Friday, February 21, 2020

Lack of Written Constitution in U.K Essay Example | Topics and Well Written Essays - 2250 words

Lack of Written Constitution in U.K - Essay Example Britain is regarded as the homeland of the democracy. Further, politically, U.K has been steady and stable for long period. Unlike Germany and France, Britain has not been compelled to draw its constitution due to famous revolt like French revolution or through war. U.K has a cool political weather without any turmoil contrary to revolutionary inflammation that traversed the European continent in the nineteenth century. Rather than in one big bang, U.K constitution has been transformed incrementally over centuries. Whereas, in case of Australia and U.S.A, which are very young nations as compared to UU.K, it is easy to codify their subject’s fundamental rights and political system as a significant step immediately after attaining independence. It is to be noted that majority of world’s democratic countries have structured their written constitutions on the footprints of unwritten version of the British constitution. U.K is perusing a constitutional monarchy with a two-chambered parliament comprises of Houses of Lords and Commons. Informally, though the executive power is headed by the Crown but in actual life, it is being carried out by the ruling government in the name of Crown. The powers vested with the Crown and Sovereign is derived from the Acts of Parliament or from the common law. Virtually, in U.K, there is no separation of power between executive and legislature. The legislative authority is given authority in the sovereign in parliament, cabinet ministers are empowered to enact new acts who are also given power in the process of legislation. Likewise, Lords not only have taken part in the legislative business of the upper house but also sit as judges in the Appellate Committee.

Wednesday, February 5, 2020

Select one country from the list below and evaluate the contribution Essay

Select one country from the list below and evaluate the contribution that remote sensing could make to measuring and monitoring - Essay Example Amongst the eight distinct MDGs, MDG 7 deals with environmental sustainability and is measured through a set of 10 indicators. The task of preserving the environment is extremely important for the achievement of other MDG goals such as education, economic development, equality and healthcare. For instance, Azmi (2010) notes that over a quarter of the epidemics and diseases reported worldwide result from environmental factors. Over 35% of all deaths in third world countries are caused from environmental disturbances. According to Hassan (2004), MDG 7 is sometimes misunderstood for its context and broader outlook and criticized for being disconnected from other issues such as farming and healthcare that seem to affect the poor. Bradford (2005) says that this is however not true since numerous studies have concluded that most of these problems are a direct result of environmental exploitation and the lack of sustainable practices and strategies to counter this decline. Researchers like Faure (2009) have carried out extensive studies on environmental impact and have concluded that most environmental disasters result from and are often accelerated by massive environmental degradation. For example, countries like Jordan are facing acute water shortage, energy deficiency and climate change due to rapid desertification of the countryside and global warming. Within the context of poverty reduction, environmental sustainability plays a pivotal role due to their widespread dependence on non-renewable sources of energy and unsustainable environmental practices. Wagstaff (2010) argues that the major obstacle to developing any environmental strategy is the measurement of the current trends in the local environment and cites the importance of technologies like remote sensing in monitoring any related initiatives. With over 65% of the population dependent on fisheries, agriculture and minerals, Jordan is a nation that is highly dependent on the environment for its economic gro wth (Mays, 2009). Thus, devising and tracking any environmental strategy for the country needs a holistic and wholesome approach and cannot rely on a person-to-person methodology. Remote sensing, the science of acquiring information on a geographical region from aerial satellites, encompasses numerous technologies that are capable of measuring anything from meteorology and terrain (minerals and other natural resources) to deforestation and desertification. This paper therefore describes the role of remote sensing in monitoring and measuring progress towards the MDG 7 in Jordan. Role of Remote Sensing The metrics and targets specified under MDG 7 help in determining the amount of conservation of a resource. In the case of Jordan, indicators 7.1 and 7.5 have been used to evaluate the total amount of land covered by forests and the percentage utilization of water resources available within the country (Joseph, 2010). While these indicators provide critical insights into a regionâ€℠¢s environmental stability, these resources are so widespread and diverse that it becomes to measure these metrics at the national level. Resources such as water and natural resources are also harnessed from underground sources and are highly difficult to estimate based on simple physical observation of the area. Moreover, ecosystems and inherent ecological processes are so intricate that it becomes difficult to use simple parameters to

Tuesday, January 28, 2020

A Serious Games Overview Education Essay

A Serious Games Overview Education Essay Computer and video games are normally known understood as a form of entertainment. However, surprisingly and rapidly they are becoming recognized as providing a powerful means for learning and being called Serious Games, both among educators and the game development community. A lot of research is being conducted to explore Serious Games possibilities. This paper investigates the notion of games as means for learning/training Serious Games, will look to the available definitions, investigate its relations with other terms and categories Entertainment/ Learning /Gamification show its applicability, limitations and lastly we will suggest future studies to be conducted about it. Introduction: Todays serious games is a big and serious business; the serious game sector is expected to grow significantly in the medium term. In 7th of July 2010 IDATE (market analysis and consulting firm) released its Serious Games market report where is estimated that serious games in 2010 generated 1.5 billion EUR in revenue around the globe, and that by 2015 sales will be almost seven times what they are in 2010 with an average annual growth rate of 47% between 2010 and 2015. [1] A key question, when discussing serious games, is what the concept itself actually means. Even a brief survey of the literature soon reveals that there seems to be as many definitions available as there are actors involved, but most agree on a core meaning that serious games are (digital) games used for purposes other than mere entertainment. Another question of interest concerns the claimed positive effects of such games, or of applications from related and sometimes overlapping areas Entertainment, Learning and Gamification. In addition to obvious advantages, like allowing learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc. (Corti, 2006 [2]; Squire Jenkins, 2003 [3]). However, it is not the case that all games are good for all learning outcomes (van Eck, 2006 [4]). The aim of this paper is to take a closer look at some aspects of these issues. A lot of emphasis is putted into gaming, gaming types, gaming advantages and disadvantages. There been many studies about it, as people looking to it as the new innovative way that may enhance our life. We will start our research by defining Games in general to subset from it Serious games, then explore SG definitions, explore SG relation with Entertainment games, Learning and Gamification. After that we will look to SG attributes, applicability, limitations to finally suggest some potential research area. An overview of Games: This paper focuses on the domain of serious games and since SG is a subset of games we will take first a look at Game definition to conclude from their a start point for our research. A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction. By Koster is his seminal work A Theory of Fun [5] According to Caillois play and games fall on a continuum between what he terms ludus, rule bound games and paidia, anarchic playing, therefore we need first to differentiate between game and play. Whereas the word play is used for games as well as for toys, there is a difference. Following Caillois concept in his book Man, Play and Games (2001)[6] we can light on the difference, Caillois describes paidia and ludus as two poles of play activities. Where paidia (playing) describes free-form, expressive, improvisational behaviors and meanings, ludus (gaming), on the other side, characterizes rule-based playing with determined goals. In matter of serious games we are talking about ludus with a context of having a purpose behind playing the game. So we can define play as it is less the opposite of seriousness than the vital ground of spirit as nature, a form of restraint and freedom at one and the same time. (Gadamer, 1986) [7] The Concept of Serious Games: The term serious game is not new; the first time term was introduced by Clark Abt who discussed the term in his Serious Games book in 1970. [8] Serious games usually refer to games used for training, advertising, simulation, or education that are designed to run on personal computers or video game consoles. However searching the web, a number of different definitions are available, such as: Games that do not have entertainment, enjoyment, or fun as their primary purpose (Michael Chen, 2006, p. 21) [9] The use of computer game and simulation approaches and/or technologies for primarily non entertainment purposes by (PIXELearning.com, 2006) [10] Game-based learning/serious games is all about leveraging the power of computer games to captivate and engage end-users for a specific purpose, such as to develop new knowledge and skills. According to Corti (2006, p.1) [2] Serious game is a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. by Zydas (2005, p.26) [11] When comparing serious games with just computer games, Zyda argues that serious games have more than just story, art, and software. It is the addition of pedagogy (activities that educate or instruct, thereby imparting knowledge or skill) that makes games serious. However, he also stresses that pedagogy must be subordinate to story and that the entertainment component comes first. [11] Some consider fun the prime factor in games and education and, according to Prensky (2001) [12], games should be fun first and then should encourage learning. Similarly, Michael and Chen (2006) [9] argue, with regard to serious games, that the main point is to get players to learn something, and, if possible, have fun doing it. Fun, however, is neither the only form of entertainment, nor the only way to engage players in a game. Besides fun, there are several elements that contribute to players engagement. According to Corti (2006) [2], the motivational virtues of video games are what initially attract training and development professionals to turn to game-based approaches, but there is a lot more to game based learning/serious games than simply using fun as a means to engage learners. Related Concepts to serious Games: There are related and sometimes overlapping domains to Serious Games (Entertainment, Learning and Gamification) which we need to distinguish their relativity to Serious Games. Serious Gaming vs. Entertainment Gaming: An adequate question to ask is how serious games differ from entertainment games. The below table compare Serious Games and Entertainment Games from Michael and Chen (2006) [9] view points where they discuss it from a design and development perspective following four criteria to compare Task/Experience, Focus, Simulations and Communication Serious games Entertainment games Task vs. rich Experience Problem solving in focus Rich experiences preferred Focus Important elements of learning, To have fun Simulations Assumptions necessary for workable simulations Simplified simulation Processes Communication Should reflect natural (i.e., non-perfect) Communication Communication is often Perfect The differences between entertainment games and serious games -Table 1 For serious games it is more important for the players that the model or simulation can be used to solve a problem, than providing rich experiences of the kind sought by hardcore gamers. Further, for serious games it is essential that the most important elements of learning are in focus and that the assumptions necessary for making a simulation workable are correct, which if not; the simulation will teach the wrong kinds of skills. Entertainment games, on the other hand, allow players to focus on the fun parts and to use a number of techniques for simplifying the simulation processes. In serious games, Michael and Chen (2006) [9] argue, it may be important to rethink the use of such simplifying techniques. For example, serious games should respond more to the conscious decisions made by players than to chance, and therefore randomness may be inappropriate. Another example is communication, which often is perfect (i.e., without delays and misunderstandings, etc.) in entertainment game s, whereas some serious training applications should rather reflect that communication hardly perfect. As with simulations and serious games, the distinction between entertainment games and serious games is not very clear either. It is evident that it is the goal of the first to entertain, and of the latter to educate/train/inform the player. However in some situations entertainment games are used for serious purposes as well. In addition to that serious game designers, researches argue that fun can be a crucial element to motivate a player to continue playing a serious game. SG and Learning: The recognition and adoption of games as learning technologies has helped educators in utilizing games as a means for providing serious learning opportunities for players. With games understood as learning technologies, the question arises as to whats different about the learning when games compared to that typically within schools. One of the more obvious differences resides with the control afforded to the learner as player, where the state of control is typically afforded to players in games and teachers in schools. Games, therefore, present a learner-centered approach to learning, whereas traditional education presents a teacher-centered approach. The other different is that in games it is up to players to construct for themselves, their own knowledge, whereas in the latter, it is up to teachers to transfer knowledge to the learner. So the two processes of teaching and learning can be argued as quite different. Learning can be understood as a process whereby learners active construct knowledge through experience and interaction, whereas teaching traditionally is a process by which teachers distribute knowledge to learners through transmission The design of serious games games with a focus on education should be about creating meaningful experiences and activities for players, rather than a means for transmitting knowledge from the game to the player Serious Games and Gamification: Serious games and gamification are both trying to solve a problem, motivate people, and promote learning using game-based thinking and techniques. Serious games tend to take the approach of using a game within a well-defined game space, while gamification tends to take the use of a game outside of a defined space and apply the concept to items like walking up steps piano stairs. So we can say that serious games are created by using game-based mechanics, philosophy, and game thinking to engage people, motivate action, promote learning, and solve problems. In other words, they are created through the gamification of traditional learning content. [8, 11, 13] Serious Games Attributes: Now after defining serious game and discuss it, in relation to other related concept, we need to highlight some of the common game attributes that must be taken in consideration when developing it .These are some suggested attributes by Anne Derryberry [14]: Back-story and story line: Every game has a story upon which it is based, and a story line that it follows, even if inferred. The story line is not the game play itself, but rather the rationale for the game play. Game mechanics: These handle all the specific functions within a game, including such things as how the games physical world behaves; in-game weather; and the actions a character takes when given a command. Rules: The corollary to game mechanics are the rules of the game ,the constraints in game play that exist on every players actions and abilities Immersive graphical environment: This is the sensory representation of the experience layer of the game, including 2D/3D graphics, sound, and animation. This environment can be static (it resets at the end of each player session) or persistent (it continues to evolve even when a player isnt logged in). Interactivity: This focuses on the impact a players actions have on the world and includes issues of persistence and player interaction Challenge/competition: This is at the heart of any game. The competition might be against the game, against ones self, or against other players. Risks and consequences: These must attend every challenge, but they exist in the safe game environment where the consequences of an action or decision do not impact the real world. Serious Games Advantages: The idea of using games for work and in workplace generates a lot of excitement and appeal to both employer and employees. This excitement is a result of the advantages games. Some of this advantageous are as follows [15]: Engagement: Games are compelling and maybe addictive and the engagement it produces is hard to match with other training methods. Games feel safe: Games provide a safe place to practice, where learners know they will not be penalized for their mistakes. Playing games can be a safe place to try different approaches, to experiment, and to make mistakes and to fail. Reduce Cost and Complexity of training: The cost of developing game is usually lower than cost of other types of training. Get direct feedback: It is often possible for the educator to watch or replay complex learner actions during the game, something that would be difficult to achieve in a real-life demo. Situated cognition: Games are effective partly because the learning takes place within a meaningful (to the game) context. What you must learn is directly related to the environment in which you learn and demonstrate it; thus, the learning is not only relevant but applied and practiced within that context By researcher Van Eck, The most common application areas for Serious Games are: Health Care: Applications range from patient treatment to health education for medical practitioners. As an example of SG in medical staff training, haptic technology provides people a sense of touch in computer-generated environments [16]. Military/ Government: Using game-based simulations, the military saves significant amounts of money, cutting expenditures in fuel, ammunition, maintenance, and so on. In addition, games are generally orders of magnitude safer than live training while still offering significantly realistic and useful training experiences. For example, Americas Army [AME 05] [17] Corporate: The use of games in the corporate environment represents one of the fastest growing sectors of the serious games industry. Companies like IBM, CISCO and other technically savvy companies already use simulations and games to motivate staff to learn specific job-related skills [18] Games for Good: Games for Good leverages game mechanics for social benefit. Games created for this segment of the industry hope to teach, train or simply generate awareness of a topic, an issue or a societal problem, therefore creating change in thinking, actions or attitudes. Ex: Games that teach young people to become globally conscious citizens, contributing their own solutions to social issues [18] Education: Games are changing the way children learn, helping them think differently and stimulating new ways people of all ages can use their minds. Limitations of Serious Games: Although games can be effective learning environments, not all games are effective, nor are all games educational. Similarly, not all games are good for all learners or for all learning outcomes. By- Diana Oblinger, 2006 Some of the possible issues that may limit Serious Games benefits and that need to be considered are as follows: Playing the game becomes more important than the learning Cost of producing a game exceeds learning return on investment Game takes a long time to produce and is ineffective at training Game too easy or too hard Learning curve to start playing game is too high for the target audience Learner remembers game but not content Other learning tools may be more effective Information incomplete or inaccurate in the game The game is too difficult to maintain or keep up to date Keys to Success in Serious Games How to make it work? How to ensure the purpose of the serious game is achieved? Suggesting here some tips to make serious games achieve its purpose and get the ultimate desired result. [19, 20, 21] Know your target audience: People are different and so can be learners who will like different types of games, so its recommended to provide more than one game, targeted to different audiences as to cover the different needs of people. Focus in on specific objectives and outcomes: Choose a game that supports the learning objectives and content, but balance this with the requirements of game play. Dont make the game too easy: Easy learning games do not produce good learning outcomes. Learners are more likely to remember when things go wrong Use competition and/or collaboration: As competition motivates learners and collaboration allows social learning that is effective in motivating behavioral change. Test: Even the simplest games can have unexpected faults. Consider having learners create their own games: This can be useful exercises because it requires the student to think through the subject thoroughly and think of challenges they may like to have. Future Research: How to prove that Serious Games business is really worth it and how to calculate the ROI? I believe this is one of the hardest question facing serious games, as such a 1:1 relationship between a game and a desired outcome is often hard to tease out in something as nebulous as diversity training. Another interesting search area will be a Customized Serious Games design represents a new, complex area of design for the game world. Where designers have unique opportunities to make a significant contribution to game design, by organizing game play to focus on changing, in a predefined way, the beliefs, skills, and/or behaviors of those who play the game, while preserving the entertainment aspects of the game experience all based on different users needs. Conclusion: The fact that games are part of our everyday life in one way or another cannot be ignored; and examples can vary from our direct gaming plays a game on your smart phone or online using your social network profile with your direct intent to play to indirect gaming collecting points via grocery shop cards without your intent to play. Games main goal is entertainment, but they have more universal applicability that gave extra functions in various aspects of everyday life. Which produce Serious Games, the games that are intended to not only entertain users, but have additional purposes such as education and training. They can be similar to educational games, but are primarily focused on an audience outside of primary or secondary education. Serious Games can be of any genre and many of them can be considered a kind of edutainment, but the main goal of a serious game is not to entertain, though the potential of games to engage is often an important aspect of the choice to use games as a teaching tool. When deciding to use a game for training, its important to clearly state your learning objectives and to determine exactly what advantages the game will provide to the player. If the game is too easy or too hard, or does not focus on the objectives, it may simply waste the learners time. Depending on the type of game you intend to use, you may need to go through a substantial testing phase to ensure success. A serious game is usually a simulation which has the look and feel of a game, but is actually a simulation of real-world events or processes. The main goal of a serious game is usually to train or educate users. Furthermore, in order to stimulate the learning effect of the players/trainees experiments, direct feedback from the game on the actions of the players is essential. Designing effective, engaging serious games requires theoretical understanding of learning, cognition, emotion, and play.

Monday, January 20, 2020

Technology In Our Society :: essays research papers

Technology In Our Society No doubt, technology is increasingly important in the modern world. It is amazing how fast technology has been developed. Nearly every major advance was invented in the last century. These invention are always planned for a positive result, however the negative effects often do not become apparent until after the event. These effects will be deal in the following paragraphs with related materials. The text, "Whose Life is it Anyway?", by Brian Clark, has clearly illustrated that with the development of medical technology, people can now have a better quality of life. Moreover, many lives which normally would not survive without the advance in medical treatment can now be artificially prolonged. The central character, Ken Harrison, who becomes a quadriplegic after a car accident, has met this situation. Nevertheless, it is cruel to ask him to face this life if he does not desire to. He can no longer sculpt, run, move, kiss or have any form of sexual fulfillment. Obviously, his normal life has drifted away. The tendency to sustain people's lives, just because the technology is available, is intolerance under certain circumstances. It is the individual patient who must make a decision about whether to keep himself alive. "What is the point of prolonging a person's biological life if it is obtained at the cost of a serious assault on that person's liberty?" There is probably no simple answer for this question. Any patient's decision should be respected, not based on the fact of all available technologies. This medical technology has the potential for both good and bad results. However, it is very important in today's society. "Insurance in the Genes" is a piece of valuable material which explores another area in the technological field. Nowadays, genetic engineering essentially plays an important role. Genetic testing can predict a person's biological use-by date, forecasting everything from heart attacks to breast cancer. People can therefore have a basic concept of their health situation and prevent what is going to happen if technology allows them to know this beforehand. "Up until now, only 50 genetic tests have been developed to detect diseases. But within a decade, there will be tests for 5000 diseases." It is a remarkable increase. In the near future, hopefully, genetic testing will be employed to reveal potential health risks. It is a positive effect of technology in the modern world. Another useful source for the effects of technology in our world is the documentary. On 23 April 1996, SBS broadcasted a film entitled "Weapon: A Battle for Humanity". It recorded that landmines and laser weapons are devils.

Sunday, January 12, 2020

Positive reward Essay

It can also be maintained that Kistler had more urge of continuing his ‘virtual’ mischief since he was able to, for the most part, obtain sexual pleasure through the means of the internet which could have been an easy method for Kistler to achieve his aims. The pleasure he gets is a form of a ‘positive reward’ at least in the context of Kistler as opposed to the idea that the pleasure he gets is not actually any sort of ‘reward’ to others especially to the victims. By admitting that he knew that what he did was essentially wrong perhaps in the legal and moral senses, it leads one to the realization that Kistler may unconsciously place his personal actions as behaviors that override any existing proscriptions against them. Thus, by considering his pedophilic behavior as one that is ‘wrong’ yet fulfilling in sexual terms, Kistler eventually treats his behavior as one that is above what is being forbidden or disallowed by the larger society of which he is a part of. Further, his absence of knowing that he was causing harm—or at least as far as he reveals—holds a reasonable argument that pertains to the corresponding absence of an effort to deliberately put a stop to his behavior. That is, since Kistler was not well aware that he was causing harm to his ‘victims’, there was no apparent reason for him to adjust accordingly or to realign his behavior according to the normal conducts within the society, to legal and moral prescriptions, and to what is prohibited. Otherwise, had Kistler known the negative effects his behavior has been causing, there remains the probability that he may have discontinued his actions—or he may have not. What is more important is the idea that there are reasons behind Kistler’s behavior albeit having the knowledge that his behavior is one of the things the status quo of the society is against. Nevertheless, Kistler was sentenced to 24 years of federal imprisonment; a contemporary example to the ancient Roman law â€Å"ignorance of the law is no excuse† (Brudner, 1995, p. 224). Since the learning process contains the appropriation of punishments and rewards in the SLT, there remains the implied cause that Kistler initially engaged in his pedophilic behavior and continued to do so after he was able to obtain a ‘reward’ for soliciting sexually explicit images from teenage girls. Even further, his initial behavior of engaging into internet child pornography may have also sprung from a variety of reasons which, after engaging into the act, led Kistler to obtain a ‘rewarding’ experience largely in the form of sexual satisfaction. Although the far more original causes beyond the subsequent continuance of his actions are of interest as well, the primary concern of the SLT remains to the ‘direct conditioning’ of the behavior of the individual or of, specifically, Kistler. The concept of ‘direct conditioning’ can be illustrated in the case where the experience of traumatic situations in the dental surgery is linked with the occurrence of fear by means of the learning of a correlation of pain as well as distress with the dental situation (Milson, Tickle, Humphris, & Blinkhorn, 2003, p. 495). Conversely, the case of Kistler can be analyzed in terms of the concept of direct conditioning. That is, the ‘sexually rewarding’ experience of Kistler with regards to his ‘pornographic’ exploits can be seen as one that is associated with the occurrence of the feeling of ‘liking’ what he does through the learning of a correlation of ‘sexual satisfaction’ with online child pornography by pretending as a dying teenage boy and appealing to teenage girls to send sexually explicit images.

Friday, January 3, 2020

We Intend To Be First The Gdp, Research Gaap. On September

WE INTEND TO BE FIRST: THE GDP, RESEARCH GAAP On September 12, 1962, while giving a speech at Rice University in Houston, Texas, President John F. Kennedy rallied his compatriots to embrace the country’s challenge of sending a man to the moon and returning him safely to the earth. He reminded them that their ancestors ensured that â€Å"this country rode the first waves of the Industrial revolutions, the first waves of modern invention and the first wave of nuclear power.† He let it be known in the speech that his generation did not intend to disappoint the country as the age of space loomed over the world. Though Kennedy’s goals seemed really great at the time, the president was cognizant of the fact that they could only be achieved if all†¦show more content†¦President Kennedy recognized this in 1962 and so must we in 2017. Having said the above, this article is not oblivious to the fact that the second decade of the 21st century is one that finds Ame rican principles and dominance under assault globally. Since the great recession occurred, America’s ability to lead financially and geopolitically has come under scrutiny and the nation’s skyrocketing debts coupled with its large trade deficits have done little to ease the world’s gaze. In a Fortune Magazine article from February 2017, it was stated that a new study by PricewaterhouseCoopers forecasts China’s economy surpassing that of the U.S. as largest in the world by 2030. The article also mentions that the study shows India’s economy will be bigger than America’s by 2050. What’s happening is the rest of the word is gazing at a faltering U.S. economy, the slow growth rate of the U.S. productivity and, they are doubling productive efforts in order to catch up to the United States. Since it’s well known that the Chinese and Indians are in a race to displace the U.S. as directors the world’s largest economy, how then c an the U.S. maintain its position even as challengers rear their heads? The fortune magazine article from Feb 9th, 2017 makes it clear that the gross domestic product of a nation is simply derived by multiplying the total population in the nation by its productivity. The article also states that since ChinaShow MoreRelatedDifferent Approaches to Corporate Reporting Regulation22097 Words   |  89 PagesAccounting and Business Research Publication details, including instructions for authors and subscription information: http://www.tandfonline.com/loi/rabr20 Different approaches to corporate reporting regulation: How jurisdictions differ and why Christian Leuz a a b c d J. 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Thursday, December 26, 2019

Inclusion in Schools is Extremely Beneficial Essay

Inclusion in schools is extremely beneficial to exceptional students in that it helps to develop successful social skills. Although exceptional students are without a doubt different, the process of inclusion can give students feelings of self worth and allows them to feel included in the education process. Thanks to the Individuals with Disabilities Education Act (IDEA) and Section 504 of the Vocational Rehabilitation Act, a free and appropriate public education is mandated for students with disabilities (Peter, 1994). Disabled students must be placed in the least restrictive environment. This environment must be closest to or in the general classroom. Here the student’s individual needs must be met through the students†¦show more content†¦The fact that teaching and including exceptional students is a challenge comes as no surprise (Fine, 2000). In a study by Hines (2001), 120 teachers from six schools were surveyed and it was found that their largest concern was ensuring that all students have an opportunity to learn. Inclusion is linked with attitudes of individuals with and without disabilities. It is seen as a relationship that requires the effort of everyone involved. The Position Statement on inclusion posted by the government is as follows: 1. All students, including those with disabilities, should start in regular education. It then becomes the school’s responsibility to justify why a particular student should be removed from regular education. 2. Most unique learning and physical needs can be met within regular education. 3. Many students with disabilities need support services to be successful in regular education. Exact support should be written in the IEP. 4. Many regular education teachers need support, and every effort should be made to provide supports like team teaching with a resource or other specialist, formal training, and regular consultation. 5. Regular education might not be appropriate placement. If this seems to be the case, the nature and amount of support the st udent and teacher are receiving should be reviewed and modified. 6. If regular education placementShow MoreRelated Research Paper958 Words   |  4 PagesResearch Paper Inclusion is a type of teaching that is being researched by many school districts across the country. It is the act of combining special education students in a regular classroom environment. Inclusion is a very controversial topic when it comes to the education of children, both regular and special education students. There are many beliefs in the welfare of all students and their ability to learn and function together. This belief has put a damper on school districts adoptingRead MoreClassroom Inclusion, but Is It Really Working? Essay examples779 Words   |  4 Pages Inclusion of students with special needs in the classroom has been implemented around the world since the nineties. Although no longer a hotly debated issue, the question still remains; is inclusion really working or should we still be concerned? A successful transition into the classroom provides social and educational benefits and sometimes challenges in regards to time, supports and behaviors. Teachers, classmates and the special needs students themselves can bring significant insightRead MoreFull Inclusion in Classrooms1379 Words   |  6 PagesFull Inclusion in the Classroom Each child is unique and learns in different ways; however, most schools still have a tendency to cling to the one-size-fits-all education philosophy. It is often overviewed when catering to a classroom that each child has specific needs, and that a small group of children within the class may also need further attention. Disability isn’t always visible nor is it always what we think it is. A child may have an undiagnosed hearing or vision problem, he or she mayRead MoreEssay on Inclusion1190 Words   |  5 Pages Inclusion in Class nbsp;nbsp;nbsp;nbsp;nbsp;Inclusion â€Å"mainstreams† physically, mentally, and multiply disabled children into regular classrooms. Back in the sixties and the seventies, disabled children were excluded all together from regular classrooms. Currently, the federal inclusion law, I.D.E.A. (Individuals with Disabilities Education Act), addresses children whose handicaps range from autistic and very severe to mild (I.D.E.A. Law Page). 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They discuss the jobs of paraprofessionals and also how peer support can go a long way in helping students, especially those with severe disabilities. By focusing on both academic and social skills, this plan will help students with disabilitiesRead MoreLecturer Peter Senge Once Stated, â€Å"Knowledge Is Constructed,1302 Words   |  6 Pagesbecome frustrated if they cannot solve the problem the way the teacher described and often give up entirely. The success of inclusion is greatly reduced in an essentialism classroom. Students are often taugh t, â€Å"It is very important [to] move at the same pace and produce the same products as [their] peers† (Marlowe Page, 2005, p. 64). Essentialism is proven to be extremely ineffective; instead teachers should embrace constructivism. Constructivism states that â€Å"learners construct understandingRead MoreGoal Statement878 Words   |  4 PagesGoldie Christine Hieneman Instructor, Adult Learning Center Masters of Science in Education Goal Statement My goal as an educator is to receive a Master of Science in Education with a Concentration in Inclusion Education. Even though I do not hold an undergraduate degree in Education, this is where my life path has taken me. Being an educator without an education degree has taught me how to help students learn by thinking outside the box. I currently have a Bachelor of Science in OrganizationalRead MoreContemporary Issue Policy Assessment On After School Programs Essay1192 Words   |  5 Pages Contemporary Issue Policy assessment on After-School Programs In this paper, I assess a proposal to implement after-school programs in low-income and/or high-migration communities across Canada for the Canadian federal government. Increasingly, we have been hearing, in the popular press especially, about the issue of after-school programs and its positive impact on children from low-income and migrant families. Purported positive impacts that could be gained from these programs such as closingRead MoreImplementing After School Programs For The Canadian Federal Government Essay1203 Words   |  5 Pagesassess a proposal to implement after-school programs in low-income and/or high-migration communities across Canada for the Canadian federal government. Increasingly, we have been hearing, in the popular press especially, about the issue of after-school programs and its positive impact on children from low-income and migrant families. Research has shown that there are positive effects that could be gained from these programs such as increased soci al inclusion, reduction in the inequality gap between