Several new decisions were made in order to better the documents portrayed in this portfolio. For both essays, the main points were extended, proven, and shown in a way that reflect the overall thesis of the documents. First for “The Future”, the grammatical errors were edited, additional resources were put in concluding information that reflected the essay, and evidence and quotes supported the main claims that wrapped the essay together. The purpose for this essay was to propose solutions for the lack of creativity in public schools. The rewrite was based on the idea of having various resources provided such as homeschooling. Next, the review assignment for Grid 2 “Arcade meets simulation racing”. This essay has also shown enhancements in …show more content…
Taking the viewpoints of other racers can provide insight to how opinions are formed when selecting which kind game is for you. When stacked up against a much better-known game like Forza, it’s nearly impossible to compare the two. There is a great difference in dynamics. Forza is a simulation-based game as to Grid being arcade-based. Showing how others reflect on this distinction demonstrates that comparisons between two major gaming franchises can help the reader when choosing between stylistically different games. The last key point that developed this essay was support from video game critiques like Metacritic. In writing a review, this key point is essential. The reason for this is because most people focus on the positives of their topic when writing a review. However, it is crucial that the negatives are exposed as well. Unfortunately, this becomes difficult because opinion develops and becomes a key component in the essay. I can vouch for this because I found when writing about the negatives related to Grid 2, I felt the need to let me opinion be expressed in the essay. However, the contradiction requires a differentiation and therefore, I was required to do some research and find a connection that expressed the contradiction in the game. Metacritic is a site that provides a means for people to express their critiques through a forum. Their statement “We miss the cockpit view dearly and the game could have benefited greatly from a dynamic weather system and longer races” (Metacritic), proves that a website assesses the negatives in the
While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play
An explanation is a set of statements constructed to describe a set of facts which clarifies the causes, contexts, and consequences of those facts. This description may establish rules or laws, and may clarify the existing ones in relation to any objects, or phenomena examined. The first piece Bush Remarks Roil Debate over Teaching of Evolution written by Elizabeth Bumiller, is an explanation. Bumiller addresses her points using facts rather than opinions, she also says, “Recalling his days as Texas governor, Mr. Bush said in the interview, according to a transcript, “I felt like both sides ought to be properly taught.”(2), this signifies that this is an explanation and not an argument since he sees both sides instead of choosing one. For
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
Have you ever felt stuck? Wherever you are, it’s the absolute last place you want to be. In the book Into the Wild, Chris McCandless feels stuck just like the average everyday person may feel. Chris finds his escape plan to the situation and feels he will free himself by going off to the wild. I agree with the author that Chris McCandless wasn’t a crazy person, a sociopath, or an outcast because he got along with many people very well, but he did seem somewhat incompetent, even though he survived for quite some time.
Ledlow and Coppola (2011) uses the Crawl-walk-run (CWR) metaphor to explain leadership development and team formation. Therefore, to form a viable group that is dynamic and cohesive, there is a need of time and stages of development. As the child cannot run before learning how to crawl and walk, so is group dynamic cannot be created without individual awareness of their organization environment, be a part of the group and then be able to unite to explore the organization mission, vision and goals together.
Additionally, another area that could have been improved upon was the overall jazz feel of the piece. While the intentions of each theme were apparent, incorporating a wider variety of jazz styles--Latin, ballads, ragtime--would improve the overall “personality” of the piece. Nevertheless, I am satisfied with the outcomes of the piece for my intentions of a programmatic and memorable video game BGM came to
In recent years there has been an increasing interest in the study of video games (ludology). In 2007 the video game industry was valued at $44.9 billion worldwide making it one of the largest entertainment industries(1). As a result of the popularity of video games, game reviews and review scores have become important for video game developers, publishers and potential game buyers. However, the analysis of a video game without a set of guidelines can create large inconsistencies between reviews. A reviewer could prioritize a certain aspect of a game while other aspects are left untouched. To create an universal method for analysing video games the core principles of ludology can be utilized. Knack(2011) carried out experiments on “affective ludology”. According to knack(2011) some principles of ludology, when executed well, contribute more to the overall quality of a game than other. Applied ludology frameworks which incorporate certain principles of ludology for practical usage scenarios have already been developed. In 2007, Malliet published a paper in which a framework was established for video game analysis. In the same year, Järvinen(2007) demonstrated a similar methodology for an approach to game studies. The aim of this paper is to investigate the similarities and differences between Knacks(2011), Malliets(2007) and Järvinens(2007) approach to videogame analysis.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
In the readings of Everything’s an Argument, Per the text, “ …eliminating physical books from college campuses would be a positive step for our 21st century students...” (14). I must disagree with the idea that all eliminating paper course materials would be a step forward for future students. Personally, I like having paper books and other course materials because I enjoy the break from electronics. When a person reads on electronics consistently, it can damage their eyes or cause other health for the students.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
For decades women have been fighting for political inequalities, and other broader range of inequalities such as those in the workplace, the family and reproductive rights. The feminist perspective recognizes that women are not only victims of inequality but that they also suffer from oppression due to their race, gender and even their role in society. For the purpose of this argument, we are going to focus on the feminist perspective’s concept of oppression of women in marriage. The feminist perspective is defined “as being the view that inequality in women’s roles is the result of male dominance in the family and in society” (Williams, B. K., Sawyer, S. C., Wahlstorm, C. M., 2013). That is, the view of the gender-stereotypical way of marriage.
Ansalone (2010) discusses the disadvantages that students experience when they are ability grouped. Students who are in the lower groups are often given a watered down version of the curriculum and in effect they are presented information in a less imaginative manner, in effect denies the disadvantaged student to learn. On the contrary students, who are in the high group, receive benefits of being in this more elite group. Often time’s students are presented information in a differentiated manner and higher teacher expectations favor these higher grouped children (8).
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.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
“I think it's fairly unique to define the end goal of K-12 schooling as helping students become better thinkers, more creative thinkers, and to organize the whole school around creative and critical thinking.”- Eva Moskowitz.