10,000 Matching Annotations
  1. Oct 2018
    1. Forexample, individuals trust medical testsless if the results suggest they have adeficiency compared to when the resultssuggest they are healthy.

      On Grey's Anatomy you see this a lot, especially with their athletic clients. They go in for a simple fracture and end up having a severe deficiency that could potentially take them out the game. They proceed to disagree with results, leave and then end up returning with a more severe injury due to their deficiency.

    1. We load our obsessions, dreams, hopes and frustrations on the back of exactly one team, and the strain must be unbearable at times.

      Yes I imagine the strain could be unbearable at times. Hockey fans need to realize their players aren't perfect and their favorite team losing is not the end of the world. They should give their favorite players a chance and realize they can't be performing 100% in every game all the time. It just doesn't happen.

    1. Mayor Jean Drapeau telephoned Campbell at the NHL officein town and begged him not to attend the game that night.

      Campbell should have heeded Jean Drapeau's warning.

    2. On the night of Thursday, March 17, 1955, the haze was aghostly yellowish white. Smoke from a tear-gas canister haddriven thousands of hockey fans into the streets

      Those poor fans, they went to a game to have a good time and ended up getting gassed.

    1. The assessment literature suggests that confidence-weighted multiple-choice testing may improve validity without comprising reliability because it enables the measurement of partial knowledge (Hambleton, Roberts, & Traub, 1970). Correspondingly, recent research examining how confidence-weighted multiple-choice testing affects performance on a subsequent test suggests that the cognitive processes engaged in evaluating each alternative can be beneficial to learning (Sparck, Bjork, & Bjork, 2016).

      Confidence-weighted testing may change the game.

    1. he showed up at the Forum exhausted from moving furniture all day into his family’s new apartment — then scored five goals and added three assists, setting the NHL record for most points in a single game.

      This seems crazy, I feel like modern day manager wouldn't even allow this to happen.

    2. “Because I always try so hard to win and had my troubles in Boston, I was suspended. At playoff time, it hurts not to be in the game with the boys. However, I want to do what is good for the people of Montreal and the team. So that no further harm will be done, I would like to ask everyone to get behind the team and to help the boys win from the Rangers and Detroit. I will take my punishment and come back next year to help the club and younger players to win the Cup.”

      These players with a temper and who get aggressive while playing don't realize how they let their team down for one little mistake made out of anger during a game.

    3. “What did Campbell do when Jean Béliveau was deliberately injured twice by players from Chicago and New York? No penalty, no fine, no suspension. Did he suspend Gordie Howe of Detroit when he almost knocked out Dollard St. Laurent’s eye two years ago? No!” Richard called the decision against Geoffrion a “farce” and wrote that the “dictator” should “not try to create publicity at the expense of a good fellow like ‘Boom Boom’ Geoffrion just because he is a French-Canadian.”

      This shows that it isn't just Richard that has a temper and get aggressive while playing the game of hockey.

    4. “When I’m hit, I get mad and I don’t know what I do,” he confided in one writer. “Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      Once again this displays his temperament issues while playing hockey.

    5. Richard lowered his head and neck to buttress himself for the collision then straightened

      This yet again shows the aggressiveness in the game of hockey that can cause multiple injuries.

    6. Richard presses a towel to the gash on his scalp, which will take five stiches to close. He clutches a stick in his right hand.

      This is a very aggressive and dangerous game and it shouldn't be. It should be a fun but kind of competitive game.

    7. You’ve never seen a hockey player like Maurice Richard. Not Crosby. Not Gretzky. Not Orr, Beliveau, Howe. None of them had the talent, the intensity, the will to take over a game like Richard. And none of them meant to their fans what le Rocket meant to Canadien fans.

      Richard was very popular to his Canadian fans. It talks about how no other player was like him. His fans even called him "le Rocket."

    8. “When I’m hit, I get mad and I don’t know what I do,” he confided in one writer. “Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      Its good to hear that he is aware of his temper issues

    9. Then Richard snatches a stick from the ice and swings it wildly at Laycoe.

      I was hit in the elbow playing a pickup game and it sliced me open with ease. I could only imagine how damaged the tender skin below the eye was after this.

    1. nitive skill development. One approach to doing this, which would be in line with Crystal Isl

      If players who demonstrate SRL do better, does that indicate that SRL leads to better learning or that the two are just related? Also, if students are engaging in SRL practices through the game, does that count as metacognition or do students need to be aware that they are engaging in them as metacognition?

    1. "Charity has been the function of the church. Now it's the team who is taking charge of the social life, visiting children in hospitals, inviting children to see a game or giving money to charity…

      makes you think......

    1. atamuchhigherproportion

      People probably choose that game because they think like that. Rather than people thinking like that because they play the game. I can imagine bringing this into schools and suddenly we wonder why some people hate it and people aren't doing well. Personal freedom of choice.

    2. arenotaffordedopportunitiestopursuetheirpassions,havelittleaccesstoanyrealexpertswithinadomain,andmust(usually)workalone.

      game based learning allows students to work through the new learning in a self paced and interest based format

    3. Playersannotatethisinformationbyclarifyingambiguoustextorupdatingout-of-dateormisleadinginformation.

      I really like the two-way communication between the producers and consumers of the game in order to make the game more enjoyable and easier for the players to understand.

    1. o name but a few

      They make playing a video game sound hard and specific to certain people. Any kid can learn how. Any normal kid can learn how to play one.

    2. how, if, and why kids were infusing their gamingwith learning, or vice versa.

      How can we also set up "game-based" learning opportunities in the classroom where students can work through problems in an entertaining way without needing access to computers etc.

    1. a topic model protocol

      I thought some about this and about protocols in the form of white papers or RFCs tied to technology that changes and expands as fast as DH tech. In areas of DH it should work and informally definitely, and if not tied to the hermeneutics of the model. The underlying set of mathematics and perhaps some other things that rarely change, could be part of a protocol. The WE1S is courageous in addressing this subject which if formalized may be a game-changer for DH. I've only been familiar with protocols such as TCP/IP, SMTP, HTTP and the like which have to establish end to end results reliably. It would likely be easier to establish a protocol for dataset collection and workflow management criteria rather than topic modeling or other interpretative tools. Some might attempt rules and guidelines for interpretation methods that produce repeatable meaningful results. What if there as many research questions as there are researchers? Just thought I'd mention something. I liked your post and appreciated the ability to think again about what you guys were doing.

    1. See, nearly 3,000 kids die every day in Africa from malaria. And according to the World Health Organization, transmission of the disease would be reduced by 60% with the use of mosquito nets and prompt treatment for the infected. <div class="inner-container"> <img src="https://via.hypothes.is/im_/https://vault-cdn.si.com/SI_ISSUE_IMAGES/Sports%20Illustrated/2006/05/20060501/Sports_Illustrated_727640_20060501-001-250.jpg" alt=""> </div> Table of Contents X <div class="inner-container"> <img src="https://via.hypothes.is/im_/https://vault-cdn.si.com/SI_ISSUE_IMAGES/Sports%20Illustrated/2006/05/20060501/Sports_Illustrated_727640_20060501-001-250.jpg" alt=""> </div> April 30, 2006 Buy the Cover Browse the Magazine SI Bonus Section: Golf Plus Spiderman Unmasked By Luis Fernando Llosa Lost Winners Has the Legends forgotten something? By Jim Gorant Big Play with Mitchell Spearman By Mitchell Spearman Playing Through Every stroke I took last week reminded me of Dick Harmon By Lucas Glover Air and Space Writer's Block ... and Tackles By Steve Rushin SI Players: Life On and Off the Field Mike Modano STARS CENTER As told to Yi-Wyn Yen Who's Hot / Who's Not End of a Bumpy Ride By Gerald Green The Pop Culture Grid The Questions with Brian Giles Padres Outfielder Getting Dunked On It's no fun being a defender when an NBA stud decides to pin the tale on the dunkee 2006 NFL Draft Preview The Ultimate Gamble In the treacherous process of selecting college talent, a first-round decision can make or break a franchise. This year no top prospect poses a greater risk-or promises a bigger reward-than Texas quarterback Vince Young By Peter King Marks of a Winner NFL talent evaluators look for these 10 essentials when figuring whether a college passer has what it takes to succeed at the league's premier position By Peter King The Trojans' Other Horse The player called Thunder to Reggie Bush's Lightning looked to be a first-round lock, but a tepid performance at USC's pro day has scouts puzzling over his potential By Michael Silver Playing to Type--and Against It For these kinds of prospects, potential pitfalls abound-but the decision-makers know that past performance is no guarantee of future results By Bill Syken and Ben Reiter Yardsticks, Wonderlics At the combine, on pro days and in individual workouts, scouts employ a mosaic of measures to size up potential picks physically and mentally By Peter King The Wrong Stuff In a first round top-heavy with quarterbacks, fledgling Cleveland wagered the No. 1 pick on Tim Couch of Kentucky. Big mistake By Peter King Dr. Z's Mock Draft Fearless forecast: Reggie going to the Texans, Matt to the Titans, Vince to the Raiders--and a load of wailing from quarterback-hungry Jets fans By Paul Zimmerman SOCCER Taking on the World The coach who led the U.S. to its surprise World Cup run four years ago is at it again, using psychology and ACC hoops insights to ready his team for a killer first-round Cup group By Grant Wahl Pro Hockey Fire and Ice Nearly two years after the last postseason puck was dropped, the playoffs returned with a renewed passion, a familiar intensity, power plays of all kinds--and, of course, people throwing stuff By Michael Farber Stealing the Spotlight Overlooked by the opposition, lesser-known players are once again proving to be surprise weapons in the postseason By Yi-Wyn Yen Features Pat Riley Won't Give In Machiavellian. Redemptive. Necessary. Each of those words has been used to describe the Miami coach's decision to return to the bench this season, and in what could be his last shot at one more title, the heat has never been more intense By S.L. Price 5 Matchups That Matter With the help of an NBA scout, SI's Jack McCallum broke down individual battles that will be pivotal in the first round By Jack McCallum Inside Inside: The Week In Sports Baseball By Albert Chen Tom Verducci's View By Tom Verducci College Football By Stewart Mandel Life of Reilly Nothing But Nets By Rick Reilly Departments Best in Class A trio of Tar Heels recruits, led by guard Tywon Lawson, was the talk of Michael Jordan's all-star game By Mark Beech Inside Cover Description Leading Off Letters What's Your Line? If it's a steady stream of B.S., then congratulations: There's probably a job in the world of sports that's just perfect for you By Stanley Bing Draft Dodgers Forget QBs with strong arms--the truth is the scarcest commodity in the NFL draft By Nunyo Demasio For the Record April Flowers Q&A Jeff Bridges The 56-year-old actor (The Big Lebowski) plays a girls' gymnastics coach in the comedy Stick It, which opens on April 28 By Richard Deitsch The Beat By Adam Duerson Week Ahead What to watch and watch for By Chris Mannix Faces in the Crowd <div class="inner-container"> <img src="https://via.hypothes.is/im_/https://vault-cdn.si.com/SI_ISSUE_IMAGES/Sports%20Illustrated/2006/05/20060501/Sports_Illustrated_727640_20060501-001-2048.jpg" alt=""> </div>

      I’m in complete shock that SO many childrens’ lives Are being cut short due to this disease. Although it’s saddening to hear, it makes me feel great to know that this disease is somewhat preventable and can be reduced up to 60% with the use of mosquito nets (and prompt treatment for the infected). Since this article was written over 10 years ago, I’m hopeful the disease rate has gone down tremendously!

    1. game designers read academic texts on learning

      Sure they have plenty of on-field experience which is great but let's not discount the fact that video game designers do look at science and use academic science to do their work. They aren't simply uneducated.

    2. bossing him around

      I sympathize with the kid. Good job, kid, for charging your parent a dollar. This is why kids really don't want their parent to play video games with them. However, I don't agree with parents not being a part of their children's video game life. On the child's side, however, you probably have this complex of the child knowing they are in charge of this world of video games and likely the parent will never know what is going on there. It gives them power and they know it.

    3. The largest category of video-game players are middle-agewomen playing video card games alone and together on the Internet.

      Why is it this particular demographic that makes up the majority?

    4. the video-game in-dustry makes as much or more money each year than the film industry.

      I did not know this and that seems so crazy to me. It also seems like it makes sense but it this a good thing or a bad thing??

    5. However,you cannot play a game if you cannot learn it.

      Another example of self motivation being required for learning. If you are not able to to get into a game, then you won't be able to learn or play the game to it's fullest.

    6. And, yes, poorchildren and teenagers do play video games, even if they have to find a com-puter or game console at school, in a library, or community center, or at afriend’s house.

      Kids are naturally drawn to video games no matter what their race, or their quality of living is.

    7. If the principles of learning in good video games aregood, then bettertheories of learning are embedded in the video games many children in ele-mentary and particularly in high school play than in the schools they attend.

      If a video game performs well with children, it could mean that the learning principles incorporated into the game are better than the ones in their education.

    8. I predict that shooting will be less important and talkingmore important in many games, even shooter games.

      And I think your prediction is true today. Video games now a days (depending on the game) have balanced this out more.

    1. High-level social behaviors, such as the bystander effect, havebeen observed inside a simple video-game based virtual en-vironment (Kozlov and Johansen 2010). Social interactionsin Massively Multilayer Online games have been studiedby Cole et al. (Cole and Griffiths 2007).

      games - another interesting mass collaboration context

    1. . A growing body of research indicates that interest helps us pay attention, make connections, persist and engage in deeper learning.

      If you're interested in something your're going to put more effort into it. I find myself in school now trying so much harder and caring so much more about what I learn now that it has something to do with what I want to do for my career. I had interest in basketball, and practiced every single day and played for all my school teams from when I was 5 years old to I was 18. I wouldn't have put 100% effort and played that long if I wasn't interested in the game. My example of basketball relates to teaching school because I think if I could make my class interesting to where the kids were 100% involved and locked in like I was with basketball and with my classes now, then I think they would learn the material better and be more involved by participating, paying attention, and engaging in class activities.

    1. The more time you spend thinking about sleep pressure, the more it seems like a riddle game out of Tolkien:

      Topic sentence. Veronique compares the unknown knowledge about sleep that scientists are looking for with "dark matter." She also raises some questions asking about "what builds up" when we are awake causing us to the need of sleep and whether it "diserses during sleep."

    1. But unlike a basketball game or a tennis match, high school students were handling, loading and firing guns. “Discipline is more important than the shooting,” parent volunteer Joan Marsden told me, explaining the sport’s rigorous safety regulations. “You have to respect the rifle for what it will do.”

      comparing the sport of shooting to others, and the stress of safety that is put on the athletes allows us to see this is not a jock sport but a mind sport.

    1. If the video game has curved reflecting surfaces, such as a shiny silver goblet, the linear transformation matrix would be more complicated, to stretch or shrink the reflection.

      Here's the sweet stuff. Now let's get to how we recognize this in even more places; build from the foundation.

    1. Basketball is a very fast and competitive game. There is a lot of engagement taking place in the air which could lead to a devastating landing at any moment putting a lot of strain on the players ankles and knees. The ankle and knee are the most common sites of injury, followed by the lower back, hand, and wrist.

      I think this paragraph would look better if it was included in the mechanism of injury content.

    1. one student will physically hold the game  pad while other students will “guide” him/her through a series of commands

      As an entry level activity around GBLL this is probably ok, but it seems like there will be a lot of dead time for most students. I.e. it's going to be hard to get all students to participate.

      It could be expanded into a pairwork activity if you had one PS3 for each pair? But then, how are you making sure they are using the L2? Yes, the input they get is going to be L2, but not their own production.

    2. problem-solving, which can be applied to physical group interaction in the classroom

      i.e. problems in the game can be solved in classroom-based groups?

    1. Garbage and various fruit rained down on the NHL boss, one man raced up and smeared a tomato on Campbell, and less than a minute later a homemade tear gas bomb went off.

      This seems a little dramatic for a hockey game. I think that there could have been more mature ways to handle this situation.

    1. France he was having a good game and PSG was on the lead.

      You need to backup that he was "having a good time". What was he doing? How do you know this?

      You also need to write PSG out fully because some people may not understand what it means. And they were, "...IN the lead."

    1. “guessing and memory game

      during this stages students are more likely to memorize stories, and retell stories rather than be able to read. but its the foundation of becoming familiar with words and phonics.

    1. The students borrowed heavily from their own gaming experiences, as well as their experi-ences as protesters and ethnographers to produce a game that focused on key events, issues, people, and perspectives surrounding the protests.

      It's really interesting to see that they used personal experience and to see where they pulled from their own lives. Having firsthand knowledge of protests and games definitely would help.

    1. with recursive rnd_move(move) as ( select *, random() rnd from generate_series(1, 9) move ), winning_positions(a, b, c) as ( values (1, 2, 3), (4, 5, 6), (7, 8, 9), -- rows (1, 4, 7), (2, 5, 8), (3, 6, 9), -- cols (1, 5, 9), (3, 5, 7) -- diagonals ), game as ( select 'O' as who_next, ARRAY['.', '.', '.', '.', '.', '.', '.', '.', '.'] as board union ( select case when who_next = 'X' then 'O' else 'X' end as who_next, board[:move-1] || who_next || board[move+1:] from game, rnd_move where board[move] = '.' order by rnd limit 1 ) ), game_with_winner as ( select *, lag(a is not null) over () as finished, lag(who_next) over () as who from game left join winning_positions on board[a] != '.' and board[a] = board[b] and board[a] = board[c] ) select array_to_string(board[1:3] || chr(10) || board[4:6] || chr(10) || board[7:9] || chr(10), '') board, case when a is not null then who || ' wins' end as winner from game_with_winner where not finished;
    1. And the final point, essentially, is about everybody taking responsibility for this

      Playing the blame game should be avoided and we should share the blame in this issue. Nobody is 100% fair all the time.

    2. everybody taking responsibility for this

      this is something 'taking responsibility' that needs to be shown and addresses in education that helps students have accountability for their actions rather than playing the blame game

    1. ntor of the game. The game allegedly sprang from his fertile mind in the summer of 1839 while he was an instructor at a local military prep s

      so interesting that everything baseball is still huge in Cooperstown. It is where so many AAU tournaments are held

  2. Sep 2018
    1. meets the traveling man who does not appear normal dressed and is very short. It can be inferred by the description that this person is like an elf or perhaps a dwarf of the forest.

      But, at the end of the story, the townspeople know of the man because they say, "Hendrick Hudson and his crew are at their game of nine-pins; and it is a common wish of all hen-pecked husbands in the neighborhood, when life hangs heavy on their hands, that they might have a quieting drought out of Rip Van Winkle's flagon" (70).

    1. we will need to face the vexing question of why we should even bother preferring real people to simulated versions.

      Contextual material: This has become a major issue in the past couple of years, especially in Japan. Japan's birth rates have been steadily declining as of late. Fewer young adults date, consumed in their work life or lack of interest in marriage. In 2018, it will be Japan's 37th year of attempting to offset the growing aging population resulting in failure. This year has been Japan's all-time low of children under 14 in the country, at 12.3% of the total country's population. Aside from economic and work/personal life ratio, many Japanese men have decided to step away from real people dating and into simulated women. A gamer, under the username "Sal9000," married his DS video game simulated girlfriend in 2009 at a video game convention with thousands of witnesses and a priest to marry them off. The simulated girlfriend was off a dating simulation game called LovePlus. (Source: https://www.telegraph.co.uk/technology/video-games/6651021/Japanese-gamer-marries-Nintendo-DS-character.html) This has been an upward moving trend, with companies creating a holographic character to wake you up, control your lights, send you messages throughout the day, etc. It may not be out of reason for people to start preferring simulated women with the age of Virtual Reality and what not.

    1. Later, after losing a game, Williams smashed her racket, and Ramos docked her a point, as the rules require.

      This is not only unprofessional, but disrespectful as well especially considering that she is a well respected public figure.

    2. “She completely had the right message about women’s inequality, but it wasn’t the right time to bring it up.”

      Obviously Williams has dealt with gender inequality. It was brave of her to publicly acknowledge her opinions, however it was unprofessional to do it amidst the tennis courts during a game.

    1. Empirical (qualitative and quantitative) studies (both observational and experimental) and interpretative research, including single-subject case and larger scale sociological studies, would benefit from longer term comparative work exploring how game players do learn across home and school.

      While an interesting area of study, I am still questioning the relevance in a purely educational setting of the need to bring in a sociological persptective. Unless we are 'using' our educational system as a means of political change? I understand the research in a broad scope to analyze a holistic, cross-cultural effect of media and technology on individuals and society at large, but again, in the learning of reading, writing, and math -- improving the efficacy of the learning is the purpose of introducing technology.

    2. Gee suggests that learning to play the games themselves constitutes a demanding, rigorous (and exclusive) kind of literacy and should therefore in and of itself demand the serious attention of educationalists.

      And as the author wrote before, this is truly an area where we have a beginning we can chart. Interactive games are unlike any other medium we have. TV learning is passive and represents simply a different form of life -- even with cartoons -- animated text and nothing more. Interactive gaming and constructing entire worlds that can be manioulated and are - almost - entirely learner controlled is a complete game changer in education.

    3. Educational research on games thus inherited an idea that games "work," and a key research interest in early study revolved around the tricky, commonsense concept of "motivation" or "engagement." Put crudely, popu- lar (and commercially motivated) research has tended simply to celebrate playing games as a "better" motivator than learning in school.

      But this is what the literature continues to support -- 'games' are intrinsically motivating because they are chosen by the player. The player learns the game because interest is present. The player continues to play because of ongoing motivation to play through a reward system.

    4. A recent European comparative study, for example, suggested that young people 6-16 years old spent on average 32 minutes a day playing games, as compared with 136 minutes watching TV (Kirriemuir & McFarlane, 2003, p. 10).

      No surprise that in a 2017 report on media use reports that TV watching and game playing are running about neck and neck now. The full report is here: https://www.ofcom.org.uk/__data/assets/pdf_file/0020/108182/children-parents-media-use-attitudes-2017.pdf

    5. Only in the past 10 or so years have empirical studies of children and young people playing games begun to emerge (e.g., Beavis, 1997, 2001; Facer, Sutherland, Furlong, & Furlong, 2003; Nixon, Beavis, & Atkinson, 2003; Sefton-Green, 2004a), and theorization about both the pedagogy and the effect of game playing is still developing.

      There have been a lot of studies since 2005 in this area. Like the work of Mitra in India -- interesting though. Because this may just be the natural evolution of research. Once a baseline can be established in separate silos, the work can then be synthesized to further understanding and develop additional research questions in the 'how' space.

    1. IMF figures show that over the period 2014–2030 the BRICs are expected to grow so fast that their share of the world economy will rise from 19.4 per cent to 30.3 per cent, exceeding the economies of the US, the EU and Japan. In 2010, China overtook Japan as the second-largest economy in the world, after the US. With a projected 2030 GDP at 94 per cent of that of America, China’s economy will not be far behind the US.

      is this a zero sum game, where one country wins and another lose?

    1. It’s not that we aren’t bowling alone, I’d rather say that our culture has just shifted on to different sports like basketball and other sports that require team communication. And there are even e-sports (aka electronic sports) nowadays.

      Patrick I completely agree with you, we are constantly exploring new avenues for social interaction. The game may have changed but people are still playing and finding ways to connect with others.

    1. what becomes of us, the passion pushers, as we try to make something out of nothing every time our children show the slightest interest in an activity that does not involve a game console

      This isn't necessarily a bad thing. Our parents want us to pursue what we genuinely have an interest in. In order to determine what we actually like to do, we have to try many different things. They are trying to create opportunities for us to find real happiness, not just success.

    1. What other games, game forms and game elements do they draw on? What player skills from other games will transfer to this game? How exactly is the game played, with how many people, doing what sorts of things? Also, what programming language was the game written in, using what sort of development process? How many people were involved in designing and producing it, and what earlier code was directly incorporated or otherwise re-used? How does the game play with or against the platform on which it was implemented and the history of programming on that platform?

      Good starter questions for a platform-studies analysis.

    1. Workshop goals included introducing basic design processes, learning the features of different mobile game and story platforms (e.g., Scvngr, MITAR, ARIS), and exploring how these tools might be used to engage others in thinking about the contested issues and places under investi-gation

      Digital media is being introduced and used to conveniently give practical and interesting lessons to those who need them.

    2. FSFQMBZJOH<QMBDF‰CBTFE>HBNFTBOEEFTJHOJOHTPNFHBNFTUPP"OE*UIJOLUIBUJGPUIFSLJETHPUUPFYQFSJFODFUIBU JUXPVMEIFMQUIFNMFBSOBMJUUMFCJUCFUUFSCFDBVTFXFMFBSOXIJMFXFBSFCVJMEJOHUIFHBNFT4PXFBSFQVUUJOHJUUPHFUIFSBOEMFBSOJOHBUUIFTBNFUJNF*OTUFBEPGKVTUSFBEJOHJUPSKVTUMPPLJOHJUVQw

      Learning can come from many places and in many ways, it's not just withing formal education that people learn. In this example, the learning came from the building off a game instead of just reading about it or looking it up.

    1. his anxiety over telling which race is which may seem like the vestige of a prior era, yet even today most Americans are anxious to know each other’s race and remain unsettled until they discover the true identity of any racially ambiguous person

      Category 2: Multimedia Writing

      As a biracial person, I have experienced this kind of situation a lot. I am often asked "what are you?", by many people, including strangers. They seem to have this burning desire to place me in certain boxes to categorize who I am because of my ambiguous appearance. People also like to play this weird guessing game with me, throwing out identities they think I could be (i.e. "So you're Mexican, right?"). I think this video does a good job at showng the variety of thoughts and feelings mixed race people have regarding their own identity and how they navigate the world. For context, this is a follow-up interview with people who had their racial identities guessed by other people.

      https://www.youtube.com/watch?v=6fv7CqCjiJw

    1. BOOK 12 THE ARGUMENT The Angel Michael continues from the Flood to relate what shall succeed; then, in the mention of Abraham, comes by degrees to explain, who that Seed of the Woman shall be, which was promised Adam and Eve in the Fall; his Incarnation, Death, Resurrection, and Ascention; the state of the Church till his second Coming. Adam greatly satisfied and recomforted by these Relations and Promises descends the Hill with Michael; wakens Eve, who all this while had slept, but with gentle dreams compos'd to quietness of mind and submission. Michael in either hand leads them out of Paradise, the fiery Sword waving behind them, and the Cherubim taking thir Stations to guard the Place. AS one who in his journey bates at Noone, Though bent on speed, so heer the Archangel paus'd Betwixt the world destroy'd and world restor'd, If Adam aught perhaps might interpose; Then with transition sweet new Speech resumes. [ 5 ] Thus thou hast seen one World begin and end; And Man as from a second stock proceed. Much thou hast yet to see, but I perceave Thy mortal sight to faile; objects divine Must needs impaire and wearie human sense: [ 10 ] Henceforth what is to com I will relate, Thou therefore give due audience, and attend. This second sours of Men, while yet but few; And while the dread of judgement past remains Fresh in thir mindes, fearing the Deitie, [ 15 ] With some regard to what is just and right Shall lead thir lives and multiplie apace, Labouring the soile, and reaping plenteous crop, Corn wine and oyle; and from the herd or flock, Oft sacrificing Bullock, Lamb, or Kid, [ 20 ] With large Wine-offerings pour'd, and sacred Feast, Shal spend thir dayes in joy unblam'd, and dwell Long time in peace by Families and Tribes Under paternal rule; till one shall rise Of proud ambitious heart, who not content [ 25 ] With fair equalitie, fraternal state, Will arrogate Dominion undeserv'd Over his brethren, and quite dispossess Concord and law of Nature from the Earth, Hunting (and Men not Beasts shall be his game) [ 30 ] With Warr and hostile snare such as refuse Subjection to his Empire tyrannous: A mightie Hunter thence he shall be styl'd Before the Lord, as in despite of Heav'n, Or from Heav'n claming second Sovrantie; [ 35 ] And from Rebellion shall derive his name, Though of Rebellion others he accuse. Hee with a crew, whom like Ambition joyns With him or under him to tyrannize, Marching from Eden towards the West, shall finde [ 40 ] The Plain, wherein a black bituminous gurge Boiles out from under ground, the mouth of Hell; Of Brick, and of that stuff they cast to build A Citie and Towre, whose top may reach to Heav'n; And get themselves a name, least far disperst [ 45 ] In foraign Lands thir memorie be lost, Regardless whether good or evil fame. But God who oft descends to visit men Unseen, and through thir habitations walks To mark thir doings, them beholding soon, [ 50 ] Comes down to see thir Citie, ere the Tower Obstruct Heav'n Towrs, and in derision sets Upon thir Tongues a various Spirit to rase Quite out thir Native Language, and instead To sow a jangling noise of words unknown: [ 55 ] Forthwith a hideous gabble rises loud Among the Builders; each to other calls Not understood, till hoarse, and all in rage, As mockt they storm; great laughter was in Heav'n And looking down, to see the hubbub strange [ 60 ] And hear the din; thus was the building left Ridiculous, and the work Confusion nam'd. Whereto thus Adam fatherly displeas'd. O execrable Son so to aspire Above his Brethren, to himself assuming [ 65 ] Authoritie usurpt, from God not giv'n: He gave us onely over Beast, Fish, Fowl Dominion absolute; that right we hold By his donation; but Man over men He made not Lord; such title to himself [ 70 ] Reserving, human left from human free. But this Usurper his encroachment proud Stayes not on Man; to God his Tower intends Siege and defiance: Wretched man! what food Will he convey up thither to sustain [ 75 ] Himself and his rash Armie, where thin Aire Above the Clouds will pine his entrails gross, And famish him of Breath, if not of Bread? To whom thus Michael. Justly thou abhorr'st That Son, who on the quiet state of men [ 80 ] Such trouble brought, affecting to subdue Rational Libertie; yet know withall, Since thy original lapse, true Libertie Is lost, which alwayes with right Reason dwells Twinn'd, and from her hath no dividual being: [ 85 ] Reason in man obscur'd, or not obeyd, Immediately inordinate desires And upstart Passions catch the Government From Reason, and to servitude reduce Man till then free. Therefore since hee permits [ 90 ] Within himself unworthie Powers to reign Over free Reason, God in Judgement just Subjects him from without to violent Lords; Who oft as undeservedly enthrall

      Book XII: continues Michael's vision. Adam and Eve are comforted by hearing of the future redemption of their race. The poem ends as they wander forth out of Paradise and the door closes behind them.

    1. This colorful language – dominoes, a confidence game, an “iceberg,” a “storm” – artfully disguised reality

      These words are a propaganda technique, but the author can't act as if he isn't in on this game as well. Throughout this article, the author has used inflammatory and, most likely inaccurate, phrases.

    1. Electing a government and governing are two different businesses.

      I think this is something that a lot of the American public may not understand. On social media I notice a lot of people talk a big game about all these things that need to be changed in our current administration and how they would never make a decision like they did. I would like to see them walk in a government official's shoes, because our role as the governed is completely different than theirs as the governing.

    2. U.S. elected officials in many cases have very short terms of office and face the prospect of being defeated in primary elections and have to run for office more as individuals than as standard-bearers for their party and have continually to raise large sums of money in order to finance their own election campaigns.

      A lot of stuff to balance - especially with as short of terms as we have, which is noted a few paragraphs down. It is a constant, never-ending game of campaigning while also doing the job.

    1. What if we design our games to be more socially meaningful?

      Even better; Why don't we design our social networks to be more socially meaningful? But first we need to consider deconstruction and re-engineering them as robust against the predatory environment of corporate and political exploitation.

      There is sooooo much going wanting in the areas of privacy, autonomy anti-fragility and economic rationalization and yes... user relevance and psycho/socio-ergonomics would fall into line in and around all that, but I do wish we could see the priority of undermining the existing tyranny of greed and power requires restructuring and winding back the entrenched dependencies on existing infrastructure and modalities. Walled gardens, phishing scams, Non-hierarchical network topology held captive and dependent upon on DNS and such hierarchical protocols and network topologies. Websites are forever usurping desktops and re-inventing the center and now apps all vying to be the new centrist portal/platform and gateway to corner a market if not a monopoly.

      If these fundamentals are not addressed there seems little point in meddling with top down procedural micro-management strategies designed to preempt the behavioral dynamics of players and bloat the front end interface codebase with more to manage in the eminent transition. I think we are over due for universal back-end overhaul and time to dial back the development of interface and the codebases of existing infrastructure dependency is somewhere from imminent to well over due.

      There may be many futile efforts put into redundancies far too late in the day. Cutting of losses and looking for the efficiency in fundamentals, may call for broad depreciation of 'legacy' code still in service. A couple to a few years down the track the dawning of a new paradigm will reward us and pay back our sacrifice.

      Having said that, I do actually like these ideas and not just for the game environment but for the plethora of dis jointed incompatible social apps/networks that avoid cross pollination and standardization of integration (compatibility/interoperability/profile-portability) and devour user contribution and conscription of their extended contact base as a commodity to exploit them with, rather than a commodity they should be rewarded for providing the platform.

      Open platforms of interoperable networking could be made to usurp the walled garden or to force them to segregate their platform and account code from the profile/user data base which they could hold in an encrypted and non-permanent form. Revoke their key and destroy their record of the user profile. Now they will play as responsible competitive providers for independent users with rewards to trade/revoke conditional. Now all these transaction provisions to describe the environment become relevant to the developers and the need to be feature and compatibility relevant cross-platform and retain profile agnostic interoperability, would drive an arms race in this customer centrist marketplace and a social experience of true value might rise from the source that matters.

    2. Let’s instead design games that help strangers form positive pro-social relationships.

      Er... I do believe there are quite a few people who have been doing that very thing, and filming the action for education and entertainment purposes, or so that non-geeks can also have a primary motive for demanding high speed internet. LOL!

    3. We can’t force two people to become friends, nor should we want to.

      How many social engineers does it take to change a light bulb? An infinite number. That's why they leave you in the dark till you become the change you seek and make your own light to live by.

      If you cant force two people to become friends, then how do 'diplomats' (political manipulators?) profess to do the same thing with entire nations? Especially while so often, using the other hand to deal the deck for other players, in a game of "let's you and him fight"; or just being bloody mercenaries with sheer might is right political ethos installed under various euphemistic credos. 'My country right or wrong' or 'Mitt Got Uns' or ...to discover weapons of mass destruction...etc.

      So much for politics and social engineering, but maybe we can just be content with not so much forcing two people to be friends, as forcing them to have sex while we're filming them, so we can create more online amateur porn content. LOL ;)

    1. ran Khan, sworn in two weeks ago, could be a game changer. Khan, an ethnic Pashtun like most Taliban, is a fierce critic of the U.S. occupation of Afghanistan and has long advocated for negotiating with the Pakistani Taliban, e

      although he could persuade the Taliban to negotiate, it seems that he is in favor of the Taliban and is unhappy with choices made by the U.S.

    1. technological developments

      Unfortunately the technological progression of video games is what allowed for this in the first place. When games couldn't rely on constant internet access, there was no way to have smaller in game purchases. It also wouldn't be possible to monitor your players for the purposes of figuring out how to exploit them most effectively either.

    2. ‘something of value’

      Funnily enough, another reason is that players don't technically "own" virtual items. The most basic form is that when a game finally shuts down, the players have no rights to the items they purchased, but there are some other effects of this. If a company removes an in-game item which someone paid for, there isn't really anything the player can do.

    3. collection and use of individual player data

      I've read a great article from someone who is supposedly a former free to play developer, who talked about this exact thing. There are a lot of tricks that they can use to weasel information out of you, such as having you link social media accounts to the game, which they can then scan for information, and learn more than you would expect.

      Heres the link: https://toucharcade.com/2015/09/16/we-own-you-confessions-of-a-free-to-play-producer/

    4. Predatory monetization schemes typically involve in‐game purchasing systems that disguise or withhold the true long‐term cost of the activity until players are already financially and psychologically committed.

      I really enjoy this definition of what is considered a predatory practice. I've had trouble articulating what exactly I find to be predatory, despite being able to notice these practices easily enough. It really is just something that tricks the player long enough to catch them it their snare, where its much harder to escape.

    1. Free Culture Game by Molle Industria. CC BY-NC-SA 3.0 A game to help understand the concept of free culture http://www.molleindustria.org/en/freeculturegame/

      This should probably not be 3 different bullet points as it is all one resource. Also, quick question, how does this illustrate 'other' open movements as it seems to be about what free culture is.

    1. In terms of “ethos,” the ontology of practices like blogging, writing fanfiction and collaborating in Wikipedia celebrate free support and advice, building the practice, collective benefit, co-operation before competition, everyone a winner rather than a zero-sum game, and transparent rules and procedures.

      Students will love to collaborate and work together online. Very interesting!!

    1. This takes place in an unpredictable policy-making environment in which attention can lurch from issue to issue, policy is made routinely in networks, and the “rules of the game” take time to learn

      Policy doesn't exist in a vacuum. It's not an exact science.

      The 'rules of the game' - could this include power dynamics?

    1. She’d been traded back and forth between different Minitari braves apparently, before she was won by Charbonneau in a gamble, in a game, in a gamble really. He won her from, to, from another, he won her from another Minitari brave in the, in this gamble and, and he also at that time, when he had, when he won her, he’d already had another wife, so I think she was his second common-law wife. And she was fourteen. Within a few months she was pregnant.

      This is something that seems under-emphasized and should be brought to more light. This is an unspeakable crime today and completed ignored then.

  3. www.samsung.com www.samsung.com
    1. Playing a video game or watching an amusing video on the internet causes roughly about as much dopamine to be released in your brain as eating a slice of pizza.

      Logos

    1. we will see that virtue may be in conflict with duty, particularlyin business ethics

      I think this is still common today. It's easy to sit in a classroom and judge decisions using these frameworks. It's a whole other ball game, to be in the thick of things and making the decision with the pressure on you.

    Annotators

    1. In August 1805, the Lemhi Shoshones were living in the mountains, sustained only by roots, berries and, infrequently, fish and small game. They were preparing for another buffalo-hunting venture to the plains.

      This would be a large risk for them.

    1. Finding little game and exposed to the fierce winter storms blowing in from the ocean on the north shore, the party elected to cross the river, where local Indians advised that deer and elk were plentiful. An actual vote of the members was recorded; it included the vote of a woman, Sacagawea, and a black man, York.

      This is pretty interesting that they gave a slave a vote. It does say something about the nature of the relationship between York and Clark.

    1. How to PlayWe don’t need to play every second of the day to enjoy play’s benefits. In his book, Brown calls play a catalyst. A little bit of play, he writes, can go a long way toward boosting our productivity and happiness. So how can you add play into your life? Here are a few tips from the experts:Change how you think about play. Remember that play is important for all aspects of our lives, including creativity and relationships. Give yourself permission to play every day. For instance, play can mean talking to your dog. “I[‘d] ask my dog Charlie, regularly, his opinion of the presidential candidates. He respond[ed] with a lifted ear and an upturning vocalization that goes ‘haruum?’” Eberle said.Play can be reading aloud to your partner, he said. “Some playful writers are made to be read aloud: Dylan Thomas, Art Buchwald, Carl Hiaasen, S.J. Perelman, Richard Feynman, Frank McCourt.”Take a play history. In his book Brown includes a primer to help readers reconnect with play. He suggests readers mine their past for play memories. What did you do as a child that excited you? Did you engage in those activities alone or with others? Or both? How can you recreate that today?Surround yourself with playful people. Both Brown and White stressed the importance of selecting friends who are playful – and of playing with your loved ones.Play with little ones. Playing with kids helps us experience the magic of play through their perspective. White and Brown both talked about playing around with their grandkids.Any time you think play is a waste, remember that it offers some serious benefits for both you and others. As Brown says in his book, “Play is the purest expression of love.”
    1. Dylan left the prison moved to write a song. In “Hurricane,” released on his 1976 album Desire, he narrates Carter’s tale of inequity in eleven linear verses: How can the life of such a manbe in the palm of some fool’s hand?To see him obviously framedcouldn’t help but make me feel ashamed to live in a landwhere justice is a game.

      This is pathos because the author articulates a powerful and heartbreaking story about a man whose life was ruined by a flawed justice system.

      In TYFA, Heinrich argues pathos relies on simplicity. The song lyrics are elementary and everyone can connect to them.

    1. In some cases, though, great amounts of time playing video games (or doing any other single thing) can be evidence of something missing in a person's life. In some cases people engage in an activity not just because of their enjoyment of it, but also because it is an escape from something painful in their lives or is the only route available to them to satisfy basic psychological needs. This can occur for adults as well as children. The activity that seems to become obsessive might be video gaming, or it might be something else. For instance, some adults devote far more time to their careers than they otherwise might, because that allows them to avoid an unpleasant family environment. Some kids say they play video games at least partly as a means of escape, and some say they do so because it is the only realm of activity in which they feel free.[5] In an age in which children are often not allowed to play freely outdoors, and in which they are more or less constantly directed by adults, the virtual world of video games is for some the only realm where they are allowed to roam free and explore. If they were allowed more autonomy in the real world, many of them would spend less time at video games. As illustration of this idea, British gaming researcher Richard Wood gives some case examples.[6] One case is that of Martin, an 11-year-old boy whose mother became concerned about the huge amounts of time he was devoting to World of Warcraft and therefore forbade him from playing it or other video games, which made things only worse for Martin. It turned out, according to Wood, that Martin was an only child who was being bullied at school and hated going there, and who was afraid of going outside at home because of repeated bullying. The online video game was his only source of free expression and his only satisfying contact with other people. When this was taken away from him, he was understandably distraught. Another example is that of Helen, a 32-year-old MD who worked in a temporary research position and spent most of her spare time playing the MMORPG Final Fantasy alone in her apartment. It turned out that Helen had recently experienced a bad breakup with a long-term partner, was unhappy with her job, and was severely depressed. Playing Final Fantasy was not cause of her depression, but was her way of coping with it during this difficult time in her life. The online game provided social connections and pleasure at a time when nothing else did. In a study of more than 1300 adult video gamers (age 18 to 43), Andrew Przybylski and his colleagues at the University of Rochester found that a small percentage of them, who played many hours per day, described themselves as obsessively engaged--they felt that they didn't just "want" to play, but "needed" to play.[7] These players, when they stopped a session of playing, did not feel refreshed and energized as other players did, but felt tense and unhappy. The extensive questionnaires used in this study also revealed that these "obsessed" player were, in general, those whose basic psychological needs--their needs for freedom, competence, and social relationships--were not being met in real life. So, if your child or another loved one seems obsessed about video games and unhappy outside of the games, don't jump to the conclusion that the games are cause of the unhappiness. Instead, talk with your loved one and try to find out what might be missing or wrong in other aspects of his or her life and whether or not you can help to solve that problem.
    2. To counteract the stereotype, Langlois points out that video gaming is hard fun, not easy fun. In his words: "This hard fun would not be possible if gamers were truly lazy or apathetic. And the level of detail that many gamers pay attention to is staggering, whether it be leveling a profession to 525 in WoW, unlocking every achievement in Halo 3, or mapping out every detail in the EVE universe. This is not apathy, this is meticulousness." So, Langlois helps gamers by helping them feel good about their gaming rather than bad about it. There is no reason why a dedicated video gamer should feel any worse about his or her hobby than a dedicated chess player or skier. Still, of course, some people let their dedication to video gaming--or to chess, or to skiing, or to anything else--interfere with other aspects of their life, and that can be a problem. Lots of us need to learn time management, especially as we reach adulthood, in order to do what we want to do and still fulfill our obligations to others. My loved ones sometimes remind me that it's not fair for me to spend all of my time reading and writing or going off alone bicycling or skiing. But, let's not stigmatize any of this by calling it an addiction. Let's just call it a time management problem and figure out constructive ways to deal with it.
    1. Video-game designers have also mastered another trick to encourage more play: requiring an unpredictable number of actions in order to earn a reward. Giving one at regular intervals means that a player, having received a reward, will be less motivated to play on knowing that another is a long time coming. In Diablo, Dr Hilgard explains, a player may find a powerful weapon either after the very next monster that is slain, or not until a thousand monsters later. This schedule fosters more frequent engagement. Therefore the structure of reward patterns in different games may cause certain ones to be more addictive (particularly to gamers who are motivated by the prospect of completing goals and accumulating rare items).
    2. Another risk factor is found in players with strong social motivation. Some games involve social obligations, where players have to work together. This can mean a player feels obliged to play along as the rest of the group wants to play. Farmville strives to ensure participation at regular intervals by making gamers dependent on each other for daily allotments of fantasy resources, says Joseph Hilgard, at the University of Missouri-Columbia, and colleagues in a recent paper in Frontiers in Psychology. Putting together role play and social use in one game should yield a highly compelling game. World of Warcraft, a massive multiplayer online role-playing game, fits this description and is, anecdotally, pretty addictive. 
    3. Players are motivated by the extent to which different games fulfill their basic psychological needs; but some factors, more than others, are found in addiction. One risk factor is found in players who are trying to "escape" through fantasy immersion or role play. Indeed, their game use may be a symptom of some other underlying problem, say social phobia or depression. Playing can then generate a vicious cycle that is hard to treat if the game is a way of self-medicating. For example, a child who is unpopular in school, or being bullied, may be important and powerful in a video game. Real life may struggle to compete. 
    4. Human psychology tells us that players should enjoy a game that satisfies the need for control, bestows a sense of one's progress, and fosters relationships with friends and others encountered. Yet gamers differ in their individual needs. Each person has their own "player personality" and this variation has spawned a vast industry designed to meet different motivations. Some may want to release aggression (Call of Duty), escape reality (World of Warcraft) or oversee building projects (Minecraft). Others are more motivated by in-game rewards, or have a high "loss aversion" and so find a challenging game unfair or frustrating (while others find it thrilling). A game like Flappy Birds, will most appeal to those who are attracted by repetitive actions, difficulty and have a low loss aversion. Those who have a high loss aversion, however, will find it infuriating. 
    1. Hon. Mr. TILLEY made this representation in a speech which he delivered on the 17th November last :— So close is the contest between parties in the Canadian Legislature, that even the five Prince Edward Island members by their vote could turn victory on whatever side they chose, and have the game entirely in their own hands. Suppose that Upper Canada should attempt to carry out schemes for her own aggrandizement in the west, could she, with her eighty-two representatives, successfully oppose the sixty-five of Lower Canada and the forty-seven of the Lower Provinces, whose interests would be identical ? Certainly not ; and she would not attempt it. MR. H. MACKENZIE—What has that to do with representation by population ? MR. M. C. CAMERON—” What has that to do with representation by population ?” asks the hon. gentleman. Representation by population was agitated, so far as Upper Canada is concerned, because we are paying so large a proportion of the revenue of the country ; and should the Lower Provinces have a corresponding voice, we should still pay the same proportion of revenue—instead, in fact, of standing on an equality, we would have thirty voices more to contend against. (Hear, hear.) Now, let us see whether, in another point of view, it is going to benefit us. It is represented by this same gentleman in the Lower Provinces that, when this change takes place, they will be relieved from the burdens they now bear

      §.51 of the Constitution Act, 1867.

    1. We did say in this case -- well, I think you stipulated that this school has a nondiscriminatory admissions policy. But suppose it didn't.

      I believe, like Sotomayor, Ginsburg has made this personal and is no longer unbiased. She acknowledges that the school claims to have a nondiscriminatory admission policy, but then continues on to play a 'what if' game. By continuing to argue against something Cortman has already answered I believe she made it clear that she would dissent.

    1. hey prescribe for one a dog feast; for another, that a game of crosse or dish should be played; for another, sleep on such and such a skin,

      This is terrible!

    1. The evidence is mounting that baby girls are a strong investment. “An important future indicator for a developing economy is its treatment of women,” says Sheryl WuDunn, coauthor with husband Nicholas Kristof of Half the Sky, a best seller turned PBS series turned online game that dubs girl power “the best way to fight poverty and extremism.

      This stylistic twist allows the writer to emphasize on the value of women in our growing society, and on her expectations of changes from the society with regard to the women.

    1. Everything was done as before, and when they killed the animals for food they were always careful to pray to their father as before. As they again asked Tsichtinako what remained in their baskets, Tsichtinako said, “You have images of the still bigger game. You will find deer, elk, mountain sheep, and bison.”

      Must first use animals to help design world and plants, then bigger game to be used for food.

    1. long-term memory or with instructional design, the topic that provided the initial source of that knowl edge may appear bizarre—the game of chess

      I find this example interesting. It stated previously that humans are not directly conscious of long term memory. So by relating this to chess, a game not many people understand, reiterates the fact that we don't know a lot about long term memory.

    2. . If more and less able players were shown a board configuration taken from a real game for about five seconds and then were asked to reproduce that configuration from memory, grand masters could correctly place most of those pieces, whereas less able players were only able to correctly place far fewer piec

      I connect this directly with math. It is important to remember the steps of how you got to the answer. By remembering the steps it is easier to come back to similar problems and work them out. If you only remember the solution, you don't know the problem as in-depthly

    1. hand holding the gun — and nobody notices because they’re too busy staring down at their smart phones and tablet computers. We’re talking about a train crowded with commuters and this guy is waving a gun around but nobody sees him, so engrossed are they in texting, tweeting and playing Angry Birds.

      The author is referencing popular pop culture ideas such as tweeting and a famous game, Angry BIrds, and setting his claim that people aren't vigilant of whats happening around.

    1. So I asked Berry directly: “Do you really think this will make a difference?” “I don’t know if it will make a difference,” he said. “But that is the wrong question. The right question is: Is it the right thing to do? I know it is the right thing to do.”

      I believe that insight is everything because it is a game change. Once I change the focus from what the others will do or react? to what is really important to me and what is the right thing to do? It makes total difference, and also makes me feel stronger.

    1. Someone who lies and someonewho tells the truth are playing on opposite sides, so to speak, inthe same game. Each responds to the facts as he understandsthem, although the response of the one is guided by the authorityof the truth, while the response of the other defies that authorityand refuses to meet its demands. The bullshitter ignores thesedemands altogether.

      It's a game in which truth-tellers and liars are diametrically opposed; and in which the bullshitter is cheating. Or, at the very least, isn't following the same rules to.

      The bullshitter doesn't care about the rules, because the rules are related to the truth and the truth doesn't matter - winning matters.

    2. reader

      Lying is the intent to deceive, meanwhile, I've heard a lot of bullshit that believed it was truth, which doesn't always make it a personal affront. Or perhaps they're still trying to play with some of the rules of the game, instead of just refuting them the way lying does?

    1. Atari's Gotcha (1973) had caused a bit of a kerfuffle several years earlier owing to its pair of round pink rubber controllers which looked a bit too much like breasts for the comfort of some critics – especially since the controllers had to be squeezed to operate the game.

      wtf

    1. The increasing prevalence of digital media has led to growing public concerns about potential detrimental effects, including the possibility that video game play may be “addicting.”

      Through becoming an RA, I got the chance to meet several residents that, for all intents and purposes, were addicted to video games. Sometimes I would not see them come out of their rooms for hours upon hours, even days if a new game or update had just been released. I looked out for all of my residents but especially my few residents who I knew had a gaming addiction.

    2. DSM-5 suggests that IGD may be identified by 5 or more of 9 criteria within a 12-month period. These criteria include:Preoccupation with games: The individual thinks about previous gaming activity or anticipates playing the next game; gaming becomes the dominant activity in daily life;Withdrawal symptoms when gaming is taken away: These symptoms are typically described as irritability, anxiety, or sadness;Tolerance: The need to spend increasing amounts of time engaged in games;Unsuccessful attempts to control or reduce participation in games;Loss of interest in real-life relationships, previous hobbies, and other entertainment as a result of, and with the exception of, games;Continued excessive use of games despite knowledge of psychosocial problems;Has deceived family members, therapists, or others regarding the amount of gaming;Use of games to escape or relieve a negative mood (eg, feelings of helplessness, guilt, or anxiety); andHas jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in games.

      Having these items listed was really weird to read. It made me realize that I can see a few of them in myself with how much I rely on my cellphone. I have definitely also seen them with younger children that i've babysat for.

    1. Adolescents may seek digital distraction from emerging anxiety or distress emotions, creating a reinforced behavioral avoidance of emotional experiences.

      The thought of a child using digital distractions as a coping mechanism for anxiety or distress is a very scary thought. When I was growing up, if I was upset I would simply go outside and play with my friends or read a book. My parents did not always allow me the opportunity to play a video game or get on the computer. My screentime was extremely limited. The fact that today's children are using digital distractions to cope with anxiety is only going to FURTHER damage them psychologically. Although it is easy to sit an upset child in front of a television, parents should encourage their child to seek healthier ways to deal with distress.

    2. anxiety resulting from lack of emotion-regulation skills because of substituted digital media use

      This is becoming an ever-increasingly important discussion in regards to today's youth. My aunt, who has been an public elementary school teacher for over 30 years now, told me that she has seen students come through her classroom that literally do not know how to socialize with their peers. She blames the social media and video game culture for keeping kids indoors and not engaged in outdoor or even indoor play with one another. She feared that her students that were lacking emotion-regulation skills went home each afternoon and spent the entire night playing video games.

    1. humans create fictions (a term that for Kermode includes history, myth, and literature) concerning the end of the world.

      Humans create fictions concerning the end of the world is a great way to look at UDA lit in general- from the downfall to the rebuild, it's an imagining that stems from human condition, human fears and human resiliency. Creating fiction feels almost trite; it's really creating a game plan for a possible scenario, based on the limits, wants, goals and aspirations of human beings (among other things). this 'fiction' really explores what it means to be human in a very complex, interesting (and creative) way.

    1. The ways people are finding love has changed with the advent of the Internet.

      I personally do not think online dating is bad but I would not do it. I do know people that have met, started dating, and are either married or getting married and that is great. You have to just be extremely careful and be aware of what you are doing. You never know who the other person is and watch out for sketchy things. The internet is definitely a game changer for a lot of people!

    1. Its root cause is that universities with powerhouse sports teams like U.C.L.A., Ohio State and Texas receive nearly $20 million a year from brands like Adidas or Nike, while the athletes wearing the Adidas or Nike apparel are expected to compete purely for the love of the game.

      Why don't athletes get a athletes.

    1. The Iliad probably had been recited for years before it w as w ritten dow n

      The Iliad that is heard today is probably different from what was originally told. This reminds me of a game that my campers and I played called 'telephone' where you would whisper something into the persons ear next to you and then that person would pass it on to the person next to them and so on. When the message would get passed on to the last person it would usually be different from what the person that started the message said. Sometimes it would be completely different and sometimes it would be the same or similar.

    1. Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous.

      Violence is seen everywhere in multiple domains of media. I watch a video/movie or play a game before or with my daughter prior to allowing her to by herself to ensure it's developmentally appropriate.

    1. Active mediation refers to parent-child conversations about media, including parental attempts to provide children with critical viewing skills regarding media. For example, a parent might discuss themes of bullying after the child views a television program containing aggressive behavior.9 Finally, co-viewing is when parents view, use, or consume media with their children but do not necessarily discuss the content with them

      I was not surprised by Sara Dewitt's findings discussed during her ted talk. Children benefited the most when watching a television show or playing a game and talking about the content with their parents, I use active mediation and restrictive mediation with my daughter. I try to talk to her about the content she plays or watches and I also restrict her from playing or watching anything inappropriate. I also like the idea of co-viewing but still discussing the content with them.

    2. A recent meta-analysis revealed that both restrictive and active mediation can reduce negative media effects, such as the learning of aggressive behavior, substance use, and sexual behavior, whereas co-viewing (without discussion) tends to enhance or facilitate media effects

      This topic was also lightly discussed in the TED Talk by Sara DeWitt. If parents took the time to discuss what kids did with screen time, such as what they watched or what video game they played, then they can both gain more insight and knowledge from it. Active participation by both parties can lead to more conversations and more understanding of each others lives. My mom would always talk to me about what I was doing, watching, or reading which lead to us having a deeper insight into the others day to day life. If she found something she didn't like within what I was viewing, we would discuss it and it would be over with. There were never any negative effects because we discussed things such as consequences, life experiences she had, and why such things were a bad idea. A lot of parents complain and say technology takes their kids away from them or allows them to get away with breaking rules, but if they would inject themselves into the child's interactions with technology they problem wouldn't be present.

    1. This suggests that displacement of physical activity may not be a strong link between screen time and obesity.

      This was very interesting to read and I am going to have to say I disagree with this statement. Like stated in the article, there are difficulties when it comes to measuring screen media exposure and physical activity. Based off of experience such as babysitting, once the kids are glued in to a show or game, there is no way I am getting them to go outside. A 3 year old that I babysat threw a tantrum when I told him we were done watching TV and it was time to go on a walk. I think physical activity and screen time directly correlates with obesity.

    2. Current evidence suggests that screen media exposure leads to obesity in children and adolescents through increased eating while viewing; exposure to high-calorie, low-nutrient food and beverage marketing that influences children’s preferences, purchase requests, consumption habits; and reduced sleep duration

      I also think screen media exposure becomes addicting and kids are no longer interested in going outside to play with their friends anymore. Why play outside when you both can be playing the same game and communicate through it?

    3. Over the 7 months of the trial, children in the school that received the screen-time reduction curriculum significantly reduced their television viewing, video game use, and number of meals eaten in front of the television

      This is a reason to reduce technology use in schools.

    1. Or shall the Adversarie thus obtain His end, and frustrate thine, shall he fulfill His malice, and thy goodness bring to naught,

      Is this just a game of no serious consequence that God can abolish if he feels like it?

    1. For example, some students have called for warnings that Chinua Achebe’s Things Fall Apart describes racial violence and that F. Scott Fitzgerald’s The Great Gatsby portrays misogyny and physical abuse, so that students who have been previously victimized by racism or domestic violence can choose to avoid these works, which they believe might “trigger” a recurrence of past trauma.

      I think there is some unfairness in portraying this particular type of behavior as exclusive as that of college students. My perception is that, in general, american society seems to think of itself entitled to the world never challenging their comfort. It may be a byproduct of development and/or wealth, but where college students are "offended" or "triggered" by The Great Gatsby, baby boomers and Xrs are "triggered" by sagging pants in youth, body posture during some song before a football game or other meaningless behavior of the kind. College students and millennials are easy targets, but often used as a diversion from the fact that everyone seems to think they're entitled to demand certain behaviors from other people.

    1. Technology may be used to strengthen relationships among parents, families, early educators, and young children.

      I can see this being a big thing I would have my families do in the evenings with their children, have the students all do a nightly game on an app that works on what they are learning that week in school, they can have their family help them on doing the game and it would be a good example of how to use the technology for the better.

    1. There has been considerable concern that television may negatively influence young children’s executive function, especially the ability to focus and sustain attention in task situations.

      I feel like technology in general has positive and negative aspects just like anything else. I believe that it is important for children to have a balance with technology. I think I grew up at a nice time because I know how to use technology, but it was not as dominant. I played outside and created special bonds with people, but also got a Game Boy and electronics for birthdays and special occasions. I think society today is a lot more dependent on technology I know from high school until now I have became a lot more attached. I think moderation is the biggest thing we should focus on when it comes to technology.

    2. Such claims include the potential of electronic games and other interactive technologies (eg, educational apps for tablets and smartphones) to support learning in formal educational contexts.1

      When reading this, I thought about games such as Kahoot, which allows students to interactively participate in a question and answer game on their phones or tablets.

    1. educators need to use technology effectively

      This statement is crucial when talking about using technology in our future classrooms. Technology can often be used as a lazy or quick route. When teaching, the students need to be learning from us, rather than us giving them a game to play. Technology can be an amazing tool in the classroom, but we must ensure it wont become a distraction from learning.

    1. Detective stories typically begin this way. The private eye, always a bit of a cul-tural maverick and usually a loner, meets someone who has a problem. The problem is explained, a fee is worked out, the private eye takes the case. The game is afoot

      Is there danger in framing an academic study (ethnography) in this way? Can the frame impact the contents -- e.g. the researcher starts to imagine himself as a detective, which can distort the narrative and cause them to insert elements that aren't really there?

    1. Discursive and normative uncertainties mean that, for instance, “digital learning” is open to different interpretations, ranging from an instrumental concern with employability and growth to more idealist concerns for social mobility, social justice, and empowerment. In addition, given the huge inequalities in region, income, culture, sex, and so forth, efforts to promote digital opportunities can also become, inadvertently, the means by which inequalities are reproduced or new risks are encountered.

      "digital learning" can be a variety of things. I see digital learning as learning from anything media related. Children do learn best when they dont even know they are learning. (TV, game)

    1. There was the ongoing effort to present fuller and fuller portraits of Eric Harris and Dylan Klebold, the two young men who masterminded the slaughter: they were outsiders, video-game enthusi-asts, members of the Trench Coat Mafia, neo-Nazis, two boys who couldn't tell their alcohol-fueled dreams from reality, a leader and a follower, a smart kid and a loser, specimens of a middle-class value system in crisis, proof of the need for stricter gun-control laws. And finally; there were the funerals, the white caskets covered in writing from those left behind, the doves released into the air, and all those inspirational speeches about healing and hope.

      Stylistically, the author sure does enjoy using lengthy sentences and adjectives that spark the imagination. What I found odd was his transition from describing the murderers as outsiders, losers, and specimens to immediately discussing how inspirational and beautiful the funerals of the victims were. He kind of walks into the sentence not even acknowledging the insults he threw out previously.

    2. McCandless died in the woods not because he couldn't find enough food to survive, but because he ate seeds that no one knew to be poisonous. Relying on Tanaina Plant-lore to guide his gatherings in the wild, McCandless trusted its author completely As he grew weaker and as game grew scarcer, McCandless began to eat the roots of a species of wild potato that the book identified as nontoxic.

      His death was because he was too naive and believed in what the book said

    1. .

      I find this point interesting because I myself will do this a lot. For example in sports if you do not like or support a certain player or team then you will find them more likely to lose a game because you do not like them.

  4. www.ncte.org.libproxy.plymouth.edu www.ncte.org.libproxy.plymouth.edu
    1. "the Indian world" and how to understand it.

      I feel like this initiates a game of cultural telephone- a bit of understanding is lost every time the information is passed.

    1. I think this is a valid point, as in relationships (not even romantic) we see people "play games" with each other, in different sorts of ways. Just because it's termed a "game" doesn't make it any less serious.

    2. if I cheated or wanted to cheat, thatwould mean that I was not serious about the things wetalk about. It would mean that I was only playing a gamewith you.

      Cheating takes away the validity of a relationship, it takes away the satisfaction of completing a task and it doesn't allow you to feel the full effect of the reward. Cheating is playing a "game" within the actual game.

  5. Aug 2018
    1. they were outsiders, video-game enthusi-asts, members of the Trench Coat Mafia, neo-Nazis, two boys who couldn't tell their alcohol-fueled dreams from reality, a leader and a follower, a smart kid and a loser, specimens of a middle-class value system in crisis, proof of the need for stricter gun-control laws

      Sparked the whole gun violence issues and made the government want to crack down on gun laws.

    1. pretty mundane like sharing photos with friends, using a search engine to find a place to eat, or acquiring the 'magical power' that we need to reach the next level in an online game

      I don't feel that mundane accurately describes the activities that others may find important such as the sharing of photos or engaging in online games. Many people share photographs as a way to have a memory saved, and for some people, video games can be a way to relieve stress, meet new people, and even acquire an income.

    1. The evaluation of an expression produces a value, which is why expressions can appear on the right hand side of assignment statements. A value all by itself is a simple expression, and so is a variable. Evaluating a variable gives the value that the variable refers to.

      A friend of mine tried to annoy me with bird puns, but I soon realized that toucan play at that game.

    1. Many computer games are now built with the intention that they will be modified by enthusiastic users. Says consumer behaviour expert, Francine Gardin. “They’re actually participating in the design of the game. These consumers are really passionate about the game – it’s almost like a cult. They have an incredible sense of loyalty and ownership of that brand. Instead of complaining, they fix the product.”2

      They know they will be heavy, early users, so they have an interest in the product being up and running ASAP, so they participate in making that happen.

    1. was then transcribed and titled, retranscribed and edited, translated and adapted, interpreted and taught, until it has become an acknowledged classic.

      The text was heavily changed from its original state, and may be vastly different than the original story. It is a thousand year old game of telephone to try and decipher what ancient historians meant

    1. "Don't talk rot, Whitney," said Rainsford. "You're a big-game hunter

      This is part of the Exposition because it introduces rainsford, and says he's a big time hunter.

    2. "Tonight," said the general, "we will hunt--you and I."Rainsford shook his head. "No, general," he said. "I will not hunt."The general shrugged his shoulders and delicately ate a hothouse grape. "As you wish, my friend," he said. "The choice rests entirely with you. But may I not venture to suggest that you will find my idea of sport more diverting than Ivan's?"

      This is a Man vs. Self conflict becuast Rainsford is giving the choice to either be given to Ivan to be taken care of or to go against the general in a hunting game and it is a dicision he has to make himself.

    1. 6. Ideally, each individual episode must be accessible on its own terms even as it makes a unique contribution to the narrative system as a whole.

      This is an interesting topic of conversation. Before on-demand television, I think it was more important to have a stand-alone story that first-time viewers could access. I think Star Trek Deep Space Nine did that really well, especially in Season 5. Each episode stood on its own but also contributed to the overall story arc. Today, programs like Game of Thrones are so dense with information that it's difficult to even miss an episode, never mind trying to jump in at the middle. Fortunately on demand fills that need to see every episode.

    1. in the right way

      It does seem that there's a "right way" to answer questions in these sorts of situations. Much of the time, it's about playing the game and using the right terminology.

    1. Young reading brains are evolving without a ripple of concern from most people, even though more and more of our youths are not reading other than what is required, and often not even that: “tl; dr” (too long; didn’t read).

      And how often are they finding that what little reading they have done, is a game hardly worth the candle. Digital crowds out analog. Why?

    1. Three Teacher’s Dilemma games

      Here's a document I wrote when I was working on peer-to-peer learning games in 2008.

      The figures in this section show off a variety of games structured to motivate peer-tutors to find the ZPD of their tutees, and picks appropriate challenges accordingly. The first is based on question difficulty and response accuracy, the second adds expectations about accuracy into the mix, and the third incorporates observed learning gains into the game.

    1. Do we really believe that one bellowing fan in a crowd of 85,000 at the MCG can completely change the course of a game?

      Firstly, about 100% of the increase is caused by human activity, because nature is otherwise very close to balanced. That's why atmospheric carbon dioxide is now almost a third higher than any level found in old trapped air in million year old ice cores.

      The argument here is that something small doesn't matter. Following its logic, then it must be safe to eat around 28 g (1 Oz) of hydrogen cyanide. Even though research has found that this is enough to kill dozens of people, the article's logic says that there is no way something small can cause harm so eating hydrogen cyanide is fine.

    2. Do we really believe that one bellowing fan in a crowd of 85,000 at the MCG can completely change the course of a game?

      Do we really believe that one player in a stadium with an audience of 85,000 can make a difference?

      Naturally also small concentration can matter. Many substances are, for example, poisonous at much smaller concentrations.

      What matters is the amount of CO2. That there are also inert molecules in the atmosphere does not change the radiative influence of CO2.

      It is pretty amazing that Plimmer states in this same article that " Over the past 30 years, planet Earth has greened due to a slight increase in atmospheric carbon dioxide." Suddenly it is no problem that CO2 is a trace gas.

  6. course-computational-literary-analysis.netlify.com course-computational-literary-analysis.netlify.com
    1. The piano had stopped; Villona must have gone up on deck. It was a terrible game. They stopped just before the end of it to drink for luck. Jimmy understood that the game lay between Routh and Segouin. What excitement! Jimmy was excited too; he would lose, of course. How much had he written away? The men rose to their feet to play the last tricks. talking and gesticulating. Routh won. The cabin shook with the young men’s cheering and the cards were bundled together. They began then to gather in what they had won. Farley and Jimmy were the heaviest losers.

      Although Jammy is happy that he is allowed to play with the rich, he cannot afford their expenses. What's worse, he loses a lot of money through gambling. Jammy feel unconfident and inferior due to his nationality. I guess that the writer wants to reveal the facts that the inequality in the international world will cause inequality between people from different country.

    2. She felt a soft wet substance with her fingers and was surprised that nobody spoke or took off her bandage.

      The author didn't mention what did Maria got in the game, the author only described this event as a joke to Maria. At the end Maria got a prayer book. I think the author wanted to use the girl Maria to be similar to the Maria in Catholic.

    3. They led her up to the table amid laughing and joking and she put her hand out in the air as she was told to do. She moved her hand about here and there in the air and descended on one of the saucers. She felt a soft wet substance with her fingers and was surprised that nobody spoke or took off her bandage. There was a pause for a few seconds; and then a great deal of scuffling and whispering. Somebody said something about the garden, and at last Mrs. Donnelly said something very cross to one of the next-door girls and told her to throw it out at once: that was no play. Maria understood that it was wrong that time and so she had to do it over again: and this time she got the prayer-book.

      Some background information: Hallow Eve games is an Irish tradition. In the game "players are led blindfolded to a table where saucers have been arranged. If the blindfolded participant chooses the prayerbook, he or she is supposed to join the priesthood or become a nun within the year. If the ring is chosen, marriage is foretold. Water means a long life, while clay means death". So now we see what is "a soft wet substance" and how Maria connects to the title. I have two hypothesis about the title: a) "Clay" is a metaphorical death of Maria's life since it has been so dull and unexcited, thus corresponds to the motif "paralysis" of the whole book. b) "Clay" symbolises the compliant and submissive characteristics of Maria, just like clay.

  7. Jul 2018
  8. course-computational-literary-analysis.netlify.com course-computational-literary-analysis.netlify.com
    1. Mahony began to play the Indian as soon as we were out of public sight. He chased a crowd of ragged girls, brandishing his unloaded catapult and

      I don't really know why Mahony, the friend of "I", play the Indian as a bully and this game seems popular in the school. I'd better search for some intro to the history during the period.

    1. if you want students to slow down and think about the questions, especially since you can completely turn off the timer

      Seems like a reasonable thing to want from students occasionally.

    1. The extra-textual application helped Colin to understand the characterization in the sto- ry. The father in the story played a teasing word game with his daughter. Colin first thought the story was strange, but after he made the connec- tion to a life experience, he responded with a broad- er view of the text, stating, "I see, he is like my Dad, tryin' to be funny and the joke is on him 'cuz we ain't laughing

      Students want to learn when they are able to connect to the information or the book.

    1. Away Laura flew, still holding her piece of bread-and-butter. It’s so delicious to have an excuse for eating out of doors, and besides, she loved having to arrange things; she always felt she could do it so much better than anybody else.

      It is shown that the Laura is a independent , childish, willful, lovely girl. She just put holding the party as a easy game. She wanted to arrange workers, which shew that she really enjoyed the feeling of being in a high level.

    1. The real danger is in ignoring content: if content has indeed changed the rhetorical game, composers who ignore it risk failing in their rhetorical attempts, and a field that ignores it risks marginalization and missed opportunities for growth.

      Exigence for the argument.

    1. onnected Camps is a benefit corporation that offers virtual summer camps and afterschool programs in the game of Minecraft. High school and college Minecraft experts are trained to teach younger kids coding, engineering, game design, and digital citizenship. The programs mine the enthusiasm that kids have for the most popular game of all time, by building connections with mentors who share their interest and help them level up in high-tech skills. http://connectedcamps.com/

      This is awesome-- I think this would be a great option for my stepsons to engage them in a new way!

    2. Quest to Learn is a unique middle and high school in New York City that was founded by game designers and educators and embodies a game-based approach to teaching and learning. Quest to Learn connects young people’s interests in gaming to academic achievement through collaborative challenges and problem solving. http://www.q2l.org/

      Whoa! How cool!

  9. rejuvenation.attckstaging.com rejuvenation.attckstaging.com
    1. Lorem ipsum dolor sit amet, consectetur adipisicing elit. Praesentium, similique.

      Browse our wide range of aesthetic skincare services, as well as a game-changing technology in maintaining healthy, youthful skin.

    1. I am generous with what I have—I choose to be generous with what I have—precisely because we are no longer committed to one another as members of a shared social structure. Instead, the shift of responsibility for the public welfare toward private entities displaces our obligations to one another in favor of individual liberties and, I think, leaves us queasy about the notion of obligation altogether.

      The game theory of things tends to pull the society apart, particularly when it is easier to see who is paying what. If the richer end feels they're paying more than their fair share, this can tend to break things down.

      I suspect that Francis Fukuyama has a bit to say about this in how democratic societies built themselves up over time. Similarly one of his adherents Jonah Goldberg provides some related arguments about tribalism tending to tear democracies down when we revert back to a more primitive viewpoint instead of being able to trust the larger governmental structures of a democracy.

    1. We’ve made an annual thing out of doing it every year over the Super Bowl. We have an event called Break the Super Bowl, where kids are looking at Super Bowl ads and then remixing them. Then we throw them back up online, if they’re fair use, in real time. We get a bunch of kids together for the Super Bowl and it looks like a regular Super party. We’ve got pizza, and Doritos, and wings, and soda, and all the junk food. But then they’re all working in teams on laptops, and they’re remixing the actual ads from the Super Bowl that go up that night. We have the game playing on a larger screen so that it has a fun party atmosphere, but they’re actually doing something.

      This feels like a great example for anecdote / color / something creative in the final report.

      A "Hive highlight reel" of activities / lesson plans / creative jams. "20 things to do w. your kid on a rainy day." etc.

    1. If two friendly players want to play together, they may not be able to because either the newbie is so weak as to be useless to the higher level player or the higher level player gets so little reward from helping out the newbie that the friendship is the waste of their time.

      This has discouraged me from participating in online play in the past.

    2. In many online multiplayer games, players enter as strangers and remain strangers. Due to a variety of unquestioned logistics, economic and social signalling choices, other human beings end up being treated as interchangeable, disposable or abusable. We can do better.

      Interesting concept!

    1. In Testosterone Rex, Fine cites a 10-year US study targeting boys at high risk of behaving antisocially later in their lives. Some of them were given coaching to improve their emotional resilience, relationships and educational performance, while their parents were trained to manage their children’s behaviour. The goal was to enable the boys “to respond more calmly and less vociferously to provocation”. Years later, when the participants had reached their mid-20s, about 70 were deliberately provoked by someone stealing points from them in a game. Not only were the group who had been given coaching as boys less likely to retaliate; their testosterone levels rose less. AdvertisementAnother way, according to Ryan, is to do more childcare. T

      This is wonderful.