The document discusses the rise in popularity of video games and the debate around the effects of violent video games on childhood development. It notes that as the audience for games has grown, more games are rated for adults over 17 years old. Some research suggests that violent video games can desensitize players or increase aggressive behaviors in children, while other research is contradictory. The Supreme Court rejected arguments that violent video games cause real-life violence when striking down a California law imposing fines for selling violent games to minors.
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
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Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
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Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
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Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
CLASS 11 CBSE B.St Project AIDS TO TRADE - INSURANCE
Digitalpresentation
1. THE RISE OF VIDEO GAMES AND THE EFFECT OF
VIOLENT GAMES ON CHILDHOOD
DEVELOPMENT
2. The video game industry is the fastest growing
entertainment industry and second only to
music in profitability.
Improvement in graphics, gameplay, and
storytelling has helped video game popularity
increase and has also provided better and more
memorable experiences for gamers.
3. As the audience for games grows, however, children make
up a smaller part of that audience, and more and more of
the most popular games are rated "M" (intended for adults
17 years or older). Unsurprisingly, these M-rated games
are popular with young people as well.
4. The big thing that put violent video game
concerns in the hot seat was the 1999 incident of
the Columbine High School Massacre. Before
killing themselves two students went on a
shooting rampage at Columbine High School and
killed twelve students and one teacher.
5. Although video games
have become a
prominent part of
modern day
entertainment, and
could have impacts on
young children’s
development, violent
games do not cause
young people or any
6. Video games such as Grand Theft
Auto IV allow players to do virtually
anything they want.
Perhaps if parents knew what their
children’s main goal in these games
were they wouldn’t be upset.
7. > provide a fun and social
form of entertainment
> encourage teamwork and
cooperation when played
with others
> make kids feel
comfortable with
technology
> increase children's self-
confidence and self-esteem
as they master games
> provide points of
common interest and
opportunities for
socialization
> develop skills in
reading, math, technology
and problem-solving
> encourage participation
in related offline
activities, such as reading
or sports
> encourage civic
8. Most research out there about if violent video games
cause real life violence is very contradictory.
Desensitization! "Once you're
emotionally numb to violence, it's
much easier to engage in violence."
9. “There’s no denying the concern for someone that
does something on an extremely excessive basis (be
it gaming, watching TV, doing exercise, working, etc.).
In most cases, this has more to do with the person
than the thing: mental stability, depression, social
anxieties, low self-esteem, whatever. Let’s find better
ways to help the people and worry less about the
“things.”
Jason Della Rocca -director of
the International Game
Developer’s Association
10. In 2005, California enacted a law that imposed a $1,000
fine on retailers any time they sold a violent video game to
a minor. The state cited social science studies that it said
showed kids who play these games for many hours are
desensitized to violence and become more aggressive in
their behavior. But the U.S. Supreme Court rejected those
arguments, and struck down the law.
11. Video games aren’t going to replace schools anytime soon, but
they give a glimpse of how we might create new and more
powerful ways to learn in schools, communities, and
workplaces—new ways to learn for a new information age.