... 2 Shooting in the Dark The article “Shooting in the Dark” is about the connection between violent crimes and video game use. Social scientist have been studying the effects of media violence and video game violence since the 1950’s to the 1980’s. Research has shown that boys are more likely to play violent video games than girls. Research has also shown that playing violent video games does stir up hostile urges and aggression in the short term and that younger kids that develop a gaming habit (over a one to two year period) can be slightly more aggressive. It has not yet been determined whether or not playing video games for a period longer than two years can lead to acts of violent crime. Christopher Barlett, a psychologist at Iowa State University, conducted a study in which he had 47 students play “Mortal Kombat: Deadly Alliance” for 15 minutes and had another group of students play a nonviolent video game. The results of the study showed that students that played “Mortal Kombat” were more aggressive than the group of students that played a nonviolent video game. Similar studies done have shown the same results. Although studies have shown that video games do increase aggression, it is not the only factor that causes people to commit violent crimes; there are many factors that come into play such as psychological disorders, feeling socially isolated, being bullied, etc...
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...Scrabble The game of Scrabble was invented by Alfred Mosher Butts. The game is combined with the features of anagrams and the crossword puzzle. This game is to help kids learn more words and to help them spell better. Scrabble is a word building multi user game that consists of tiles which are distributed to each player. The game can have two to four players. The board game is a 15 by 15 square grid. Throughout the board there are tiles that have double letter score, triple letter score, double word score, and triple word score. Generally those special tiles are found on all the sides of the board and randomly throughout the board. The are a total of 98 tiles which are alphabets from A to Z and two anonymous letters which are blank tiles. Each alphabet is given a score and the blank letter is given zero points. Each letter has different values which depends on the frequency of its usage. The blank tile can be substitute for any letter. The players are given seven tiles which people draw out of the bag. New tiles will be placed on your rack, based on how many tiles you put on the board. Each letter has different point values, so the strategy of the game is to play words with high scoring letter combinations. When playing the game a dictionary can be used to see if your word or your players word is a real word. If you can’t make a word with your letters you have the option to pass your turn or exchange your tiles with different ones in the bag...
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...Violent Computer Games What effects do such games have on aggression? Theoretical approaches • Idea of catharsis: “The occurrence of any act of aggression is assumed to reduce the instigation to aggress.” (Dollard et al., 1939; p. 50) further violence is less likely • • The frustration-aggression hypothesis (Dollard et al., 1939) Unspecific release of aggressive energy (Lorenz, 1974) Exemplary Evidence - Violent Computer Games • Watching a trailer for a violent computer game causes higher aggression-related judgments (Möller & Krahé, 2006) Playing violent computer games increases hostility (Anderson & Ford, 1986) • • Playing violent computer games increases the accessibility of aggression-related constructs and aggressive behavior (Anderson & Dill, 2000) No valid empirical evidence for catharsis after violent computer games. Accessibility from Semantic Sources • • Subliminally primed aggression-related constructs lead to higher aggressiveness ratings. (Bargh & Pietromonaco, 1982) Unconsciously activated aggression causes more aggressive behavior. (Bargh, Chen, & Burrows, 1996) Weapon effect: Presence of aggression-related cues increases accessibility of aggression-related constructs. (Berkowitz & LePage, 1967; Anderson, Benjamin, & Bartholow, 1998) • Accessible aggressive constructs influence aggressionrelated judgments and aggressive behavior. Recent and frequent construct use determine accessibility. Accessibility from Goals Construct...
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...The use of games in the language classroom Sigríður Dögg Sigurðardóttir Lokaverkefni lagt fram til fullnaðar B.Ed.-gráðu í grunnskólakennarafræði við Háskóla Íslands, Menntavísindasvið Apríl 2010 Lokaverkefni til B.Ed. –prófs The use of games in the language classroom Sigríður Dögg Sigurðardóttir 180785-2219 Háskóli Íslands Menntavísindasvið Kennaradeild, grunnskólakennarafræði Apríl 2010 2 Abstract This essay focuses on the use of games inside the classroom and it argues that games can be a good teaching method when teaching foreign languages. It looks at why games should be used as a teaching method and how in order to maximize the positive result on language learning. Also this essay explains various game categories and it gives an example of at least one game from each category which can be especially good in language teaching. In addition this essay looks at the four language skill areas: reading, writing, listening and speaking and it gives reasons for why games can be beneficial in the training of each one. Last but not least I created 3 new games that can be utilized inside the language classroom. 3 Contents 1. Introduction ....................................................................................................................... 6 2. A review of the literature of Games ................................................................................ 7 2.1 Games ......................................
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...Vocabulary Development Game In this game you want the students to think and at the same time learn. This game can also be used for ELLs and students in the classroom with special needs. This game can be modified in many different ways. Inside of the play cups different types of words can be added depending on the unit of study or the level of progress. The game “Dynamite” can most definitely be played outside of school. The supplies are readily available and can be made to fit any type of lesson. This game can be used to build vocabulary and when used outside of the classroom, students or parents are able to pick and choose different words based off of the unit they are working on in class, or any area of study. This game will and can be used for many different kinds of vocabulary development, for example, teaching synonyms or antonyms, reverse definitions that allow students to use their own words helping to increase the connections between printed word and life. Playing the game Dynamite also works to provide classroom teachers with a type of informal assessment, circulating the room while the game is being played listening for answers and gauging the amount of collected sticks because of correct answers. The highly engaging game would be called “Dynamite!”. It is a game that can last for as long as needed, accommodating almost any content area or skill! The game is quick to prepare and cost almost nothing to make! Before the game begins teacher/ parent must pick...
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...Sentence Race Level: Any Level A good game for large classes and for reviewing vocabulary lessons. 1. Prepare a list of review vocabulary words. 2. Write each word on two small pieces of paper. That means writing the word twice, once on each paper. 3. Organize the pieces like bundles, 2 bundles, 2 sets of identical words. 4. Divide the class into 2 teams. get them to make creative team names. 5. Distribute each list of words to both teams. every student on each team should have a paper. Both teams have the same words. 6. When you call a word, 2 students should stand up, one from each team. The students must then run to the blackboard and race to write a sentence using their word. The winner is the one with a correct and clearly written sentence. ------------------------------------------------- This is always a hit with kids. For more advanced students, use tougher words. Bang Bang - A Vocabulary Game Level: Easy Divide the group into two teams. Explain that they are cowboys and they are involved in a duel. One student from each team comes to the front. Get them to pretend to draw their pistols. Say "how do you say..." and a word in their mother tongue. The first child to give the answer and then "bang bang", pretending to shoot his opponent is the winner. He remains standing and the other one sits down. I give 1 point for the right answer and 5 extra points if they manage to "kill" 4 opponents in a row. ------------------------------------------------- ...
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... August 2006 ACKNOWLEDGEMENT No words can express our deepest appreciation and gratitude to our dear Lord for giving us the strengths and abilities to make this project possible. There also people who extended their supports and efforts for the completion of this math showcase, to our parents, for giving us moral supports and helping us financially, to our ever beautiful Mathematics teacher, Mrs. Jennifer Rubio, for her dedication in teaching us, to Kuya Jaycee, for sharing his ideas and concept of the game, and to our classmates, our competitors, for a healthy competition. THE PROPONENTS ABSTRACT Arithmetic is the oldest and simplest branch of mathematics, used by almost everyone, for tasks ranging from simple daily counting to advanced science and business calculations. In common usage, the word refers to a branch of mathematics which records elementary properties of certain operations on numbers. Scrabble is a popular word game and board game in which 2-4 players score points by forming words from individual lettered tiles on a 15×15 game board. The showcase was made to help those students having difficulties in arithmetic like solving simple problems and computing sign numbers. The game is entitled “Double Bag Math Scratch”. It is inspired by the game double bag scrabble with a twist of mathematics. We use the word scratch because it is synonymous to scrabble....
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...Banks activities No | Activity | Preparation | Rules | Players | Material | Time | 1 | I Spy | Write many words on a blank piece of paper in random order and positioned at all angles. Make copies of the page for each of your students to have one. To play, you read a word to your class. They race to find that word on the page. The first one to find it reads it out loud and then circles it or crosses it out. That person scores one point. Then wait until everyone in class has found the word. Read a second word, and students then search for that one on the page. The first to find it scores a point. As you call out more words, students will be reading many of the words on the page.. Play until someone reaches a certain number of points or until you have called out all the words you want your students to read. | Everyone has a paper with words written on. I will read every single word and you guys have to find that word. The first one to find it has to read it out loud and will score 1 point. Play till the last word and the one with most points wins. | 6-7 | Words paper | 20 mins | 2 | Snake and Ladder | Draw a grid 5x5 (depends on how long you want to play). Each square will have a question/ puzzle/ command/ picture. Depending on the question, who lands on the square will have to answer or do that. Otherwise, some squares will have snakes, which force to go back, and ladders which force them to go up. Play until one team reachs the final square. | We will divide into 2 teams...
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...course will be evaluated through marks and graded. However, the grades will not contribute to the GPA and CGPA. Games/Sports & Cultural courses are evaluated based on the following: i. Attendance 20% ii. Log Book 20% iii. Involvement 10% iv. Achievement 10% v. Technical skills 40% Attendance 1. Students who are absent from the Co-curriculum course and present a letter/proof of the reasons stated below will be considered present with a remark: a. Medical Certificate (MC) b. Represent TAR College for external events c. Death of IMMEDIATE family member 2. Students who are absent with the reasons below will not be considered present: a. Involvement in club/societies/school activities b. Personal matters Course Content/ Lesson Plan (to be given) |Week 1 |Catching, correct way of passing, ball handling skills, shooting action | |Week 2 |Various passes in netball (chest pass, shoulder pass, bounce pass) | | |Shooting action | |Week 3 |Footwork, lob/high ball pass, passing drills, shooting action, half court game simulation...
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...Beatles: Rock Band is a 2009 music video game developed by Harmonix, published by MTV Games, and distributed by Electronic Arts. It is the third major console release in the Rock Band music video game series, in which players can simulate the playing of rock music by using controllers shaped like musical instruments. The Beatles: Rock Band is the first band-centric game in the series, and it is centered on the popular English rock group the Beatles. The game features virtual portrayals of the four band members performing the songs throughout the band's history, including depictions of some of their famous live performances, as well as a number of "dreamscape" sequences for songs from the Abbey Road Studios recording sessions during the group's studio years. The game's soundtrack consists of 45 Beatles songs; additional songs and albums by the Beatles were made available for the game as downloadable content.[1] The game was released internationally on 9 September 2009, coinciding with the release of new, remastered compact disc versions of the Beatles' albums. It incorporates many of the gameplay features of the Rock Band series; however, it is not an expansion pack for the Rock Band series and content for it and other Rock Band titles is not cross-compatible. Harmonix co-founder Alex Rigopulos described the game as "... a new, full game title production built from the ground up."[2] Gameplay mechanics differ slightly from previous Rock Band games, including the addition of a three-part...
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...hisMelissa Rios AP1 – Monday Morning Due April 6, 2015 Unit 3 Assignment 1 Game Instructions I decided to make a matching game called “What and Where? Histology Edition”. The game includes 27 picture cards and 27 word cards, totaling 54 cards, similar to a deck of cards. The 27 picture cards include all the tissues including skeletal, muscle, epithelium, cardiac, etc. The word cards ask “What” (what is the tissue) and “Where” (where is it located). The cards with the pictures of the tissues are laid out on the ground to see, as well as the word cards. All the cards (54) are scattered on the ground, completely out of order. The point of the game is to match the card with its picture. For example, Simple Squamous Epithelium is the WHAT and the skin is the WHERE. A picture of this tissue is found on the picture card, with the highlighted portion to identify. The object of the game is to match as many picture cards with word cards. The person with the most matching cards wins the game. Some cards contain extra credit questions, which allows one extra point for guessing it correctly the first time (no points for each additional attempted time). Each person takes one turn before returning to the original player. If the person matches the picture card with a word card, they gain a point. If they pick 2 cards and they don’t match, they neither gain nor loose points and have to put the card back on the ground and the next person goes. Even if someone gets it right, they don’t...
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...teachers have different impact on word leaning on pupils in preschool. For a better understanding and proper learning of children requires the best cues which highly depend on the teachers. Therefore, different teachers’ impact learning differently. Description of the purpose of the study: The study taken by Saylor and Carroll was to find out the impact of different cues had on a three year old Childs’ understanding. The study focused specifically word learning through direct physical cues and indirect cues as well as verbal cues. The purpose of the research was focused on the impact of different types of cues and how knowledge was shared between the child and the teacher. Listing of the study’s research questions and/or hypotheses: the researchers used questions to get their purposes achieved and these are just an example of the questions the researchers may have used 1) Did the pupils understand the words better when taught by someone they knew? 2) Was learning different and better when taught by a teacher they knew because of direct physical cues given? Some o f the expectations researchers had were that the learning would be different if the teaching was by someone they had a better knowledge about. However, they also expected that the preschoolers understanding would be different when different teachers taught them because each had a different cue. Description of the study’s methods and procedures: The researcher used games such as board games. During experiment, they...
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...Rap games! A Wittgensteinian analysis of modern hip hop culture and language! Running Head: RAP GAMES! 2 Rap games - a Wittgensteinian analysis of modern hip hop culture and language! Introduction For new listeners many hip hop songs will be almost incomprehensible due to the language used. Yet seasoned listeners will be able to explain new songs without much thought. I take this to suggest that the language of hip hop resembles language games as per Wittgenstein’s view. In this short essay, I set out to explain this statement. Firstly, the hip hop culture is discussed together with the characteristics of the language used in hip hop culture. Next the explained culture is analysed using Wittgenstein’s theory as based on his Philosophical Investigations.! In order to analyse the culture properly, it is necessary to somewhat limit the scope of this essay. The “rap games” mentioned in the title refer (in this case) to the communicative aspect of rap music. More so than other music, rap songs refer and react to other rap artists, songs and expressions. The ways in which these reactions manifest itself in rap music and language are the focus of this essay. ! Hip hop culture and language Hip hop consists of different types of expression, but this essay only looks at the one most relevant to our discussion, namely rap. Rap consists of “the aesthetic placement of verbal rhymes over musical beats” (Alim, 2001, p. 272). In essence it is similar to musically spoken poetry, but...
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...containing the video game Madden NFL ’16 contains a single striking image on the front and a plethora of words and pictures on the back. The front contains an action shot of wide receiver Odell Beckham Junior making a one-handed grab, set against the backdrop of a full stadium almost drowned out by the bright lights illuminating it. It has the EA Sports logo in almost the dead center, covering part of Beckham’s body, under which the title is printed across the image in shiny silver lettering. The NFL logo appears four times in this one image; twice on patches on the uniform of Odell Beckham, once in the title of the game, and a final time on a holographic sticker stuck to the front of the game. In the top left corner there is a small image advertising a new game mode called Draft Champions. It contains the Draft Champions logo with the words “All-New Fantasy Mode” surrounding it. On the bottom left is the ESRB rating, E for everyone. All of this is within the parameters of the box, which contains green trim and says Xbox One at the top. The back is much busier, with three separate action shots of football players in various positions. The largest image is a cornerback in a celebratory pose, under which it says, “Your Draft. Your Fantasy.” It then goes on to describe the all new Draft Champions mode, highlighting the great degree of control the gamer has over the players in the game. An image of another player sits to the left with the words “Battle for Air Supremacy”...
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...1 Introduction In nowadays, a lot of people like sports games, and the sports news also become important news to people. In modern society, a lot of people read sports news every day. It is useful for us to discuss some lexical features of English sports news. 2 The lexical characteristics of English Sports News 2.1 Using brief and expressive vocabulary One of the distinguishing features of English sports news is using brief and expressive vocabulary (powerful word). Contrary to the long, complex words, the sports news prefers to use short, specific vocabulary. Especially, the headlines of the news are much more prefer the brief and the expressive vocabulary. Following is a sports news from Xinhua English website: . Here, we see a China Daily from the English website: Chinas Gao wins women's pole vault title(Xinhua)Updated:2006-12-13 09:01 Chinese Gao Shuying excelled to bag the women's pole vault crown at the Asian Games athletics finals here on Tuesday.The Asian record holder,27,beat the first two heights of 3.80 and 4.00 meters and then cleared 4.30 meters on her first attempt of the height for the title,while the eventual silver medalist Samsu Roslinda of Malaysia followed to failthe 4.40 height.Japan’s Ikuko Nishikori and Chinese ZhaoYingying shared the bronze medal in 4.15 meters. We could calculate that there are totally 104 words and most of them are very short and have specific meaning. Using this vocabulary helps to quickly access and understand information...
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