Sunday, January 26, 2020

The Effect Of Pokemon On Childrens Culture

The Effect Of Pokemon On Childrens Culture The impact on childrens culture of anime, manga, video games and trading cards of Pokà ©mon Japans popular culture industry is very vigorous in recent years. The popular culture consists of anime, manga, video games and trading cards. These media have a great impact on childrens culture in Japan and also other countries. Pokà ©mon is a very successful case. Pokà ©mon first appeared in the game of the Nintendos Game Boy, and then quickly diversified into manga, anime, movies, trading cards and toys in those years, and Pokà ©mon phenomenon is appeared in Japan in 1996. These products revolved mainly around children and youths and had impacts on them. This essay will examine the impact of Japanese popular media culture on childrens culture using Pokà ©mon as an example. The impacts which will discuss in this essay are effects on childrens literacy, the social effects, effects of addiction and violence. I will use two case studies to argue some effects on childrens literacy. Data have been collected from two articles. The author of the articles was a primary school teacher and she collected data from the classes she was teaching. Besides childrens literacy, there are many impacts in other aspects. Furthermore, negative impacts are much more than positive impacts. This will be discussed at the end of the essay, also the future of childrens culture under the influence of Japanese popular culture. The anime Pokà ©mon is diversified from its video game. This anime talks about Satoshi, a 10 years old boy, and his friends travels the world catching Pokà ©mon and battling Pokà ©mon trainers. This is the primary source of the essay. Allison, A. 2004. Cuteness as Japans Millennial Product. In: Tobin, J. Pikachus Global Adventure: The Rise and Fall of Pokà ©mon. Durham: Duke University Press: 34-52 Anne Allison is a Professor of cultural anthropology at Duke University in the United States, specializing in contemporary Japanese society. Her current research is on the recent popularization of Japanese childrens goods on the global marketplace and how its trends in cuteness, character merchandise, and high-tech play pals are remaking Japans place in todays world of millennial capitalism. In Cuteness as Japans Millennial Product, she finds that Pokà ©mon is a successful case of childrens entertainment product with media mixes. Its success follows the previous waves of successful Japanese products which started in the late 1980s, and have impacted childhood consumption around the world. These products impacted childrens lifestyle in new interactive ways. Pokà ©mon is game-based makes it more interactive than a mere anime or movie. This article provides information that supports my arguments, children buy lots of Pokà ©mon-related products other than video games or comics, and Po kà ©mon create or facilitate a common culture among children. Arthur, L. 2001. Popular Culture and Early Literacy Learning, Contemporary Issues in Early Childhood, 2(3): 295-308 Dr Leonie Arthur is a senior lecturer in early childhood education at the University of Western Sydney. She has taught in long day care, preschool and school and is an active member of a number of peak early childhood organizations, including Early Childhood Australia. She currently works with undergraduate and postgraduate students at the University of Western Sydney in areas of early childhood curriculum and literacy. This article reports on research findings which indicate that while childrens home and community literacy experiences and texts are increasingly digital and connected to popular media culture experiences and texts in educational settings are predominantly book-based and generally exclude popular media culture. In practice, childrens literacy is affect by television, videos, computers, comics, trading cards and magazines rather than childrens books. It also examines the role of popular media culture in childrens lives. This article provides support for my arguments whi ch related to childrens literacy and violence: media restricts childrens creativity and promotes violence. Buckingham, D. and Green, J.S. 2003. Structure, Agency, and Pedagogy in Childrens Media Culture. Culture and Society 25(3): 379-399 David Buckingham is the Professor of Education and Director of the Centre for the Study of Children, Youth and Media at the Institute of Education, London University. His research is on childrens and young peoples interactions with television and electronic media. Julian Sefton-Green is the Head of Media Arts at WAC Performing Arts and Media College, an informal learning centre in North London, England. He has researched and written widely on many aspects of media education and new technologies. The authors point out that Pokà ©mon as a phenomenon is a controlled and calculated commercial strategy aimed manipulatively at the childrens market. They examine some positive and negative effects of the Pokà ©mon phenomenon on children. Pokà ©mon engages children visually through television, video games and as consumers through the range of products available. This article provides information that support my argument, Pokà ©mon create common culture among children, makes children spend lots of money to collect valuable trading cards and children bully others to grab their cards. Ito, M. 2006. Japanese Media Mixes and Amateur Cultural Exchange. In: Buckingham, D. and Willett, R. Digital Generation: Children, Young People, and New Media. Mahwah: Lawrence Erlbaum Associates: 49-66 Mizuko Ito is a Japanese cultural anthropologist who is an Associate Researcher at the Humanities Research Institute at the University of California, Irvine. Her main professional interest is the use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities. She sees the move toward new media as an interaction between long-standing and emergent media forms, rather than a shift from old analog to new digital media; while most of the essay explores the low-tech media of trading cards and comic books, The article is about young peoples relationship to media. Ito argues that these analog media forms are being newly infected through digitally enabled sociality. She also examines the trading cards activities. This article supports my argument that children play trading cards class whenever they have time and a people as their competitor. Marsh. J. 2009. Writing and Popular Culture. In: Beard, R. and Myhill, D. and Riley, J. and Nystrand, M. The SAGE Handbook of Writing Development. London: SAGE Publication Ltd: 313-324 Jackie Marsh is Professor of Education and Head of the School of Education at the University of Sheffield. Her research focuses on the role and nature of popular culture in young childrens literacy development. She has conducted research projects that have explored children ´s access to new technologies and their emergent digital literacy skills, knowledge and understanding. This chapter examines the potential role that popular culture can play in writing curriculum in schools. She examines how popular culture affects children and young peoples written texts in classrooms. She considers the adaptation of out-of-school popular cultural writing practices for educational purposes, and explores the way in which these practices are challenging the boundaries of writing as it is instantiated in the curriculum. This article provides information that support my argument, popular culture restricts childrens creativity/ McDonnell, K. 2000. Kid Culture: children and adults and popular culture. Annandale: Pluto Press. Kathleen McDonnell makes her living writing in a variety of genres, from playwriting to junior fiction to social criticism. Besides her many books, she writes articles and opinion pieces for the Globe and Mail, Toronto Star, Chatelaine, Macleans, and Utne Reader, and also contributes to CBC Radio and Canada AM. Her plays have been produced throughout Canada. She explained that the reason she writes about children: I find that childrens stories are usually the best medium to express what I want to say; and about because I have a burning interest in kids and their culture, how they think and feel about the world theyre growing up in. The book explores children and popular culture and help adults better understand the role of popular cultures plays in childrens lives. Kathleen McDonnell offers a balanced and engaging perspective on the power and influence of childrens culture. This book supports my argument that trading cards encourage gambling addiction. McGray, D. 2002. Japans Gross National Cool. Foreign Policy. June/July 2002: 44-54 Douglas McGray writes about social and political issues, science, and culture for the New Yorker, This American Life, the New York Times Magazine, the Atlantic Monthly, the Los Angeles Times, Wired, and Time. He is a contributing writer of Foreign Policy magazine. He spent the spring of 2001 in Japan as a media fellow of the Japan Society. In Japans Gross National Cool, McGray argues Japans street culture, from fashion to art to music, has become ever more vibrant and is having an unprecedented influence on the rest of the world. He analyzes what made Japan a superpower more than just a wealthy country. He examines the globalization of Japanese culture. This article provides information of how Japanese popular culture affects other countries. Squire, K. 2003. Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1. Dr. Kurt D. Squire is an associate professor at University of Wisconsin-Madison, and Director of the Games, Learning Society Initiative, and best known for his research into game design for education. The article examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators. Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media. Squire analyzes educational games refers to some checklists ad frameworks. He promotes case studies and design experiments as a research method that doesnt study isolated variables. He states that there are four concerns of video games, which are encouraging violent or aggressive behavior, employing destructive gender stereotyping, promoting unhealthy attitudes and stifling creative play. This article provides information that support my argument, popular culture restrict childrens creativity and children imitate violence in media. Willett, R. 2004. The Multiple Identities of Pokà ©mon Fans. In: Tobin, J. Pikachus Global Adventure: The Rise and Fall of Pokà ©mon. Durham: Duke University Press: 226-240. Dr Rebekah Willett is a lecturer in Education on the MA in Media, Culture and Communication and the MA in ICT at the Institute of Education. She is a member of the Centre for the Study of Children, Youth and Media. She has conducted research on childrens media cultures, focusing on issues of gender, literacy and learning. Willett discusses the multiple identities of Pokà ©mon fans. She uses a cultural studies model to make sense of the identity work children do in their story writing. She finds that Pokà ©mon thrives in childrens culture by providing a variety of subject positions for children to adopt as they perform and shift their identities in a variety of context in their daily lives. This article supports my argument, children use too much dialogue and insufficient amount of description when writing story because of popular culture, and children isolate others who do not familiar with Pokà ©mon. Willett, R. 2005. Baddies in the classroom: Media education and narrative writing. Literacy 39, 3: 142-148. Dr Rebekah Willett is a lecturer in Education on the MA in Media, Culture and Communication and the MA in ICT at the Institute of Education. She is a member of the Centre for the Study of Children, Youth and Media. She has conducted research on childrens media cultures, focusing on issues of gender, literacy and learning. This article relates findings from a classroom study focusing on childrens media-based story writing. The study examines how children write their own stories under the effects of media, that is, how they consume media and how they produce new media texts. Willett finds that childrens media-based stories make explicit some of implicit knowledge of new media forms. Baddies in the classroom: Media education and narrative writing provides information that support my argument, children write too much dialogue and insufficient amount of description, story with unpronounceable names and incomprehensible plots, also unnecessary violence.

Friday, January 17, 2020

Occurrence Of Malnutrition In Children Health And Social Care Essay

The childhood period is the most of import phase for the overall development during the lifetime. Brain and biological development takes topographic point at this phase Muller and Jahn, 2009. These developments are influenced by sufficient of stimulation and nutrition, and this development affects of build, the immune system, knowledge, every bit good as societal and emotional growing ( Handal et al. 2007 ) . Such development helps to guarantee that each kid reaches his or her possible and is a productive member of society ( Uthman, 2009 ) . When kids waste their early old ages with a decreased sum of motivation, or a less emotionally and physically encouraging environment encephalon development is affected and leads to cognitive, societal and behavioural holds. Many factors can disrupt early kid development such as malnutrition ( WHO, 2009 ) . The nutritionary position of kids is a important presentation of wellness and development ; it is non merely a representation of past wellnes s but an of import index of future wellness ( Subramanyam et al. 2010 ) . Malnutrition is one of the of import wellness jobs throughout the universe, peculiarly in developing states ( Sarifzadeh et al. 2010 ; Hioui et Al. 2010 ) . Malnutrition is an of import public wellness job because it leads to increased hazard of decease from infective diseases, more terrible infections and a high cause of mortality, and making extra psychosocial loads ( Jesminet al. 2011 ) . Malnutrition is a status doing scrawny growing, scraggy, and blowing ( Faber et al. 2010 ; Subramanyam et Al. 2010 ; Uthman, 2009 ; Kandala et Al. 2011 ; Janevic et al.2010 ) , inadequacy of protein, energy and other foods and instability between the foods the organic structure needs and the foods it receives ( Muller and Jahn, 2009 ) . Malnutrition can be detected by anthropometric measurings were height-for-age ( HAZ ) , weight-for-age ( WAZ ) and weight-for-height ( WHZ ) is measured against a set of WHO child and growing criterions and NCHS/WHO mention ( Hioui et al. 2010 ; Lesiapeto et Al. 2010 ) . Malnutrition degrees are still high in developing states around the universe ( Sunil, 2009 ) , an estimated cachexia 9.8 % , scraggy 17.9 % and stunting 29.2 % ( WHO, 2009 ) , included Indonesia. Harmonizing to the WHO ‘s reported prevalence of malnutrition in kids under five old ages of age during the twelvemonth 2007 in Indonesia 19.6 % are scraggy, 40.1 % stunted, 14.8 % showed cachexia and 11.2 % were overweight. Many factors can be associated with the happening of malnutrition in kids. For illustration, inadequate wellness services and an unhealthy environment ( Schoeman et al. 2010 ; Hioui et Al. 2010 ) , socio-cultural environments ( Mashalet al.2008 ; Noughani & A ; Bagheri, 2010 ) , socioeconomic, maternal, and child factors ( Lesiapeto et al.2010 ; Hasselman et al.2006 ) , and socio-demographic factors ( Phengxay et al. 2007 ; Handal et al. 2007 ) . An apprehension of the most of import causes of malnutrition is imperative to be identified and an analysis would so bespeak more specii ¬?cally the type of policies, wellness plans and where resources should be directed to right the root causes of inequality in childhood malnutrition ( Lesiapetoet al. 2010 ; Uthman, 2009 ) .Statement of the jobThere are many factors that can act upon the happening of malnutrition in kids under five old ages of age are child factors, female parent factors, and family factors.Research aimThe chief aim in this research is to happen out the major factors act uponing the happening of malnutrition in kids under five old ages of age.Chapter IIReview of Relevant LiteratureDefinitionMalnutrition is a status manifested by stunting, being scraggy, and blowing if his/her tallness for age ( HAZ ) , weight for age ( WAZ ) and weight for tallness ( WHZ ) z-score was more than two standard divergences ( SDs ) below the mention median ( Lesiapeto et al. 2010 ; Sub ramanyam et Al. 2010 ; Uthman, 2009 ; Kandala et Al. 2011 ; Janevic et Al. 2010 ) , inadequacy of protein, energy and other foods and instability between the foods the organic structure needs and the foods it receives ( Muller, 2009 ) . Stunting is characterized by shortness-for-age or step of additive growing deceleration, an index of chronic malnutrition and calculated by comparing the height-for-age of a kid with a mention population of well-fed and healthy kids ( Muller and Jahn, 2009 ; Sunil, 2009 ) . Wasting is a contemplation of a recent and terrible procedure that has led to significant weight loss, normally associated with famishment and/or disease ; calculated by comparing weight-for-height of a kid with a mention population of well-fed and healthy kids ; indicates the acute degree of malnutrition or the current nutritionary position of kids and frequently used to measure the badness of the exigencies because it is strongly related to mortality ( Muller and Jahn, 2009 ; Sunil, 2009 ) . Underweight is measured by comparing the weight-for-age of a kid with a mention population of well-fed, composite step that indicates both acute and chronic malnutrition in kids ( Muller and Jahn, 2009 ; Sunil, 2009 ) .Factors act uponing the happening of malnutritionBase on the literature reexamine the factors act uponing the happening malnutrition in kids under five old ages of age are ; Child factors The kid factors are act uponing the happening of malnutrition are suckling, age of the kid, size at birth, sex of kid, hazardous birth interval ( Uthman, 2009 ) . Mother factors The female parent factors act uponing the happening of malnutrition are female parent ‘s age, female parent ‘s business, female parent ‘s instruction, and matrimonial position ( Uthman, 2009 ) . Family factors The family factors act uponing the happening of malnutrition are topographic point of abode, part, house sanitation, H2O beginning, and figure of kids in the house ( Uthman, 2009 ) .Research hypothesisIs there any relationship between, kid factors, female parent factors, and family factors with happening of malnutrition in kids under five old ages of age.Research inquiryWhat is the most dominant factor act uponing the happening of malnutrition in kids under five old ages of age?Conceptual ModelChild factors:AgeSexual activityBreastfeedingMothers Factors:AgeEducationOccupationFamily Factors:RearingHouse sanitationChild malnutrition:StuntingWastingUnderweightFigure 1. Thesis program conceptual model adopted from UNICEF ( 1997 )Operational definitionMalnutrition in kids is the kid under five old ages of age who has diagnosed malnutrition by Department of Health in West Nusa Tenggara Province. Child factors are the factor in a kids related to age, sex and chest eating of the kids. Mother factors are the factors related to age, instruction, and business of the female parents in the household. Family factors are the factors related to house sanitation and rearing theoretical account in the household.Chapter IIIMethods and ProceduresMethodologyResearch design Research design in this survey is cross-sectional. A cross-sectional survey is one of the most common and well-known survey designs. In this type of research survey, either the full population or a subset thereof is selected, and from these persons, informations are collected to assist reply the research inquiries. The information that is gathered represents what is traveling on at merely one point in clip ( Ollsen and George, 2004 ) . Population and sample Population in this research is households who have kids under five old ages of age in West Nusa Tenggara Province of Indonesia. The focal point samples are households who have kids under five old ages of age with diagnosed malnutrition in West Nusa Tenggara Province of Indonesia. Sampling technique in this research is utilizing a purposive sample. The sample choice is based on these features: Inclusion Standards Children under five old ages old who live with their household Family who willing to take portion in the survey Family in West Nusa Tenggara Province Sample Size Puting This research will be take topographic point in households at West Nusa Tenggara Province Measurement The anthropometric information of the kids were assessed utilizing the WHO Anthro package version 3.2.2. , to mensurate the informations about kid factors, female parents factors, and family factors will be utilizing inquirers. Because of this instrument used English linguistic communication, the research worker will interpret and so formalize by transcribers who were expert in both the English and Indonesia languages to guarantee equivalence the instrument in Indonesia linguistic communication. The instrument will be test dependability by utilizing with the similar samples, and guarantee that it is applicable with Indonesian people before roll uping informations. Ethical Consideration Ethical blessing should be granted by KU foremost. Then, a permission to make the research at the provincial and territory wellness offices, community wellness centres and voluntary are required. Participant information sheet ( PIS ) , namelessness, confidentiality, and informed concsent will be used to protect sample and the research worker.Plan for informations aggregationThe information about households who have kids under five old ages of age with malnutrition collected from section of wellness in West Nusa Tenggara Province of Indonesia. The anthropometric information of the kids were assessed utilizing the WHO Anthro package version 3.2.2, and expressed as z-scores for each of the anthropometric indices of malnutrition against both the new WHO child growing criterions and the older NCHS/WHO mention. A kid was defined as stunted, scraggy or wasted if his/her height-for-age ( HAZ ) , weight-for-age ( WAZ ) or weight-for-height ( WHZ ) z-score was more than two standard divergence s ( SDs ) below the mention median. Direct interview with a set of questionnaires will be used to roll up informations from the households related with child factors, female parent ‘s factors, and family factors.Plan for informations analysisTo measure factors of malnutrition in kids under five old ages of age utilizing multivariate analysis and was performed utilizing Eview 4.0. Eview provide sophisticated information analysis, arrested development, and prediction tools on a Windows base computing machine. The multivariate analysis will take into history the hierarchal relationships between kid factors, female parent ‘s factors, and family factors with kids malnutrition. There will be calculated utilizing logistic arrested development.A survey budgetNo Items Amount/ figure Estimation Price ( in Rupiah ) 1 Paper A4 70 GSM 5 ream @ 50.000 = 250.000 2 Transcript of inquirer 5 @ 100 @ 100 = 50.000 3 Printer ink 4 colourss @ 40,000 = 160.000 4 Transportation fee 2.500.000 5 Small gift for participant 100 @ 10.000 = 1.000.000 Entire 3.960.000 rupiahTimetableActivity 2012 2013 jun July August September October November December January February March April jun July August September Identify the job Find the relevan literature reappraisal Sum up an analyze the literature Start composing proposal Defense proposal Ask for ethical issues Roll uping informations Analyzing informations Write chapter 4 and 5 Thesis defence Prepare for publication

Thursday, January 9, 2020

The American Civil War And The Vietnam War - 1561 Words

â€Å"Never, never, never believe any war will be smooth and easy, or that anyone who embarks on the strange voyage can measure the tides and hurricanes he will encounter. The statesman who yields to war fever must realize that once the signal is given, he is no longer the master of policy but the slave of unforeseeable and uncontrollable events.† - Sir Winston Churchill. Throughout history, men have fought battles to protect and serve for their country. Some men become injured at war and others don t get to live on to tell their stories. We are all thankful of those who are able to live on and tell their stories to the common people about their experiences. Two intriguing Wars are the American Civil War and the Vietnam War. They both deal with the long challenging fights between the North and the South regions within each country. The Civil War and the Vietnam War were never declared wars but still managed to divide nations and families. 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Wednesday, January 1, 2020

How to Make a Phosphate Buffer Solution

The goal of a buffer solution is to help maintain a stable pH when a small amount of acid or base is introduced into a solution. A phosphate buffer solution is a handy buffer to have around, especially for biological applications. Because phosphoric acid has multiple dissociation constants, you can prepare phosphate buffers near any of the three pHs, which are at 2.15, 6.86, and 12.32. The buffer is most commonly prepared at pH 7 using monosodium phosphate and its conjugate base, disodium phosphate. Phosphate Buffer Materials Monosodium phosphateDisodium phosphateWaterPhosphoric acid to make the pH more acidic or sodium hydroxide to make the pH more alkalinepH meterGlasswareHot plate with stirring bar Prepare the Phosphate Buffer Decide on the concentration of the buffer. Most buffers are used at a concentration between 0.1 M and 10 M. If you make up a concentrated buffer solution, you can dilute it as needed.​Decide on the pH for your buffer. This pH should be within one pH unit from the pKa of the acid/conjugate base. So, you can prepare a buffer at pH 2 or pH 7, for example, but pH 9 would be pushing it.Use the Henderson-Hasselbach equation to calculate how much acid and base you need. You can simplify the calculation if you make 1 liter of buffer. Select the pKa value that is closest to the pH of your buffer. For example, if you want the pH of your buffer to be 7, then use the pKa of 6.9: pH pKa log ([Base]/[Acid])ratio of [Base]/[Acid] 1.096The molarity of the buffer is the sum of the molarities of the acid and conjugate base or the sum of [Acid] [Base]. For a 1 M buffer (selected to make the calculation easy), [Acid] [Base] 1.[Base] 1 - [Acid].Substitute this into the ratio and solve:[Base ] 0.523 moles/L.Now solve for [Acid]: [Base] 1 - [Acid], so [Acid] 0.477 moles/L.Prepare the solution by mixing 0.477 moles of monosodium phosphate and 0.523 moles of disodium phosphate in a little less than a liter of water.Check the pH using a pH meter and adjust the pH as necessary using phosphoric acid or sodium hydroxide.Once you have reached the desired pH, add water to bring the total volume of phosphoric acid buffer to 1 L.If you prepared this buffer as a stock solution, you can dilute it to make up buffers at other concentrations, such as 0.5 M or 0.1 M. Advantages and Disadvantages of Phosphate Buffers The two key advantages of phosphate buffers are that phosphate is highly soluble in water and that it has an extremely high buffering capacity. However, these may be offset by certain disadvantages in some situations. Phosphates inhibit enzymatic reactions.Phosphate precipitates in ethanol, so it cant be used in preparations to precipitate DNA or RNA.Phosphates sequester divalent cations (e.g., Ca2 and Mg2).