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Communication skills
Skills of effective communication
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“Get off your phone.” “I’m taking that laptop away.” Many children have dealt with their parents barging into their rooms and telling them to get off their electronics. Parents believe it is not healthy and therefore should be restricted. The two articles, “Blame Society, Not the Screen Time” by Dana Boyd and “Don’t Limit Your Teen’s Screen Time” by Chris Bergman, both talk about how parents should not limit their kid’s screen time. Both authors are writing to parents of children who they think spend way too much time on their electronics. However, Dana Boyd has a much better compelling argument for not restricting teenager’s screen time. Boyd has a much better appeal to both audiences. She manages to employ better uses of both pathos and logos Although pathos has it’s spot in arguments and writing in general, logos, or logic, usually persuades older audiences better. Parents will have different values than kids do, and using logos is the best way to go to convince parents. She starts off by explaining her own experience with technology and how she thinks it has been the same experience for everyone. However, further on in the article to say that her thesis is wrong. “When I began my research, I expected to find hordes of teenagers who were escaping “real life” through the Internet.” Later on Boyd says, “To my surprise — and, as I grew older, relief — that differed from what most youth want.” Someone who always claims that they are one hundred percent right all the time is someone who probably is not right one hundred percent all the time. By calling herself out, she has proven that she is a much more reliable source than someone else who have studied family dynamics for ten years and have, somehow, always been He begins the article with games he grew up with as a child and continues on with pondering why his parents thought that video games were bad for him. He claims that, “They taught me how to tell stories, create worlds and even how to save and spend money.” Different games can provide different sets of values that children can pick up. Bergman conveys that because of video games, he found his career path, which is programming, and that is how he ended up where he is today. Bergman’s use of his own family and lightening the constraint was a good example. But, it was only good for his family. He did not expand his experiment to any other families. He says that he does not want to restrict the kid’s access because if they see someone using technology and then telling them not to, they are going to be much less likely to listen to the adult in question. If a kid sees someone doing something and that same person tells them to not do it, than the child is more likely to question the authority of that person instead of listening to them. Kids always want to know
In the passionate article, “The Digital Parent Trap” by the renowned Eliana Dockterman, the author convincingly portrays that there are benefits to early exposure to technology and that this viewpoint needs to be more pervasive or else there would be a severe problem with broad consequences. The author effectively and concisely builds the argument by using a variety of persuasive and argumentative rhetorical techniques including but not limited to the usage of ethos, evidence, and pathos.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
She uses testimonial device to bring in the well-known reliable source known as Llewellyn Hinkes-Jones from “The Atlantic” to help support her case. She uses pathos to appeal to her audience’s emotions by pulling on their heartstrings. She uses the logos to provide support to her article which she means to convince her audience by use of logic, reason, or statistics. She uses euphemism to make something harsh or distasteful sound in a somewhat positive way. She uses ethos to convince her audience of her credibility. There are very few weaknesses in her article which are greatly outweighed by the many strengths in
He mainly uses pathos throughout to connect with the reader, as well as to get them to come to a realization that the internet has hurt our society over the years. Carr has valid research results to support his logos appeal, and gives credible resources of other authors and bloggers for his ethos appeal. I entirely agree with his article, the rhetorical appeals were persuasive enough to open my eyes to grasp what he’s attempting to explain. The internet has unintentionally hindered the minds of
Maggie Jackson’s other blog, “Does Self-Control come in an App?” Digital Natives don’t know any difference by going to Facebook or playing games on technology, but it could have a serious impact on them if they get addicted. Kaiser Family Foundation said, the average 8-18-year-old spends more than seven hours and 38 minutes on entertainment media on a typical day. Half of those people use media when doing homework. To help address this problem, we need to teach children to respect the integrity and set up rules for their media use.
“Many Teens Spend 30 Hours a Week on ‘Screen Time’ during High School.” Science Daily. N.p., 14 Mar. 2008. Web. 3 Mar. 2011. .
Technology continues to grow and become part of everyday Life. However, more often times than not it becomes an obsession; many are consumed by the latest technological advances. People become inclined to develop addictive tendencies by never turning off or placing their devices on silent. Many agree the modern devices have helped to improve daily life at home and work. As part of today’s culture revolves around technological advancements such as phones, iPad’s; these devices are what is handed to children not as a learning tool but to distract them. Technology is a part of today’s generation; and children will continue to grow with technology, thus having a detrimental effect on their cognitive function, sociocultural and their well-being.
The gaming industry is a leading company when it comes to entertainment, especially among young children and teens. Technology has become an enormous necessity in everyday life and many, whether young or old, always seem to have some form of it on their person at all times. It may be something as simple as car keys with an electronic lock system or even more common, the cell phone, but majority of the devices we have today have become, in a sense to some, basic necessities, objects that they cannot go a single day without. So why does everyone question why children are so glued to technology; parents provide it, encourage it, but when is it “too much?”. Then it comes down to television and video games. The vast majority of the youth of today are increasingly sucked in...
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
People very often debate whether technology is good or bad. Many people believe that technology can only cause harm to their lives and society, while many others strongly defend the technologies which have made their lives much more leisurely and enriching than it could have been several hundred years ago. In my opinion, both of these views are correct to an extent, but I also believe that what should be examined is not whether technology in its self is good or bad, but rather how we as humans use it.For decades now, television has been accused of contributing to the dissolution of the American family and the destruction of the minds of those who watch it. However, although the TV has been involved in this, the problem roots not with technology but rather the people who choose to let it run their lives. I believe this because it is parents, not TV sets, who choose to let their children sit in front of the television for hours upon hours, and it is the parents who do not intervene and replace TV time with quality family time.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
Almost every child between the ages of eight and twelve are getting cell phones. The average home in America has as many televisions as they do people. Only 20% of American homes do not have a computer. Technology is quickly becoming a new way of life. The amount of time people are on their devices is growing rapidly. According to The Huffington Post, people are on their devices for on average about eleven hours and fifty-two minutes a day. That is almost half a day and a lot longer than most people sleep or work. People have not realized yet how they or their families are being affected by this constant use of technology. As a result of technology increasing, children are experiencing health problems, school issues, and social problems.
As disclosed in the article, The Impact of Technology on the Developing Child, Chris Rowan acknowledges, “Rather than hugging, playing, rough housing, and conversing with children, parents are increasingly resorting to providing their children with more TV, video games, and the latest iPads and cell phone devices, creating a deep and irreversible chasm between parent and child” (par. 7). In the parent’s perspective, technology has become a substitute for a babysitter and is becoming more convenient little by little. It is necessary for a growing child to have multiple hours of play and exposure to the outside world each day. However, the number of kids who would rather spend their days inside watching tv, playing video games, or texting is drastically increasing. Children are not necessarily the ones to be blamed for their lack of interest in the world around them, but their parents for allowing their sons and daughters to indulge in their relationship with technology so powerfully. Kids today consider technology a necessity to life, because their parents opted for an easier way to keep their children entertained. Thus resulting in the younger generations believing that technology is a stipulation rather than a
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
Technology is one of life’s most impressive and incredible phenomena’s. The main reason being the shockingly high degree to which our society uses technology in our everyday lives. It occupies every single realm, affecting people both positively and negatively. There are so many different forms of technology but the two most often used are cell phones, and the internet/computers in general. Today’s younger generation was raised alongside technological development. Kids now a days learn how to operate computers and cell phones at a very early age, whether it be through their own technological possessions, a friend’s, or their parents. They grow up knowing how easily accessible technology is, and the endless amount of ways in which it can be used. This paper will be largely focused on the effects of technology on the younger generation because your childhood is when these effects have the largest impact. I am very aware of the subject because I am the younger generation. Aside from major effects on study and communication skills, there also exist the media’s effects on teen’s self-esteem and mental health. Maybe more importantly, there is our world’s growing problem of over priced and unnecessary consumerism. Over time, our society has created a very unhealthy form of reliance and dependency on technology as a whole. People essentially live through their devices. Cell phones are always with people making it nearly impossible to not be able to reach someone at anytime, day or night. In 2011, there were 2.4 trillion text messages sent, and 28,641 cell phone towers were added across the US. 1 We use our phones and Internet for directions, communication, information, self-diagnosis, games, movies, music, schoolwork, work, photos, shoppi...