Sunday, February 16, 2020
Classroom of the future Essay Example | Topics and Well Written Essays - 1500 words - 6
Classroom of the future - Essay Example This research tells that classroom is an important environment affecting students in many fields. Studies have proved that the there is a relationship between the student performance and the classroom facilities. Classroom facilities affect studentsââ¬â¢ attendance and academic performance, so taking care of classroom facilities improve the level of student performance in the classroom. Additionally, the classroom often reflects the correlation between the students and their teacher. Itââ¬â¢s important to understand not only whatââ¬â¢s coming next but also where it all started. Classrooms throughout history have passed much of the technological changes. So, the purpose of this paper is to describe those changes and then visualize the future changes in the classroom. The classroom has changed a lot in the past. There are three main periods from the early days that helped build the education system we have now. The colonial period was first from the 1600ââ¬â¢s to the 1700â â¬â¢s, the next period would be from the American Revolution to the civil war which was approximately a 70 year period from 1791-1861.The Information age came next from the mid-1900s to the very early 2000s. In the colonial period, the classroom was very minimal only consisting of a one-room building most likely with log walls, a dirt floor, and wax windows. For chairs, they would split a log in half and attach branches to the bottom to create a chair. Educational supplies were very scarce and expensive, most were homemade consisting of quill pens and boil down bark to make ink. Between the American Revolution and the civil war, the classroom experience got a lot better because classrooms had blackboards, slates, and maps. The furniture and architecture were also greatly improved even though at first during this period many communities didnââ¬â¢t have school buildings because if the revolutionary war, instead they had large rooms until the building was able to be rebuilt.
Monday, February 3, 2020
Position paper on Videogame or Media Violence Essay
Position paper on Videogame or Media Violence - Essay Example Human beings are naturally not inclined towards killing and violence. However, the increased rate of violent crimes within different societies suffices to suggest that there exists a motivation towards violent behavior. Children are exposed to violent and crime scenes in various media platforms. Grossman argues, ââ¬Å"It begins at the age of eighteen months when a child can begin to mimic what is on televisionâ⬠(2). Children are exposed to these violent scenes at the time of cognitive development. This implies that their cognitive patterns follow a violent trail. Indeed, ââ¬Å"some of them embrace violence and accept it as a normal and essential skill in a brutal new worldâ⬠(Grossman 2). When these children grow up, the violent behavior is entrenched within them. Continual involvement of the brain in violent video games can cause a phenomenon similar to classical conditioning whereby the players react subconsciously to situations in a violent manner due to the conditioning. In fact, President Clinton, as quoted by Grossman (3) claimed, ââ¬Å"these games teach young people to kill with all the precision of a military training program.â⬠Since children are at their developmental stage, rigorous and continued active involvement in violent video games conditions their delicate brains to violence. The present development in technology has made it possible for video games to have realistic characters (Barlett and Rodeheffer 1). The scenes are a real reflection of the real world. This has been highlighted as one of the primary cause of violent behavior among children exposed to violent video games for a long time. Barlett and Rodeheffer (11) found out that ââ¬Å"if one plays a realistic violent video game, there will be an initial increase in aggressive thoughts and arousal and in aggressive feelings.â⬠This increases the possibilities of violent actions from the video games being replicated in
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