Saturday, February 29, 2020

A Research Proposal of the Effects of Online Gaming

However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool. Patricia Greenfield (Mind and Media) claimed in 1984 that with increasing technology and increased research that future video games would be a vital component to the educational process. David Sheff (Video Games: A Guide for Savvy Parents) said almost the exactly same thing in 1994. Thus, it seems as if the issue of using video games for educational purposes is still not fully accepted and their implementation brings forth many concerns.It is also seen that we have constantly regarded video games as having high potential and that their use in education will be vital in the near future. However, these visions have remained the same as time has passed and the foreseeable goal of implementation has still yet to be reached, for we keep pushing the time line further into the future. This brings forth the question of will this push back continue as years pass or will the educational potential of video games be reached in the near future?Video games are seen as a good learning tool because many think that they can teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking, and inspiring their imagination. Addictions to Internet games, particularly massive multiplayer online role-play games (MMORPGS), have emerged as a threat to public health—a new epidemic. Although they pose no direct physical danger, they take a toll on the mental well being of players. This disease is as equally debilitating as an addiction to drugs or alcohol.Consequently, addictions to these games have ruined lives as they disrupt family life, distract students, and compromise jobs. Although some video games provide benefits to society, when used as a tool to engage children in the classroom, or train soldiers on urban warfare, the posit ive impact of these programs are negated as soon as one considers the potential damages. Proper use of games requires the responsibility of the gamers and the marketers. Software developers should reveal the potential dangers associated with the games, like how the games have a possible addictive nature.Perhaps these programs need to have labels that warn of possible health consequences. The labels would be similar to the labels that law requires tobacco companies to place on their cigarettes. Public awareness should encourage members of society to be aware of the personal consequences of excessive gaming Conceptual Framework: To conduct a research to test the in observing them of the effects of online gaming in students. Statement of the problem: This study aims to know the effects of online gaming to the students: Significance of the study:Although the addiction factor and gender issues still exist to the same extent in online games as they do in offline games, it looks as if online gaming has provided answers to the other negatives that have plagued video games. The first obvious positive that online gaming has brought to video games which was no t available to off-line games is interaction among numerous other people. Off-line games were mostly solitaire in nature and had zero social aspects associated with them. Online games have allowed for a reintroduction of socialization among games. And this socialization has no boundaries, for a very diverse Internet population exists.Playing over the web will help develop friendships, whereas playing off-line can lead to a decrease in friendships. Another positive that online games bring forth is a decreased amount of violence. Most of the violent games being played off-line are quick action games that require rapid button-pushing. However, because of latency and lag issues these games have had a difficult time being transformed into an online medium. Furthermore, when these type of games are successfully transformed into an online game the number of enemies is drastically decreased. One is no longer playing against a tremendous amount of monsters that have been implemented into the game but rather just a few enemies being played by other humans. This forces one to methodically formulate strategies on how to dominate and beat the other individuals instead of creating an atmosphere of just killing everything in sight. The final negative factor of video games that online gaming may alleviate is decreased intelligence. Much more constructive thinking is necessary to be successful in online games, mainly because human opponents are more unpredictable and tougher than the monsters in offline games.

Thursday, February 13, 2020

Extraction of plasmid DNA and set up of polymerase chain Reaction Coursework

Extraction of plasmid DNA and set up of polymerase chain Reaction (PCR) - Coursework Example g temperatures to different levels, the different steps of DNA replication, the separation of the double strand, the annealing of primers to the DNA single strands, and the activity of DNA polymerase are facilitated. The cycle of changing temperatures are repeated, producing many strands in the process. Of course, the DNA polymerase should be able to withstand these changes in temperature. The resulting amplified gene can subsequently be characterized, either through identification, measurement or expression. The information obtained from this can further be used to characterize the resulting protein product or the organism from which it was obtained. Due to the vast amount of processes PCR products can undergo, the technique has been the staple for laboratory diagnosis of diseases, bacteria and virus identification, crime scene investigations, and others. As can be seen, PCR follows and precedes many other molecular processes. In this experiment, plasmids from a transformed bacterial cell pellet were extracted to isolate the gene encoding for red fluorescent protein (RFP). After measuring the amount of DNA extracted, it was then prepared for PCR. Bacterial transformation, or insertion of gene of interest inside bacteria cells, is a viable strategy in not only housing the gene, but also amplifying the sequence. Thus, bacterial strains used for this purpose, such as E. coli DH5ÃŽ ±, JM109 and XL-1 Blue, are specialized not only to be able to imbibe the plasmids upon electric or chemical induction, but also to replicate the inserted genetic material during cell division (Yoshida and Sato, 2009). On the other hand, special plasmids, called vectors, are circular DNA used to accompany the gene inside the bacterial cell. It contains sequences for restriction enzymes, so that the vector circular configuration can be broken into two parts, through which the gene of interest can be inserted into, re-establishing the circular appearance of the vector. The vector also

Saturday, February 1, 2020

UNIT 4 INDIVIDUAL PROJECT Essay Example | Topics and Well Written Essays - 1750 words

UNIT 4 INDIVIDUAL PROJECT - Essay Example The company needs to target an unserved but profitable segment of the market to increase sales and boost image minus the fierce competition. Distribution channels. The company depends largely on department stores to sell its products. Reebok should explore other channels that would effectively promote the increased visibility of its products in the market. Intellectual property rights. The company produces its products through independent manufacturers in third world countries. Despite the enforcement of patent laws, knockoffs proliferate in many international markets which have an adverse affect on Reebok’s revenues. Our passion for winning creates our possibilities. We harness the boundless creative energy of every individual to make the differences that count - to captivate the consumer and create an exceptional global brand and organization. a. [Pros] Reduced production costs and lead time, increased gross margins in the long run and creates new sources of raw materials for footware product lines as well as develop more efficient distribution channels. a. [Pros] Reebok needs to stick to more conservative demand forecasts to effectively control marketing, advertising and other related expenses; minimize production problems, cut costs and generate adequate cash flow for debt servicing. 1. Recommending the implementation of the Market Development Strategy [Alternative 1] to increase brand value and gain a bigger market share, if not a controlling interest in the athletic shoes and sports apparel market. 5. Product lines intended for outdoor activities should also be developed apart from contact sports, with 40% of the subject segment looking for new outdoor activities, among them backpacking/hiking (47%), road biking (38%), camping (30%) and paddle sports (23%). (NPD Group, as cited in Rab, 2004) 1. Revamp of existing marketing platforms and repositioning to new segment must be