The Master And His Emissary by Iain McGilchrist Choose one of the paper questions below (two options). For whichever you choose, you will be graded based on the following. -Topic is clearly stated and described, with any jargon terms defined. Topic is not overly broad. (example of overly broad topic: ‘functional differences between the left and right hemispheres’) -Global structure clarity (paragraph to paragraph): Paper addresses the various aspects of the assignment in a logical order -Local structure clarity (word to word; sentence to sentence): The information within each paragraph is presented in a logical order and without typos. -Interestingness and novelty of ideas presented in paper: The student read most/all of the MAHE and was engaged during reading, as evidenced by displays of insight in the paper. 1. Gazzaniga and McGilchrist cover many of the same topics in their books (for instance, how the corpus callosum transfers information between the two hemispheres). For your paper, choose one topic that both authors cover. [unique_solution]The topic has to include some type of cognitive/functional component. For instance, you can’t choose anatomical differences…
Nonprofit collaboration Girl Scout of United States of America Juliette Gordon Low was an American woman who grew in savannah, and she used to visit England from time to time. She came to know Baden-Powell, and she was pleased with his work. She went back to savannah with Baden-Powell’s copy of the scouting manual, which she used as his guide. Juliette was looking for a way to help most girls discover their roles, responsibilities and potentials. She then found it wise to start a certain group of girls’ scouts of the united states of America in her own hometown. The group grew throughout the 20th century, attracting more members who became interested in joining the group. In the year 1927, Juliette Gordon died, leaving the group with over 100, 000 Girl Scouts in the United States. Her death led to the group having a different person as their leader, who made many changes in the group. Changes that were made included the introduction of new programs for girls in kindergarten by the Girl Scouts. Women were also given the right…
The American Express Firm The American Express Firm, correspondingly known as Amex, is an American global financial services company headquartered at 200 Vesey Street in New York City. The firm was founded in 1850 and is one of the 30 constituents of the Dow Jones Industrial Average. The firm is best acknowledged for its traveler’s cheque, credit card, and charge card businesses. Ever since 1850, American Express has functioned to make a change in our clients’ lives in conducts that matter most to them. As one of the leading global providers of financial products for customers, American Express similarly uses social media to reach SME and impart them about their products. With dozens of social media profiles producing tailor-made content for local markets, Amex is one of the best financial brands on social media. Facebook American Express recognizes that leveraging Facebook with its viral “many to many” social links will generate more stories about AMEX than they would ever accomplish on their own as those followers share AMEX’s features comprising text articles, videos, and images. In viewing at the…
Tips for Choosing the Best Television An inevitable part of modern culture is to have television. We live in a jam-parked environment of the video where children, adults and the old depend on tv for, news, music, watching movies, education, sports, culture, and weather. In as much as people depend on TV, it comes with both good quality and inappropriate content. The key is to provide most of all young age group with guided experience of viewing that will model and teach about critical thinking that will be beneficial for their future. For the adult lovers of news, movies, entertainment and the like, the choice of television will depend solely on picture quality, durability and affordability. In Kenya currently, with the ever-changing technology and market competition, manufacturers strive to improve on brands from time to time. The following are some of the best brands, from smart features to designs; each television has its way of doing things. Samsung Television They are considered the best TV brands and the most significant consumer electronics in the world. Samsung televisions are curved, 3D,…
Twitter top Tweets: List of Most Popular Tweets of This Year Everyone is so obsessed with twitter. If you didn’t tweet it, it’s like it never happened right? A tweeter is the most popular platform today. Even if you are a celebrity or not you can find tweets quite amusing, funny and interesting. But what makes them stand out is how many conversations they drove on the platform. It’s all about expressions and saying your thoughts, what on your mind, it’s who you are. It’s important to influence as many people as you can but why then someone sends a tweet? The main thing we are all looking for is someone to click Retweet or Like. A number 1 tweet is a tweet that got an enormously high engagement: Retweets and likes. The culture of influencers is partly based on influencer sending a post they know it is going to be read by thousands and thousands of people. So, what are the results of this marketing madness that influences the crowd? The list of the most popular tweets of…
Peoples decision on specific products or services Based on the research upon ten people, some of the factors that influence peoples people’s decisions on particular services and products included; personal preferences, scarcity, and consistency, and convenience. Based on the interviewees, the interest in purchasing a specific product was the main drive towards choosing the products they selected. Many studies have concluded that people make purchasing decisions based on them. Most people made the decision made on their social norms and expectation. However, these social norms evolve as society evolves, which changes the preference of products in the long run. Also, the consistency of a product to satisfy the consumer needs will drive them to select the product. Brand Choice Most of the people interviewed indicated clothing, cosmetics, tablets and mobile devices, and e-banking as well as online shopping as the last product or service they purchased. People chose brand names based on their spending power. These include products like mobile phone brand names that were more affordable and of high quality. However, people chose a specific brand of clothes and…
Video Games and the Brain Introduction Video gaming is one of the highest common forms of entertainment preferred by many people across the world. Video gamers spend a lot of time in front of their screens, which is about 3 billion hours a week collectively. Scientists have researched how video gaming can positively change the state of an individual’s brain. Playing video games does not only change how people’s minds work but also their building. Video gamers tend to have excellent attention qualities that comprise of sustained attention and selective attention (Trueit, 2009). The parts of the brain that are responsible for attention tend to be more active in gamer compared to non-gamers and need less initiation to be engrossed. By playing video games, one can increase the scope and ability of their brain accountable for visuospatial skills capability. Video gaming boosts the brain memory of gamers; 3D games can improve cognitive performance in older adults. Current Data Trends Video gaming is a widespread free time usage that interests more than two billion users globally (Newzoo, 2017). Researchers have underscored…
Annotated Bibliography: violence in video games and its effect on real-world violence Azad, A. (2020). Video games unlikely to cause real-world violence, experts say. Retrieved 3 February 2020, from https://edition.cnn.com/2019/08/05/health/video-games-violence-explainer/index.html The main topic addressed by Azad in this article is violence in video games and its effect on real-world violence. The central claims laid across are that little evidence exists to provide a reliable link between real-world violence and video games. The article claims that aggressive behavior and violence is in no way related to aggressive behavior – as per the results of a study. Extensive data has been used that ranges from studies to expert research. The strength of the argument presented is based on the broad scope of research on video game and real-world violence that covers various countries, contexts, and argumentative approaches. The article will be useful to my research as it presents a contrasting approach from the rest, which offers a solid comparative case for study. The specific information I would use would be the main point of the non-causal or influential impact of violent video…
Use of Games to students Game is a kind of experiential education with a specific set of policies where actors use understanding as well as expertise to attain particular objectives. Use of Games permits students to be dynamic members in the progression of translation of knowledge and acquire mastery above innovative understanding in pleasant surroundings. Gaming concentrates on the education of a learner rather than on grades. A learner may create tests and mistakes until they maintain the information wholly. Education, which happens in non-disciplinary surroundings, is extra fruitful and maintaining as contrasted to extremely competitive surroundings. Application of game in learning assists students in incorporating theory into performs. It uses of games also permits incorporating different education styles to tackle the desires of unlike kinds of students. Approaches learning founded on electronic games are broadly used settings of education and have created their path into schools of nursing. Video games may create complex information which is simpler to understand as well as learn while they can emerge to be plays of a child. Research illustrates that games applied in…
Effects of Violence in Movies and Video Games Emerging controversies on the real social effects of movie and video game violence create never-ending debates between the game industry, broader society, and players. Scientific studies continue to examine the links between violent films and video games and stereotyping, sexual morality, violence, aggression, addiction, and general sexual development (Drummond & Sauer, 2019). Makers of violent movies and video games defend them as expressive media. In their arguments, the protagonists of extreme films and video games argue they are educational tools that should enjoy protections that govern free speech (Tsesis, 2016). Antagonists reason that movies and video games with violent content bear harmful effects on social development, especially for children (Ferguson, 2015). If a product carries harm to society, restrictions and legislative oversights apply to its sales. Detractors pray for regulations to the sale and usage of violent movies and video games as harmful products. It is inconclusive whether extreme films and video games have positive or adverse effects. While some researchers found no evidence of intemperate human behavior associated with movie and…