 25, 27, 28, 29, 38, & 40 3. You are asked to prepare a 5% solution of dextrose in a container of 500 mL. You are given the following equation to help you solve the answer. What is the answer in grams? 5 g/100 mL = X g/500 mL 4. Accessthe Pharmacy-Terminology Crossword Puzzle, located on the student website. Completethe puzzle using the clues provided. Senda screenshot of the completed puzzle to your instructor. To create a screenshot: • Press Alt + Print Screenon your computer keyboard to create a screenshot. • Open a blank Microsoft® Word document. • Press Ctrl + Von your computer keyboard to paste the screenshot into the blank Word document. Postyour answers and crossword puzzle document under the Assignment Link along with a signed copy of the Certificate of Originality as an attachment. HCP 220 Week 2 Assignment Ratios and Percents https://hwguiders.com/downloads/hcp-220-week-2-assignment-ratios-percents/ HCP 220 Week 2 Assignment Ratios and Percents Resource: Ch. 3 of Pharmaceutical Calculations for Pharmacy Technicians: A Worktext Complete the following exercises: Showall your calculations in a Microsoft® Word document 1. Test Your Knowledge, p. 24: Problems 2, 4, 6, 8, 10...
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...100 6/15/2015 BRENDA DURDEN The concepts of week five The work of art that I would do to show my experience, as a student it would be like a puzzle with finish and unfinished parts of the puzzle. The puzzle pieces are unfinished would represent how tough school was in my classes. Then it will be another side that will show the entire puzzle piece connected to each other. That would be my success, in the University of Phoenix. By overcoming the tough classes and reaching my goal, of graduating completing the puzzle of my academic dreams. It will be a round ball surface. It durable outside weather sculpture that made out of metal life, size, and it will have the colors of black and gold black being for the unfinished puzzles. To show the tough side of my experience then it will have a gold side that will show my success and overcoming the hardships in my experience. It will be spinning within mid air circling around, to show the full sculpture to the audience when they are looking at it. They will not have to do it manually their selves when looking at the artwork of my experience. The way that it will communicate, it experiences in terms of its composition. That the colors would be black in gold the black color unfinished puzzle piece, will show my tough experience I went through. The gold pieces, of the puzzle, show my success that I gain through the tough experience, and it will be a 3d dimensional also the geometric shape circle. That keeps spinning mean, and...
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...Introduction Have you ever heard of mind games before? We are not talking about brain teasers or the John Lennon song, we’re talking about psychological games that almost everyone plays among each other all the time. You may ask your self, why do we play games? We humans are curios about surrounding and environment, playing games that engage and challenge our curiosity makes us feel more aware brain power, and that in itself gives us a sensation unmatched and our activities. Games usually seek out stimuli just slightly more complex than their preferred level of stimulation and eventually games provide that sort of stimulation. They also help the mind develop by teaching cooperation and competition, exploration, and invention. Mind Games: Definition Mind games or brain games are activities that are fun but challenge your brain. Games that make you think, strategize, and remember information, are all games that will help train your mind. In fact, many of these basic characteristics are what you find in many of the games you already play. Moreover, mind games are psychologically manipulative and deceptive practice intended to deceive or confused somebody. The purpose of these games is to improve your memory, thinking, reaction time, and cognitive ability. These games are especially...
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...Introduction Nowadays, game apps tend to rely on good gameplay rather than graphics. One major problem for developers and publishers of this kind of games is describing the game in such details that it gives the users enough information/attraction to decide to continue on the game. Our focus in this PBA project is the game called AlphaFlip developed by CopenhagenConcept. We aim into developing a better game experience for the upcoming launch of AF. This will include the user (game) experience enhancement, technology implementation and e-mk strategy. How to play? Rearrange a row of scrambled letters to the target phrase. Flip a chain of letter to have them in the right order. AF has 4 game modes: Classic Mode, UTP, GTP and Speed Flip. Personal Implication Viorela – as a community manager, involvement in game experience development and e-marketing. Expectations The theory that a game needs to have a good game experience for its first time gameplay means that the users are interested and focused in so called the “first 5 minutes”. Our motivation is a contribution to a successful launch for AF on 2 different digital platforms: Fb/iOS. We want to bring solutions to AF game experience problem and launching strategy. Also to correctly cross-work on both fields, requires a vast amount of research and a clear idea of the final goal: to have a good product that will be marketed in the best strategy possible. Problem Formulation Based on the statement of Mads Ehrhardt (the...
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...Blue hat Good morning. Today we are going to discuss a game that we will release in this summer. Let’s take a look at some statistics about the age of gamers and the most popular kind of game White hat http://www.avforums.com/forums/news/1519935-what-type-video-gamer-you-survey-reveals-7-types.html 49% of all respondents play puzzles and quiz games – the most popular type of game · 30% of respondents favor social networking games – the second most popular type of game . 25 to 45 year olds are identified as having the most number of players (44%) compared with 45 to 65 year olds (33%) and 16 to 24 year olds (23%) with the least amount. According to those statistics, I assume that our target will be adult and puzzle – quiz will be theme games Red hat In my opinion, puzzle – quiz games are not practical. It’s very boring and easy to make gamers feel dizzy. Therefore, those games will not be suitable for our target customers who need to relax after hard-working time. In summer, people are looking for something romantic and attractive. Therefore, RPG – Role-playing games is the best choice for this summer, especially fighting games Yellow hat I also agree with red hat. Fighting games are not only for men but also for women. Some fighting games don’t conttain element of blood, wound or death. Therefore, it still appropriate for women. Sailor moon is one example. Furthermore, some fighting games teach us about morality. Particularly, some games’ plot...
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...includes IT 220 Week 1 Assignment Web Browsers Deadline: ( ), Computer Science - General Computer Science I can provide the .jpg, .htm, and .css files for of these tutorials... I just don't have time to finish them while taking both Java and SQL at the same time! Data Files needed for this Case Problem: gold.jpg, green.jpg, jpf.jpg, jpftxt.css, left.jpg, stabletxt.css, sudokutxt.htm, topleft.jpg, and topright.jpg The Japanese Puzzle Factory Rebecca Peretz has a passion for riddles and puzzles. Her favorites are the Japanese logic puzzles that have become very popular in recent years. Rebecca and a few of her friends have begun work on a new Web site called The Japa- nese Puzzle Factory (JPF), where they plan to create and distribute Japanese-style puzzles. Eventually the JPF Web site will include interactive programs to enable users to solve the puzzles online, but for now Rebecca is interested only in the design and layout of the pages. You’ve been asked to help by creating a draft version of the Web page describing the Sudoku puzzle. Figure 5-76 shows a preview of the design and layout you’ll create for Rebecca. HTML and XHTML Tutorial 5 Working with Web Tables Rebecca has created some of the content and designs for this page. Your task is to complete the page by entering the code and styles for the Sudoku table as well as adding some background images to other sections of the page layout. Complete the following: 1. Use your text editor to open the...
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...Approach and Avoidance Achievement Goals and Intrinsic Motivation: A Mediational Analysis Andrew J. Elliot & Judith M. Harackiewicz Journal of Personality and Social Psychology, 1996, Vol 70. 461-475 Rep: 村山 航[1] 【問題の所在】 ≪Approach-Avoidance Distinctionについて≫ ・ 初期の達成動機づけ概念:成功欲求-失敗回避の2種類を想定 Lewin⇒McClelland⇒Atkinson(数式による定式化) ・ 1970~80年代にCarol Dweck, John Nichollsらによる「達成目標理論(achievement goal theory)」の登場:competenceへの筋道を概念化 ・ 初期の達成目標理論は,Atkinsonらのapproach-avoidanceを区別(Dweck & Elliot, 1983; Nicholls, 1984):perfomance goal (ego-involved goal)をapproach-avoidanceの区別で分ける. ・ だが,この区別は後に理論的にも実証的にも注目をされず,消えていった. ⇒Dweck(1986):performance-learning goal dichotomy ⇒Nicholls, et al.(1989):two forms of approach motivation ・ そして達成目標理論は現在の達成動機研究における主要なアプローチとなっている. ・ 多くの達成動機づけ理論家がDweckとNichollsの目標概念に追従:2つの特徴 1. 2種類のGoalを想定:mastery-ability goals(Ames, 1984), mastery-competitive goals (Roberts, 1992), task-ego involvement( Deci & Ryan, 1985).⇒Ames & Archer(1987):すべてをまとめてmastery-performance goalと呼ぶ. 2. approach-avoidanceを独立の2つの動機づけ傾向と考えていない ・ 2つのGoalの示すMotivational Pattern:Performance GoalはHelplessに繋がるとされる △Mastery Goal:挑戦的な課題の選好,失敗時のpersistence,課題へのポジティブな感情など △ Performance Goal:易もしくは難課題の選好,失敗時の努力の差し控えや能力帰属,課題へのネガテ ィブな感情,低有能感時にHelplessに陥りやすいなど ・ 本研究では,approach-avoidanceの区別を取り入れ,従来のachievement goalの拡張を行う.即ち ◇mastery goal(MG):competenceを発達・向上させることが目標 ◇performance-approach goal(Pap):competenceを人に見せることが目標 ...
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...solving complex puzzles from Legend of Zelda, or your dream is to be the very best and “Catch ‘em all”, in some level, we all enjoy playing video games. I would like to address the most fundamental question surrounding video games. Why do we play video games? Because they are fun? Although that is in fact an answer, it is much more complicated than that; why are they fun to us, what needs do they fulfill in our lives to keep us wanting to play them? In the book titled Glued to Games, coauthor Scott Rigby, explains how video games must satisfy at least one of the three core needs, or realms, in our lives: competence, autonomy, and relatedness (Ryan & Rigby, 2011). The first piece is competence; this is the feeling of achievement and mastery. The sense that you’re growing learning and progressing plays a huge role in the identification of this realm. Games that satisfy this are best exemplified by plat-formers or puzzle games like Mario Bros. or Legend of Zelda. According to Dr. Przybylski, “games offer a sense of accomplishment and competence that gamers might not be able to achieve in meatspace” (Carter, Escapist Magazine, 2011). Most people who are “Completion-ists” and Achievement Hunters fit best in this category, as they are driven by the need to excel and complete their quests and are able to quickly pick up and make progress; such as pass levels and beat bosses, watching the character level up, and seeing yourself solve increasingly difficult puzzles. They find a great...
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...includes IT 220 Week 1 Assignment Web Browsers Deadline: ( ), Computer Science - General Computer Science I can provide the .jpg, .htm, and .css files for of these tutorials... I just don't have time to finish them while taking both Java and SQL at the same time! Data Files needed for this Case Problem: gold.jpg, green.jpg, jpf.jpg, jpftxt.css, left.jpg, stabletxt.css, sudokutxt.htm, topleft.jpg, and topright.jpg The Japanese Puzzle Factory Rebecca Peretz has a passion for riddles and puzzles. Her favorites are the Japanese logic puzzles that have become very popular in recent years. Rebecca and a few of her friends have begun work on a new Web site called The Japa- nese Puzzle Factory (JPF), where they plan to create and distribute Japanese-style puzzles. Eventually the JPF Web site will include interactive programs to enable users to solve the puzzles online, but for now Rebecca is interested only in the design and layout of the pages. You’ve been asked to help by creating a draft version of the Web page describing the Sudoku puzzle. Figure 5-76 shows a preview of the design and layout you’ll create for Rebecca. HTML and XHTML Tutorial 5 Working with Web Tables Rebecca has created some of the content and designs for this page. Your task is to complete the page by entering the code and styles for the Sudoku table as well as adding some background images to other sections of the page layout. Complete the following: 1. Use your text editor to open the...
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...Contents Executive Summary 3 Aim 3 Relevance in Today’s Environment 3 Survey Analysis 4 Assumptions 6 Hypothesis 6 Multitasking: 6 Methodology 6 Task 1 (Sudoku Puzzle): 6 Task 2 (Word Puzzle): 7 Experiment 1: 7 Experiment 2: 7 Experiment 3: 7 Results and Findings 8 Interpretation 9 Are women better at multitasking? 10 Conclusion 10 APPENDIX 12 References 16 Executive Summary The question that is under consideration is whether multitasking is good and how it affects performance. Initially a survey was floated for the students of Indian institute of Management Bangalore which was done to get a general perception about multitasking among the MBA graduates. We found that a majority think that multitasking improves productivity. To validate this we conducted experiments in which subjects were made to do two tasks under three different conditions. In the first experiment, subjects were made to perform the two tasks sequentially, in the second they were forced to switch between the tasks and in the third they were free to do in their own way. Results of the experiments show that the performance was better when the tasks were scheduled (Experiment -1) than during multitasking (Experiment- 2). However, the performance was no better when the subjects were free to do the tasks as per their will (Experiment-3). Also, women are perceived to be better multi-taskers than men but the results did not show any significant difference for the same. ...
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...When choosing toys for young children an early childhood educator has guidelines to follow to make sure they are appropriate for a specific age group. First, the toy needs to be developmentally appropriate for the age group in question. This means the toy should be challenging but not frustrating. The complexity of the toy needs to be age appropriate as well. If the child is unable to figure out how the toys works, he or she will not want to play with it they will give up and move on to another toy. The toy also needs to be safe for the intended age group. This means the toy passes the choke test for ages 0-3. There should be no sharp edges that could scratch or cut the child. Any possible eye danger should be considered as well. Another guideline to be considered is whether or not the toy is appealing to a child in the intended age group. The color, shape, and style should be considered and looked at when choosing appropriate toys. Play opportunities with the toy should be open ended, meaning the toy should stimulate thinking within the intended age group. There should also be more than one answer or way to use the toy. In an educational setting, toys should be multicultural but not stereotypical, meaning there should be no biases or prejudices in the classrooms. Weapons should not be included with toys and any aggression should not be encouraged. There are many other ways and guidelines to be considered when purchasing age appropriate toys for children. These should be...
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...game. Use the notes below to write a conversation between you and Mike. In the conversation: * Persuade Mike to switch to Sudoku * Explain the game to him * Recommend a book to him Suit Qi : Hi, Mike. Where are you hurrying to? Mike : Home, Jerry. I’ve got to catch some sleep. Suit Qi : Were you playing games last night? Seriously, Mike, I’m worried about you and your addiction to computer games. Mike : You must be joking. Suit Qi : Why don’t try Sudoku, a number game? Mike : I’ve seen it in the newspaper but it looks boring, through. Suit Qi : You might find it boring at first, but once you’ve got into it, you will be hooked. Mike : What is the game about? Suit Qi : Well the Internet says it is a number placement puzzle and the objective of the game is to fill a 9x9 grid so that each of the nine boxes contains the digits 1-9 only one time. Mike : What’s the origin of the game? Suit Qi : It originated in Japan and Sudoku means sole number in Japanese. I think you shouldn’t spend so much time in front of the computer starring at the screen. Try Sudoku for a change. It gives you Mental exercise. Mike : How do I get started? Suit Qi : Don’t worry. I can lead you a very useful book Sudoku for Beginners’ by Yukio Suzuki. Read it and see whether you like it. Mike : Thanks. When can I have the book? Suit Qi : Any time. Come over when you free. Mike : I’ll see you....
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