How can ICT support the learning of children with special educational needs? ICT can support the learning of children with special educational needs [SEN]. It enables children with SEN to overcome barriers to learning by providing alternative or additional methods of communicating within the learning process. Moreover, it also helps teachers to create a supportive framework, which can enable autonomous learning. When used creatively, ICT can enrich and enhance teaching, motivating pupils and engaging them in active learning. But how is this achieved? The range of special needs covers a very wide spectrum. It will be necessary therefore to examine how ICT can support the various needs. Standard equipment is often suitable for children with SEN. the settings of the computer can be changes to make it more computer friendly. The mouse motion can be slowed down for better control. The toolbar can be created to suit the children's needs. However if this is not suitable there are many peripherals and devices, which can support children with SEN, but not all are appropriate for everyone. For those children with a physical disability a variety of switches, optical pointers, voice controlled devices and word prediction software has been designed to overcome the problems these children have using traditional input devices such as the mouse and keyboard. However according to Semerc [2000] these alternative methods of access are more complex than direct input and therefore place an additional cognitive burden on the child. The system therefore needs to be set up so that it does not become an additional barrier. Children need to be competent with input devices such as switches. The technique may take time to develop and opportunities need to be provided to practise these to avoid frustration. There are a variety of switches available. Some involve hand movement while others can be operated by other parts of the body; even a strong puff of breath can operate a switch. The assessment of the type of switch required is usually carried out by specialists [Hopkins, 1998]. This assessment needs to be continuous. Bowser and Reed [1995] as cited by Bryant et al [1998] argue that as a child progresses through the Education System, their requirements change and this may necessitate a need for different devices. This is not limited to those children with a physical disability but is relevant to all children with SEN as they progress and the Education System places additional burdens upon them. For children with a visual impairment ICT can provide support in various ways; tools to support communication, to improve access to information and as a means of producing learning materials in alternative. There is a wide range of devices and software, which can
Let’s go back in time for a moment and recapture the epic crash to the video game industry in North America that took place in 1983. There was a flood of bad games that shrunk the games industry’s value from three billion dollars down to a few hundred million. The Atari 2600 system was pretty much the basic and most populated console in the states in the early 80s. Atari was mainly responsible for its lack of productions and marketing. Even the Commodore 64 and the ColecoVision had its share of failed productions along with many other brand consoles. Eventually consoles and game cartages became were sold at bargain discounts. This was great for customers not at all for the industry and the developers. Arcades were the only successful outcome the industry had but soon enough everyone was about to see the death of the video game era. While Atari failed to recover a small Japanese trading card and toy company rose to the occasion in the states and began marketing the greatest home console as we know of today, the Nintendo Home Entertainment System. Although Japan struggled to get North America to market the Nintendo system, Japan featured now and more exciting ways to play video games using the Zapper, ROB the Robot, story lines and saving data that couldn’t compare to how we used to play in the arcades.” No stranger to difficult times, Nintendo able to turn this crash into a good thing by surviving while many of their competitors did not”(History of Nintendo).
Sheff, David. Game Over: How Nintendo Zapped An American Industry, Captured Your Dollars, and Enslaved Your Children New York: Random House, 1993
The Magnavox Odyssey (created by Ralph Baer) has been debated to be the first video game and console. Atari, which came out 2 years after the Odyssey, Senger Emily states “ In the 1977 with the launch of Atari 2600 video game console. Atari dominated the home-market through the 70’s and 80’s.” Atari is the first big game company to emerge in U.S soil and dominated the game market. The Magnavox Odyssey sold with Magnavox tv’s and brought forth the idea that the game system only worked on their tv’s. With the arrival of Atari’s 2600 video game console they released Pong ,similar to Odyssey’s paddle and ball game, a new game that sold better than their rival, Odyssey. “Atari's position as the top video-game console brand dipped in the early '80s, when competitors flooded the market and quality across the industry waned leading to the video game crash of 1983”which Senger Emily claim to be Atari’s downfall. Due to their problems after the video game crash, “1992, Atari's share of the North American video-game market had shrunk to just 12%.”(Senger) Atari switched CEO to tramiel in 1989 , which never kept the company afloat. I...
Safety is very important in the automotive shop. Knowing and following all your safety rules can help prevent injury and damage. There are many different little sections of safety in the shop for example, gasoline handling, housekeeping, general shop, fire, and hazardous materials. It’s recommended for the people to first know the rules and later apply them as they go on. There are also laws involved regarding hazardous waste disposals. So there fore they have to know the proper disposal methods.
Over the past decade, there has been an ongoing debate over whether video games can be deemed as art. While most are in favor, there have been some detractors (most famously, the late Roger Ebert of the Chicago Sun-Times). Meanwhile, that hasn't stopped museums from taking on the challenge of making video game-focused exhibits - most notably, the Smithsonian American Art Museum in Washington, DC and the Museum of the Moving Image in Queens, NY. During my summer holiday, I was able to see the Museum of the Moving Image's video games exhibit in action and came away very impressed at the selection of games that were there - ranging from arcade classics like Space Invaders to newer titles like Super Mario Galaxy 2. My point is that I believe video games to be an art form unlike any other - a truly interactive art form. For that reason, the game which I’ve chosen to analyze as a work of art is one that excels in many areas, including visual impact, conveyance of ideas to the player, and perhaps most importantly, proving the case for why video games should be recognized as art.
Today, students are separated into many categories, one of which is special education; the students under this label are likely to model “atypical” behavior rather than “typical” behavior. Defining and distinguishing these behaviors is what creates the special education process; evaluating and viewing each student individually and taking into consideration the individuals strengths and weaknesses. Special education is a broad term used to describe many children on a spectrum. The general term “special” can be used to include children from the gifted program that test above that of their normal grade level, to students suffering from impairments such as being deaf or blind, to students with learning disabilities such as dyslexia, and students suffering from a wide range of mental disabilities including, but not limited to, autism, and downs syndrome. This paper focuses specifically on the intellectually disabled side of special education, which is only a portion of special education. People with intellectual disabilities have a wide range of limitations in areas such as recognition, ability and social adaption skills, they are more prone than the rest of the population to chronic, life-long physical, mental and social conditions that require specific forms of health and social services (Jin-Ding. 2006, p. 1). Students that suffer intellectual disabilities are usually identified through tests and measures of adaptive behavior. These tests indicate a person’s ability to “perform functional activities expected of age and cultural norms”(Smith, 2011, p. 5). Individuals in this classification have significant limitations, both in intellectual functioning and in adaptive behavior as expressed in conceptual, social, and practica...
”Technology should not drive the curriculum; the curriculum should drive the technology,” says Angers (2004). One may ask what does this mean. Simply put, it means that the curriculum should dictate how technology will be used in the classroom. The purpose of this paper is to explain how to infuse technology into the curriculum, and the effect of technology on curriculum design.
The extra Terrestrial ended up being the worst game Atari ever made people said it was worse than Pac Man, Atari ended up trashing millions of both the games in a New Mexico Land fill.
The French Revolution was not caused by one particular event or movement, but a series of minor events, combined with an outdated system of government, a King who was not fit to rule and a crippling debt that was expected to be paid off by the poorest of the county’s citizens. France’s government at the time of the Revolution
Documentaries have the ability to express and tell a real series of events through visual and audible conventions. Within 70 years, video games have risen from nothing to an almost all-encompassing status. Atari: Game Over (Atari), and The King of Kong: A Fistful of Quarters (King of Kong) are both oriented around the early years of gaming, focusing on different aspects of the hobby; Atari aims at uncovering the truth as to one of the catalysts to Atari Incorporated’s demise, whereas King of Kong focuses on the competitive nature of gaming. Each documentary uses a variety of distinct methods to express their exposition, interviews, and cinematography.
The French Revolution was born out of a break deep feudal-absolutist system. Shaken by multiple crises, the most obvious was the finance crisis, the royal government unsuccessfully attempted to reform. Discontent nobles encroachment on their ancestral privileges and the decline of political influence, the increasing trend in the years 1787-1788 excitement parliaments - the highest judicial institutions of France, which have traditionally been in opposition to the absolutist regime, people's movements generated by hunger and high cost of living - all this has forced Louis XVI to go to convening the States-General, has not met since 1614.
When aircraft is on the ground, it is electrically bonded so that it will allow charge flow to the ground or earth.
The French Revolution was a long bloody battle that lasted through 1789 to 1799. The new Enlightenment ideals began changing the governmental views of French citizens. The absolute rulers of that time were King Louis XVI and Marie Antoinette. The rationale for the revolution was unrest among the three estates, financial issues, and new democratic visions. A large part of the the French Revolution was the Reign of Terror. The Storming of Bastille on July 14, 1789 marked the genesis of the French Revolution.
Nolan Bushnell and Ted Dabney, Atari’s founders, start their gaming career with Coin-op Games in 1972 (Bellis, 1). A Coin-op game is a game you would find in an arcade. You place in your token and you get to play a game. Nolan then came out with the first Atari game which was pong. When Pong came out on November 30, 1972 the cost was around 1,099 dollars (“Atari History”, 2). Pong started appearing everywhere, from bars to bowling alleys, and even JC Penney (“Atari History”, 2). With Pong’s success Atari decided to come out with their second game called Space Race. Space Race was a dragstrip style racing game, where you could race the clock or your friends (“Arcade/Coin-op”, 3). After selling Pong and Space Race, Atari wanted to get some exclusive deals with stores and arcades that they were selling to, so in 1973 they decide to make
revolutionthat followed such games as Pong (released by Atari in 1973) all the way to the