Monday, December 30, 2019

Video Games affect On School - Free Essay Example

Sample details Pages: 6 Words: 1719 Downloads: 6 Date added: 2019/05/07 Category Entertainment Essay Level High school Topics: Video Games Essay Did you like this example? Video gaming is a problem in todays youth. Gaming, thought of as entertainment, is becoming known more as an addiction. Gamers are addicted to gaming like it is a drug, making these video games more of a danger. The games are played during school, and after school ruining the students grades and lower their academic performance. Most of the youth today have a sort of gaming system at home, from a computer to a cell phone. Screen time can even lead to health problems like obesity. Not only do video games harm the students health, but their mental health is at risk the longer the game is played. Fixing the issue is a very important way to lessen the time on the screen. Though no one can get rid of them completely there are ways to help prevent hours on end gaming. Video games are affecting the students every move, even if they are not played during school hours. Video games are affecting the grades students would get in school if video games were not played every day. It aff ects the leaning because video games are a distraction, taking the focus off the teacher and turning it to a game hidden in the students lap. Weis, a clinical psychologist, performed a study on a group of boys seeing what the effects are of video games. Weis discluded girls from the study because researchers feared they would not play video games enough to produce meaningful results (Geranios 2010). Weis thought that if he involved girls in his study, he would not have accurate results. This study showed what happened when boys between the ages of 6 9 were given a gaming system for the first time. It was a novelty that decreased the boys reading and writing scores. The difference between multi-player games and single-player games is children are at a greater possibility for lessoned literacy skills. Adolescents substitute time for reading with time for playing (Dewar 2018). Students, still going to school would get lower grades and not work as hard as they had before. Video gamin g is addictive to teenagers nowadays. Gaming is now considered as addictive as drugs (Willis 2011). Drugs send dopamine into the brain, dopamine is considered the reward system in the brain, and by achieving a goal in a video game the brain sends this out, as a reward for achieving the goal. By smoking, the brain is confused and will often send out this drug to tell the smoker that it wants more. It is why drugs are so addicting because the mind thinks it is doing good instead of damaging itself causing it to rewire itself. Most people see an addiction being to an overuse of substance, such as alcohol, but it is not just dopamine that can turn habits into an addiction. Addiction is the constant need for the drug, the alcohol, or in this case the game. Todays teens spend an hour or more playing video games and when their computer or gaming device is taken from those who relied on gaming they get upset. The first addiction center for video games was set up in the Netherlands forcin g the U.S.A. to think maybe that they do have an issue. Video games are becoming a drug to teenagers with there unlimited access to computers and cell phones. Academic performance in teens has decreased since video games became mainstream among the younger generation. 90% of homes in the United States with children have a gaming system (Wright 37). 90% of children have been exposed to video games since they were little. Those kids have known nothing but a life with gaming in it or at least the choice of gaming. Giving children the choice between gaming and studying for a test they would choose gaming with the thought of studying later. This happens even in young adults. As the hours of gaming rise SAT grades drop as does the pupils GPA (Wright 37). The study was to see if video games would affect school life and as Wright said they were only going down while time playing went up. The more hours that were spent on gaming the less time there was for studying for tests that the stu dent would have during the school day. This reduced their scores on those tests, making their grade lower and lower each test. Gaming does not just fill time that would have been spent, studying it also has users slowly losing the ability to focus on more tedious topics of longer periods of time. Students playing a game where they wander around an endless world, they have more focus in that game then they would a couple hours later when in a math class listening to the teacher talk about addition and subtraction. The gamers mind would wander from the topic to their game and their focus would be lost from the teacher. Losing focus also deprives the student of learning in that class. The more the student finds their mind wandering from the topic the more the student thinks about the game. Screen time can lead to health problems and health problems affect school life. Health issues like insomnia, back pains, and obesity. Insomnia is the lack of sleep at night. Being up all night long stuck on a level would help start a case of insomnia but staying up all night for weeks at a time would only make insomnia worst. Back pains would come from the hours spent hunched over a computer or a gaming device. It would also come from the rocking back and forth as a hard level was finally won, but as the level is lost, they lean back disappointed. Obesity kills 18% of the youth in the United States (Fox 2013). Gaming and eating stores energy in the body that makes the gamer gain weight if they dont burn that energy away. The longer the person stays inside playing the same game the more they raise the chances of having a cholesterol issue or diabetes. Gaming not only affects ones health of body, but it also affects the mind. By wasting the time away in front of a screen the player might stop talking to others. That would make the person have few friends. Soon those few friends would fade away and the teen would only talk to his or her parents. At some point even, they would fade away from that persons life and they would lose every kind of social interaction unless it was a multi-player game and they had a microphone they could speak into. Sometimes in very serious cases, the teen could even forget that their game is just a game. They could forget and start confusing themselves about what is fiction and what is nonfiction. Due to the fact that addiction to video games may hamper their social life, the scope for them to mingle with other people and to experience the realities of the world becomes very limited (Staff 2018). Meaning the more time online the less time with actual people and having conversations. Violent games lead to aggressive behavior. Video games that are violent in nature lessen the minds ability to see violence as a bad behavior and turns the youth aggressive. Numerous video games which are supposedly meant especially for kids have violent content wherein aspects such as aggression and revenge are rewarded (Staff 2018). Meaning content for kids isnt being monitored leaving children able to play whatever it is they want to play even if it is violent and they were told not to play that. A solution to fixing this problem would be to limit the access that teens have to video games. Now taking their phones away isnt the correct way of going about it. By taking the teens phones you are showing them that playing games on the phone is not a good thing, making the juvenile want to play games more. The best way to handle this problem is to make it where when a new phone is bought have the parents set it up and have an age restriction on the phones themselves. No one can stop the youth from playing games on their phone but the most anyone can do is limit the access. Just as there is an airplane mode there could be an added school mode. When a student is in school the only messages that could be seen are from the parents of the child. Now knowing that anyone could turn on or off airplane mode with this school mode for the phones it would be linked to the parents phone, sending a message asking for permission to turn off school mode. If school mode permission is accepted, then the phone will send a message back to the student giving them permission to message their friends. With the age restriction, that would be applied with the school mode. It would allow the phones user access to games that are school safe and in their age range. Making the games not playable during school with the school mode. Some think that gaming helps the mind become faster at reacting to certain items like catching a ball that was thrown at their head or keeping the gamers hands still while working on an extremely delicate task such as surgery. People think that gaming is helping produce better health care professionals. Gaming can make reactions faster and making small cuts in surgery (15 Surprising Benefits 2018). Gaming can help the younger generation become better surgeons by making their hands less shaky. Oth ers think that because gaming increases the stability of some senses in certain ways that it does not change that the gamer themselves might have a mild addiction to gaming. Gaming is still an addiction, even if there are some small benefits. It is an addiction that should not be taken as lightly as it is. The gamers might be more delicate, but they have a higher chance of having a wandering mind, and not being able to focus on one topic at a time. That person has the higher chance of being more scattered brain. Scattered brain meaning that the person can not focus on one object at a time and their mind will jump from topic to topic making them a person that is hard to understand what their thinking is. Don’t waste time! Our writers will create an original "Video Games affect On School" essay for you Create order

Sunday, December 22, 2019

Philosophy and Religion in Education Essay - 1166 Words

Philosophy and Religion in Education The education mission of the philosophy and religion department serves the general studies core and the major. The department takes seriously its obligation to introduce general studies students to philosophy and religion as humanities disciplines. 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Saturday, December 14, 2019

Aib Problem Solution Free Essays

Aib Homework Wk3 Problem 1 The following data were obtained from a project to create a new portable electronic. Activity Duration Predecessors A 5 Days — B 6 Days — C 8 Days — D 4 Days A, B E 3 Days C F 5 Days D G 5 Days E, F H 9 Days D I 12 Days G Step 1: Construct a network diagram for the project. Step 2: Answer the following questions: (15 points total) a) What is the Scheduled Completion of the Project? (2 points) 32 - CORRECT b) What is the Critical Path of the Project? (3 points) B,D,F,G,I - CORRECT 2,4,6,7,9 c) What is the ES for Activity D? (2 points) 6 - Correct ) What is the LS for Activity G? (2 points) 15 e) What is the EF for Activity B? (2 points) 6 - Correct f) What is the LF for Activity H? (2 points) 32 - Correct g) What is the float for Activity I? (2 points) 0 Problem 2 The following data were obtained from a project to build a pressure vessel: Activity Duration Predecessors A 6 weeks — B 6 weeks — C 5 weeks B D 4 weeks A, C E 5 weeks B F 7 weeks D, E, G G 4 weeks B H 8 weeks F I 5 weeks G J 3 week I Step 1: Construct a network diagram for the project. We will write a custom essay sample on Aib Problem Solution or any similar topic only for you Order Now Step 2: Answer the following questions: (15 points total) ) Calculate the scheduled completion time. (3 points) 30 b) Identify the critical path (4 points) B,C,D,F,H c) What is the slack time (float) for activity A? (2 points) 5 d) What is the slack time (float) for activity D? (2 points) 0 e) What is the slack time (float) for activity E? (2 points)4 f) What is the slack time (float) for activity G? (2 points) 5 Problem 3 The following data were obtained from a project to design a new software package: Activity Duration Predecessors A 5 Days — B 8 Days — C 6 Days A D 4 Days C, B E 5 Days A F 4 Days D, E, G G 4 Days B, C H 3 Day G Step 1: Construct a network diagram for the project. Step 2: Answer the following questions: (15 points total) e) Calculate the scheduled completion time. (3 points) 19 f) Identify the critical path(s) (4 points) A,C,D,G,F g) What is the slack time (float) for activity B? (2 points) 3 h) What is the slack time (float) for activity D? (2 points) 0 e) What is the slack time (float) for activity E? (2 points) 5 f) What is the slack time (float) for activity G? (2 points) 0 Problem 4 The following data were obtained from an in-house MIS project: Activity Duration Predecessors A 5 Days — B 8 Days — C 5 Days A D 4 Days B E 5 Days B F 3 Day C, D G 7 Days C, D H 6 Days E, F, G I 9 Days E, F Step 1: Construct a network diagram for the project. Step 2: Answer the following questions: (15 points total) a) Calculate the scheduled completion time. (3 points) 25 b) Identify the critical path (4 points) B,D,G,H c) What is the slack time (float) for activity A? (2 points) 2 d) What is the slack time (float) for activity D? (2 points) 0 e) What is the slack time (float) for activity E? (2 points) 3 f) What is the slack time (float) for activity F? (2 points) 1 How to cite Aib Problem Solution, Papers

Friday, December 6, 2019

Accounting Conservatism and Cost Decision †MyAssignmenthelp.com

Question: Discuss about the Accounting Conservatism and Cost Decision. Answer: Introduction: The term Depreciation refers to an accounting technique of allocation of the cost of any tangible assets based on its useful life. Most often,a company or an organisation follows two major methods of depreciation. One is the Straight Line Method and the other is the Written-Down-Value Method of Depreciation (Grant, 2016). In such cases, the management must take some correct and concrete decision to ensure profitability in the long run. Here the depreciation policy plays an important role in ensuring long run profitability of the company (Collier, 2015). The management must choose the correct and most efficient method of depreciation so that the valuations of assets are carried out most efficiently and correctly. Depreciation policy of Telstra Corporation limited The Annual Report of Telstra Corporation Limited provides that the company uses Straight Line Method for charging depreciation to its assets. As per the Financial Statement of the company, it is found that amount of depreciation and amortization charges for the year 2015 was $3,974 Million that subsequently increased to $4,155 Million in the year 2016, the change being 4.6%. This implies that due to increase in depreciation and amortization cost, the expense of the company had increased by $181 Million. On comparing the Depreciation and amortization charges, in the year 2015 depreciation of plant and equipment and property was $2915 Million that increased to $2957 Million in 2016. Similarly, in the year 2015 Amortization charges of intangible assets were $1059 Million that also increased to $1198 Million in 2016 (Kim, 2016). As a result, we found that there is a decrease in profit from continuing operations. The profit was $4114 Million in 2015 and decreased to $3832 Million in 2016. In spite of that, it is observed from the financial performances that the net profit for the year 2015 was $4,231 Million that increased to $5,780 Million in the year 2016. The Annual report of TPG Telecom Ltd. we came to know that the company also follows Straight Line Method for charging depreciation. The financial results states that in the year 2016 the amount of depreciation charged was $102.4 Million and in 2016 it was $136.6 Million. Thus, there was an increase of $34.5 Million in depreciation expenses for the year 2016. As per the financial statement of the company, we found that Profit after tax for the year 2015 was $224.1m that increased to $384.6m in 2016. Moreover, from the statement of Comparative Income and Retained Profits we observed that the profit for the year attributable to the owners were $385.7m and $235.4m for the year 2016 and 2015 respectively and retained Earnings at the end of the year were $710.0m and $432.7m for the year 2016 and 2015 respectively. Hence, from the above analysis we found that though the depreciation expenses were increased but still the company was able to make fair amount of profit from every angle. Analysis and interpretation of inventory valuation methods On analysing the Annual Reports of Telstra Ltd. It has been found that the company for its majority of the inventories, it uses the weighted average cost method for valuation of inventories. The Statement of financial Position of the company shows that the amount of inventories for the year 2015 was $491m that increased to $557m in the year 2016. There was an increase of $66m during the period in terms of inventories. In the inventories, it has been found that there are two parts. One is the Current Inventories/ Construction work in progress and the other is the Non-Current Inventories. The current inventories includes Contract cost, progress billings, Raw materials, Finished goods amount to $491m for the year 2015 and $557m for the year 2016. On the other hand the non-current inventories that is the finished goods recorded at net realisable value amounted to $32m in the year 2015 and $29m in the year 2016. Thus, it can be seen that there is a decrease in Non-current Inventories of the company by $3m during the period. Therefore, the total of Current and Non-Current inventories of the firm stands at $523m for the year 2015 and $586m in the year 2016, the total of inventories being increased by $63m during the period. From the above analysis, it is seen that the company adopts weighted average method for valuation of its inventories and as a result of that the profit is increased as the inventories are increased and vice versa. This is because when inventories are raised the sales are also increased and hence the income from operations and net profit are increased. The consolidated statement of financial position states that the inventories of TPG TELECOM LIMITED as on 31st July 2015 was found to be $5.8m and at 31st July 2016 it was $12.0m. During the period the inventories increased by $6.2m. After reconciling the cash flow from operation activities, it is found that changes in inventories during the year 2016 was $3.9m and that of in 2015 was -$3.1m (negative). However, the net cash flow from operating activities showed positive results that was $381.9m for the year ended 31st July 2015 and was $620.4m at the end of 31st July 2016 therefore increasing by $238.5m during the period. The inventories are valued at the lower of cost and net realisable value i.e. whichever is lower. The company also considers the net realisable value as the estimated selling price in the regular or normal course of business. The net realisable value is the estimated selling price minus estimated selling expenses. The company adopts Fair Value method for the valuation of its inventories (Li, 2015). The annual reports of the company provide that, it is clear company uses fair value method for valuation of inventories. Though the profit of the company have increased but as the company uses fair value method which is based on the market price thus it is expected that the profit will fluctuate with the fluctuation of market price i.e. the profit will not be stable or it will not follow any trends. It will be better in terms of profitability of the firm if it uses cost method for valuation of its inventories. Identification and analysis of intangibles listed within the statement of financial position The financial position statement of the company states that total intangibles of the company for the year 2015 was $9,332m and as on 30th June 2016 was $9,229m. Hence, there is a decrease for assets of the company during the period by $103m. The amortizations of intangible assets were $1,198m and $1,059m for the year ended 30th June 2016 and 30th June 2015 respectively. In the details in the annual report it can be seen that amongst the Intangible assets, the amount of goodwill at the end of 2015 as per the net book value was $1,652m, Software Assets were $4,465m, Licence were $2,042m, Deferred expenditure were $955m and other intangibles were $218m. Similarly these details for the year ended 2016 for goodwill was $1,346m, for Software Assets were $4,660m, for Licence were $1,869m, for deferred expenditure $1,143 and for other intangibles were $211m. Apart from this during the financial year 2016, the transactions that impacted goodwill balances are: Goodwill amounting to $64m was recognised for acquisition of controlled entities and businesses. The company also recognised impairment loss against Goodwill for the Ooyala Holding Group CGU amounting to $246m. Further $137m of Goodwill of the company was disposed of. TPG Telecom Limited The Balance Sheet of TPG Telecom Ltd. is showing the balances of Intangible assets for the year ended 2016 and 2015 are $2,485.2m and $685.6m respectively. Getting into the detailsit came to the knowledge that there is an increase of $1,799.6m in intangible assets during the period which comprises of Goodwill of amount $1,364.9m for the acquisition of iiNet, for acquiring iiNet customer base amounting to $316.8m, $185.0m for other intangible assets. Payment that were made during the year for International Capacity IRU and Spectrum were $20.2m and $15.3m respectively. Besides this other intangible assets amounted to $12.5m. During the year, 2016 net amortization expenses amounted to $115.1m that was $71.8m more than that of previous year. Comparison and Recommendations BASIS Telstra Corporation Ltd. TPG Telecom Ltd. Recommendations Depreciation Policy Follows Straight Line Method for charging Depreciation. The amount of depreciation for the year 2015 was $3,974m and it increased to $4,155m in the year 2016. Follows Straight Line Method for charging Depreciation. The amount of depreciation for the year 2015 was $102.4m and it increased to $136.9m in the year 2016. It is recommended to follow the Written Down Value method for charging depreciation as it is suitable for companies having large number of fixed assets and it is also accepted by Income Tax Act. Inventories Valuation Inventories are valued on Weighted Average method. Inventories are valued on Fair Value method. It is recommended for TPG Telecom Ltd. to adopt cost method over fair value method of inventory valuation to avoid the fluctuations for profit. Intangible Assets. The amount of intangible assets in the year 2015 was $9,332m and it reduced to $9,229m in the year 2016. Intangible assets amounted to $685.6m in 2015 that had increased to $2,485.2m at the end of the year 2016. The reporting of the intangible assets does not have many discrepancies. However, it is recommended that the companies should follow the requirements of AASB 136. Reference Collier, P. M. (2015). Accounting for managers: Interpreting accounting information for decision making. John Wiley Sons. Li, X. (2015). Accounting conservatism and the cost of capital: An international analysis.Journal of Business Finance Accounting,42(5-6), 555-582. Telstra - mobile phones, prepaid phones, broadband, internet, home phones, business phones. (2017).Telstra.com.au. TPG Investor Relations. (2017).Tpg.com.au.