Wednesday, November 27, 2019

The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall Essay Example

The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall Essay This research has been done by Jonathan deHaan. W. Michael Reed and Katsuko Kuwada. Jonathan deHaan is an Associate Professor in the Faculty of International Relations at the University of Shizuoka. He earned his Ph. D. in Educational Communication and Technology from New York University. His research focuses on 2nd linguistic communication acquisition and learning with games and simulations. As for W. Michael Reed. he was a retired professor of Educational Communication and Technology at New York University and the IRB/IACUC Administrator for Radford University in Virginia. His research involvements spanned over a 25-year period and focused on educational computer science. problem-solving. metacognition. and composing procedures. Meanwhile. Katsuko Kuwada is a doctorial pupil in the International Cultural Studies plan at Tohoku University. She investigates linguistic communication and civilization ; her current research compares the usage of first-person topics in Nipponese and English based on different cultural backgrounds. The intent of this research is to cognize physical interactivity of a 2nd linguistic communication music picture game is manipulated to look into the consequence of interactivity on vocabulary acquisition and cognitive burden ( deHaan. Reed A ; Kuwada. 2010 ) or in simpler manner is to look into whether the interactivity ( and at the same time presented text. sound and life ) of picture game is immaterial cognitive burden ( therefore holding a negative consequence on larning ) or germane burden ( therefore holding a positive consequence on larning ) ( deHaan. Reed A ; Kuwada. 2010 ) . We will write a custom essay sample on The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Overview The research inquiry that been highlighted here is to see interactivity of 2nd linguistic communication on music picture game on remembering vocabulary. This research captured my attending due to the use of media in learning English as 2nd linguistic communication to undergraduate Nipponese pupils. As we all know. multimedia engineering has been implemented in linguistic communication acquisition to pull every bit good as to actuate 2nd linguistic communication user to be able to comprehend. learn and bask English linguistic communication. This research is important to this aeon. in which multimedia is being integrated in linguistic communication acquisition. Thus Professor deHaan. Prof. Reed and DR. Kuwada focal point on what represent a game instead so what can be added to a game to do it accessible and gratifying in learning and larning procedure. In this research it has depicted that human cognitive architecture consists of a limited short-run memory’ ( Baddeley. 1992. Miller. 1959 ) . and a game’s complex elements ( e. g. usic. captions and wordss ) can make an inalterable high demand on working memory ( intrinsic cognitive burden ) . it is of import to understand whether a media characteristics. such as interactivity. show a pupil with unneeded immaterial cognitive burden. which interferes with larning. or germane burden. which enhances acquisition ( deHaan. Reed A ; Kuwada ; 2010 ) . Analysis This research has been done to see video game interactivity would assist or impede the noticing and callba ck of 2nd linguistic communication vocabulary. ( deHaan. Reed A ; Kuwada. 2010 ) . Here the three research workers have used interactivity. linguistic communication proficiency and picture game proficiency as independent variables while cognitive burden vocabulary written callback. and participant sentiments as dependent steps. Eighty undergraduates in which 65 of them are males and 15 of them are females in a scope of age about 18 to 24. from Computer Science University in rural Japan. Subjects’ female parent lingua is Nipponese and has 6 to 11 old ages of formal English instruction. Participants were paired and one participant in each brace was indiscriminately assigned to either drama or watch the picture game. and this been conducted in research lab. for 20 proceedingss long. Professor deHaan. Prof. Reed and Dr. Kuwada. instructed the participants to play or watch the game and larn the words of the blame. The video game degree was repeated five times by all braces. The participants were non allowed to take notes or utilize their lexicons and even non allowed to see and what more to interact with one and another. The stuff that was used in this research was Parappa the Rapper 2. Straight after cease with the experiment. participants would be given subjects from the game and were used as written cloze trial. where participants were required to compose the losing words from the game’s blame in the text’s spaces. This trial been repeated once more after 2 hebdomads. The consequence after the trial depicted that watchers of the picture game recalled significantly more vocabulary points compare to the participants. Therefore because spectators focus merely on the objects in the game and the sentences depicting the images without even have to incorporate with the game console. Meanwhile. the participants have to both focal points on the integrating with game and with console every bit good as their integrating with the sentences depicting the images. to such a grade the participants are holding cognitive tonss. Critique and Evaluation This research is focus on consequence of interactivity with music picture game on 2nd linguistic communication vocabulary callback. After exhaustively read the research paper I have found out that Professor deHaan. Prof. Reed and Kuwada pay cogently attending to cognize whether video game ( multimedia engineering ) would assist or impede noticing and recall 2nd linguistic communication vocabulary. Here the three research workers focus on cognitivist position in which harmonizing to Jean Piaget ( 1977 ) . mental procedure of an single usage in reacting to their environment. Cognitivism trades with how people think. work out jobs and do determinations. When the participants interact with the game they are utilizing their cognitive ability to prosecute with the stairss that they need to result in order to travel up to the following degree of the game every bit good as to convene on the wordss given in the game. Here the participants are reacting to their environment. nevertheless being cognitive tonss between fixating on the game and prosecuting to the wordss somehow has distracted them from concentrating on the vocabulary. Therefore has made them failed to remember the vocabulary during vocabulary recall trial. Meanwhile. the spectators do non confront the cognitive burden due to entirely one manner interaction ( having the input ) between them and the picture game. therefore has given them clip to give great item utilizing memorisation method. which is one of the 6 cognitive acquisition schemes ( Rubin A ; Wenden. 1987 ) . to indulge in the game. Furthermore. this research has proven that by utilizing video game can assist to help linguistic communication larning in 2nd linguistic communication leaner. As been reference by Hubbard ( 1991 ) . linguistic communication acquisition may go on with video game as linguistic communication is involved in the drama. It is easy to accept linguistic communication larning evolves through game as linguistic communication and job resolution are correlated and what more pupils seem to bask it. Despite that. the research has significantly highlighted that by watching the media ( game ) . in rebelliousness of affecting in it. can do the scholars notice and remembering more vocabulary items’ ( deHaan. Reed A ; Kuwada. 2010 ) . as they have merely to concentrate on the wordss merely. Hence consolidate that use of multimedia engineering ( game ) in linguistic communication category does non impede the linguistic communication acquisition. However. instructors must size up type of game that they want to utilize in their linguistic communication category. Nevertheless. in larning 2nd linguistic communication it is non adequate by merely interact with game and the wordss. To go competency in a linguistic communication 1 must besides portray the intent of utilizing the linguistic communication instead than merely simply know the linguistic communication yet non pass on it in purposeful conversation to reenforce the acquisition. therefore communicating is of import in linguistic communication acquisition. Like what has been mentioned by Douglas Brown ( 2000 ) . communicating is non simply an event. something that happens ; it is functional. purposive and designed to convey about some consequence. Due to that. 2 hebdomads after the research has been done. the participants been called to try 2nd trial to measure their vocabulary in remembering the game wordss. Here both participants and spectators have shown drastically cut downing of vocabulary if comparing to the old trial. This has proven that without purposeful larning pupils will non be able to prolong the vocabulary. On my behalf. I strongly believe that communicative support can heighten on linguistic communication larning via engineering. as one linguistic communication acquisition and no purposeful practise will impede the linguistic communication larning procedure. Through this research I have learnt to assent. without coaction with larning schemes ( between memorizing. recalling and pass oning via multimedia tool ) . the linguistic communication acquisition will non go purposeful and will do one larning a failure. Decision It can be concluded that physical interaction of this game has immaterial cognitive burden consequence on the participants. therefore non contributing to larning and seemed to hold unnecessarily diverted the players’ attending from the vocabulary and impede callback. Meanwhile. the spectators of the game have non exposed to the extra immaterial burden and have been able to give more cognitive resources to the intrinsic burden of the game and its linguistic communication. As a effect this research I have learnt that suited game ( multimedia ) can help linguistic communication larning procedure as pupils seemed to bask such activity. In any regard with purposeful support such as germane communicative support can counterbalance linguistic communication acquisition better. Furthermore. deduction of this research on future survey. instructors will be more selective in taking multimedia stuff for their categories and they will do certain balance input been given in the sense of interactivity and linguistic communication acquisition so that no cognitive burden will happen and impede linguistic communication larning via multimedia.

Sunday, November 24, 2019

Comparison of Mail Communications Essays - Email, Mail, Free Essays

Comparison of Mail Communications Essays - Email, Mail, Free Essays Comparison of Mail Communications Business Comparison of Mail Communications New technologies have always allowed us to do things faster, more efficiently, and more professionally than ever before. Generally, every new technology is a step forward for speed and productivity. But, despite this paradigm, the coming of the latest mail communications innovation has brought many pros and cons with the package. Electronic mail could be the greatest thing since sliced bread, but there are many who find flaws in it. We are now going to take a moment to compare the speed, ease, reliability, and expense of electronic mail with our general postal system. The speed of transfer is an important part of the decision to send mail by either protocol. E-mail has a distinct advantage in this category. With the click of a button, your message will be received in a period of 5 to 30 seconds. Whether you are sending e-mail to a person across the street or in Afghanistan, the transfer rate is virtually the same. Also, data files and computer applications can be sent via e-mail; however, large files will slow upload & download time even though they are sent in seconds. Unfortunately, physical packages such as gifts or magazines cannot be attached to e-mail. On the other side of the spectrum, the postal service can send any kind of physical package, from a magazine to a pool table, for a price proportional to its size. The postal service can also transfer data if it is placed on a disk or a CD-ROM. Speed, however, is a problem. Even the smallest letter takes from two days to two weeks to deliver, depending on the locations of the sender and the receiver. Even sending a letter to the house across the street takes time due to unnecessary movement. The mail is taken to the nearest large post office, sorted there, then delivered to the post office closest to the destination, and delivered from there. In other words, mail that is sent across town sometimes has to travel out of town and back again to reach the final point. Another variable aspect of the two mail systems is ease-of-use, which can potentially be quite costly. E-mail has many disadvantages when viewed from this angle. For one thing, e-mail requires some knowledge of computer operation. Anyone who wishes to use e-mail needs to know how to use the software that it requires, and one can only send e-mail to other people with the same knowledge. Secondly, a computer with various equipment is needed. Hardware includes: motherboard with processor ($300+), hard drive ($100-$200), four megs RAM ($60), video card ($80-$200), fax modem ($50-$200), and monitor & keyboard ($200-$450). The e-mail user also has to pay a monthly fee on his e-mail internet account, generally ranging from $8 to $25 per month, whether the account is used or not. The only financial advantage to this system is that postage stamps are not required. General mail differs in that the only knowledge required is literacy, and the only equipment that is needed is an envelope ($.03) and a stamp ($.32). No monthly fee is levied on mail users, and anyone can send and receive mail. These facts show that, in terms of expense, the Postal Service has an edge on E-mail. Finally, we will review the reliability of each system. Because e-mail is run by a computer network, human error is impossible. Consequently, e-mail is always transferred to the correct address; it never is lost, stolen, and its contents are never removed. Unfortunately, since humans do operate the servers that transfer the messages, server operators have the power to read mail that is passing through. They also can copy files that are attached to messages, though the messages and files themselves are not damaged in any way. The old method of mail, on the other hand, has even more problems. First, since humans deliver the envelopes, error is not uncommon. Letters have been delivered to the wrong address on numerous occasions; checks and other items have been stolen out of packages by dishonest postal workers. In short, both e-mail and our traditional mail service are unsafe. After viewing all of the details of each system, a declaration that either protocol is better than the other would be sophomoric. Each has its pros and cons. E-mail may be faster, but it is much more expensive. Mail may be easy to use, but it is slow. Each individual must choose which system fits his needs and is most comfortable for him. The healthy competition between the two creates a better

Thursday, November 21, 2019

Report Toys4U Ltd Essay Example | Topics and Well Written Essays - 2000 words

Report Toys4U Ltd - Essay Example The legal implications are the following: On March 3, 2010 eight Polaris toy missiles arrived at toys4u from the supplier instead of the 10 because it was claimed that the two other were damaged during handling by the fork lift, and the other one was clearly badly broken due to transporting. The redundancy of broken toys from one delivery should have alarmed Toys4u that the whole stock might be defective; however instead of being careful and cautious the retailer went on disposing the product. Toys4U has been negligent to put first the safety of their clients. Mrs. Sharma can make her legal claims against the toy retailer for negligence. However, in the absence of proof that there has been neglect, Mrs. Sharma just the same can make a claim for the injury her son Pritam has suffered. Mrs. Sharma can also make a claim for a damage property under the same Act. These can be done even without proving the negligence of the producer as long as they can prove that the injury and the damage are direct result of using the product (P roduct Liability, Defective Products, Unsafe Products Quick Facts 2007). The Polaris missile that was sold to Mrs. Sharma was clearly defective and therefore can be categorized as ‘unsafe product’. An unsafe product means in general something that the consumer does not expect from what she or he bought. When a consumer buy a product there is a general assumption that the product is safe for use. In the event that accidents like that of what took place at the house of Mrs. Sharma, there is provision in the law. Consumer Protection Act 1987 made a strict and clear liability concerning damage that is a result of a defective product. Damage means death, or injury; or loss or damage to a property including land (Derbyshire County Council Trading Standard Service 2010, p.1). The Act entitled Mrs. Sharma to a legal claim for the injury suffered by her son and for the glass ceiling lamp