Thursday, October 31, 2019

Professional Article Review Essay Example | Topics and Well Written Essays - 750 words

Professional Article Review - Essay Example The present study aims to investigate the long term impacts of MPH on ADHD affected children and comparative affect of academic intervention along with other covariates age, sex, IQ etc. The study involved 85 children with ADHD and within the age group of 5-12 years. Baseline assessments included Wide range achievement test-revised (WRAT-R), parent and teacher rating of ADHD symptoms and academic achievement, estimated intellectual ability, OCHS academic and psychosocial ratings, duration of medication and academic support. Post baseline assessments, children were randomly assigned to MPH treatment and placebo group in a double blind trial, the treatment group administered with a gradually rising dose of 5mg/administration to reach a target dose of 0.7mg/Kg body weight. Treatment was followed for 12 months keeping other conditions uniform, and the assessments done at baseline were repeated after the 12 month treatment period. Regression analysis was done to estimate academic performa nce one for each subset of WRAT-R and for parent and teacher ratings with baseline covariates and total treatments as variables. The results indicated that neither medication nor academic interventions could be attributed to significant improvement in academic performance compared to baseline values. Critical Evaluation Studies on ADHD lack evidences of mechanism of associations between academic underachievement and ADHD and stimulants have been recommended based on short term trials showing positive impacts on symptoms in general. However, the authors rightly claim that data for long term and cumulative impact of MPH is unavailable. The procedure followed by the authors is exhaustive involving baseline and post treatment assessments which are both subjective as well as objective. The explanations to the assessments, their design are either complete or are properly referenced, so as to enable repeatability. Both WISC-R and Ontario Child Health Scale (OCHS) are established clinical t ool for IQ assessment of children with learning disabilities and ADHD. Objective ratings make the results easy to conduct and results specific. Crossing over among children from the placebo and treatment groups was allowed but records were maintained. These records helped in estimating the total time of medication which represented cumulative effects of MPH, and the medication status at end of trial was indicative of the current effect. The continuation of additional interventions in form of academic support in addition to randomization of parents to training or self help group along with cross design, ensured that the trial were highly naturalistic. While allowing for naturalistic design lead to lack of control on some important variables however the same was partially overcome by use of multiple regression analysis. The nature of academic support provided to the children was one very important variable. Regression analysis used also helped to overcome the loss in numbers due to cr ossing over during the study. Disparities in the results for objective and subjective assessments indicate that the efficacy of MPH is based on prejudices and is overrated. The author claims that medication does not have

Tuesday, October 29, 2019

D22 Essay Example | Topics and Well Written Essays - 250 words

D22 - Essay Example Learning is individual in a group setting. The Kids’ Choice Academy (KCA) provides the children with ample opportunities to play outdoors where there is sunlight and fresh air. Outdoor activities nurturing the physique of the children is no less important than the indoor education and exercises of the mind, so there should be equal emphasis on both in an ideal school for children. The classrooms are capacious, well-lit with natural sunlight, and have plenty of practical exercises and activities that are very interesting, engaging, and constructive for the children. At Bambini Creativi, there is enough space to dedicate particular portions to specific activities; art studio, water exploration, and food investigation lab to name a few. Of the three institutions, Bambini Creativi is the best for children because it tends to provide children with insight into different sorts of professions at a very preliminary stage so that they start developing skills in the field of their inter est right from the start. The other two schools are also good but Bambini Creativi takes the

Sunday, October 27, 2019

Technological Advancements On The Film Industry Media Essay

Technological Advancements On The Film Industry Media Essay Abstract There are mainly three parts when it comes to the impact of technology on the film industry. The first part is how the new tools has benefited or harmed the film industry. These tools include the camera technology, video editing software, adding special effects etc. The second part is how technology has affected the marketing and the audience of the film makers. How the rise of social networks and Web 2.0 world has affected the communication, advertising and distribution of their products with their audience. This will also include the new HD media distribution methods like Blu Ray and HD-DVD that provide better quality for their audience. The third part is about how technology has actually hurt the film industry. The main focus of this area will be about how different technologies have violated the copyright laws. Introduction The film industry has benefited a lot from the ever growing new technology. With the rise of digital filmmaking over the years motion pictures are once again going through a reinvention. One of the biggest benefits the film industry has had with technology is camera technology. With the cheap digital cameras available these days it has been relatively easier for small film companies to produce films. Also more films are produced these days because it is faster to produce films. Now it is also easier and less expensive these days to communicate and share media with the audience with the rise of multimedia mobile phones. Also the audience feedback is given faster and easier. Another biggest benefit of new technology is that it has saved a lot of time in making documentaries and movies. This is because of the new compact digital cameras with ample space. The internet has also had a very big effect on the film industry. Web 2.0 sites like YouTube and other video sites have enabled film makers to interact with their audience more easily. This has also enhanced the relationship with the audience. Article Cited From: (How Digital Technology has Changed) Plan of action My primary medium of research will be the internet. I think there is a plenty research material available on the internet that will be helpful in my research. There will be several case studies that will focus on how technology has helped the film industry. One of the leading case studies will be of recently released movie by James Cameron Avatar. This film is entirely based on animation and special effects. Next I plan on contacting some of the animation and small film businesses and find out their views on how new technology has affected how they produce films. Media Distribution Methods In the past media distribution methods were limited to video tapes and cassettes where the quality of the video was not as good as today and they used random access. This meant that it was not possible to skip directly to a scene. The most common media distribution method currently is the DVD. New technologies like Blu-ray and HD-DVD are also becoming famous. DVDs are one of the cheapest ways to distribute films and the this has been the standard distribution method for films for quite some time. Over the past year Blu-Ray and HD-DVD are becoming more famous and could soon replace the older method like DVD. The reason they are becoming more famous is because of the quality they offer. Users can now enjoy movies on very high definition which is upto 1080p, the highest definition available. The introduction to these new media distribution methods has had both, a good and a bad effect. The advantage the film industry had with this is that they were to charge a premium price for higher quality movies compared to standard quality DVDs and this, in many cases, resulted more profits for them. On the other hand, since people now have access to high quality movies from the comfort of their homes, visit the cinemas less often. Film Animation Tools Autodesk Maya And Film The leading animation software today comes from Autodesk. The two very famous softwares they make are Autodesk Maya and Autodesk 3ds Max. These two have been used in numerous movies to edit and animate characters. Some animated movies like Monsters Vs Aliens and Avatar. The latest development in digital camera and computer graphics (CG), stereoscopy, is becoming more famous in films these days. Stereoscopic technology uses the characteristics of the human vision which can make characters or objects appear at the front or behind the cinema screen. This creates an illusion of depth. Autodesk Maya enables users to view, create and edit stereoscopic content and enables film makers to uses stereo as a powerful way to help in story telling. The advantage this has is that the audience were drawn more deeply into the movie experience because of the new standards it sets in stereoscopic 3D production using Autodesk tools. (Autodesk Film AVATAR) Fully Featured Animated Film Using Autodesk 9 On 9th September 2009, the movie 9 was released. This was a fully featured animated film with every frame featuring Computer generated inages and characters. All this was matched up with multilayered computer generated images and advanced 3D lighting and camera effects. This whole animated film was made using Autodesk Maya animation software and Autodesk mudbox a sculpting software. With these two tools, all the creative and technical demands this animated 3D film had were met. Autodesk To The Rescue During the making of this movie, animators faced quite a few challenges. The very first challenge faced by the animation team was the timeframe that the work had to be completed in. 14 months. This included everything from start to finish the way the characters looked, the storyline itself, how they would move and the animatics. For the team this seemed an impossible task within the timeframe given and the level of detail and complexity required. During the movie there were a lot of scenes where the characters that dynamically interacted with each other at the same time. There were a lot of virtual stunts done in the movie with characters that had very fine, stretchy burlap mesh with a rigid zipper in front and visible stitching. These mesh textures were really a challenge for the animation team, especially when the characters moved and the animation was difficult. It was a challenge but Autodesk Maya had the capability to accomplish these tasks although it did put Maya to test. All these challenges were met by both Autodesk Maya and Autodesk MudBox. Maya handled most of the challenges like the asset creation, virtual camera and the multilayered 3D animation and all the effects. MudBox helped alongside with Maya to make the highly detailed shapes and models and the ground texture. Animation software like Autodesk Maya has helped the film industry to create movies like these. Without the use of such software, making of such movies would have been impossible. One of the members of the team, Adams, said that Maya is a very robust, fast and it has enabled us to make highly complex 3D structures, a lot of camera moves, explosions and lighting effects. He also states that Autodesk Maya was the best solution that they could have used to make a movie such as 9. (Autodesk Starz Animation) Case Study: The Technology behind The Making Of Avatar Performance Capture While CGI (Computer Generated Imagery) and motion capture is not very new to the film industry, performance capture is something that was just recently invented specially for this movie. As mentioned earlier that Motion Capture is done by placing reflecting markers all over an actors body and these are then interpreted by the computer and converted into CGI. However the difference between a real human expression and computer generated is quite noticeable. Performance capture is something different. In performance capture actors are supposed to wear special head gear which has a camera attached to it which records each and every muscle movement and converts them into digital media. Stereoscopic 3D Fusion Camera System After seven years of research and hard work James Cameron, the director of Avatar, along with his partner, Vince Pace, came up with the most advanced 3D lightweight camera that can shoot both in 2D and 3D mode. Before this invention 3D cameras were very big and weighed about 450 pounds. Digital Animation For this movie the digital animation was done by Peter Jacksons company, Weta Digital. Very professional artists turned the basic renderings into photo-real images using new breakthrough techniques in lighting and shading. Virtual Camera/Simul Camera For this movie two new kinds of cameras were also invented. The virtual camera and the simul camera which work together. The virtual camera isnt a real camera at all but it stimulates another camera that was transmitted computer generated images by super computers. What the simul camera did what fed real time computer generated images to the 3D fusion camera system. Use of Autodesk Digital Entertainment Creation Tools For this movie, James Cameron and his team developed a new way to develop innovative visual effects using advanced virtual cinematography techniques. Using the software a virtual stage was created in which the performance of actors would be captured, applied to computer generated characters and also the ability to view the results in real time. The uncanny valley, which is the noticeable difference between real life human characters and computer generated characters, was overcome by using advanced performance capture and visual Source: (Avatar Behind The Scenes) Motion Capture Motion Capture has been used in the film industry very often. The most basic definition of motion capture is recording the movement and translating that movement into a digital model. To achieve this actors in movies wear reflective markers all over their body which are then interpreted by a computer and turned into digital 3D models. Advantages Of Motion Capture Very fast and it is possible to achieve real time results. Because of this the cost of keyframe animation can be reduced. Very complex movements can be recreated. The amount of animation data that can be gathered is very large. This saves a lot of time. Disadvantages Of Motion Capture Special hardware and software is needed to execute motion capture Movements that do not follow the law of physics can generally not be captured. (Motion Capture) Film Industry and Web 2.0 The amount of users using the Internet these days have grown dramatically over the past years. This has allowed the film industry to reach their audience more easily through online advertising and by the use of social networks such as Facebook, YouTube. Search Engines The internet revolves around Google. The term search online these days means using one of the major search engines. These are either Google, Yahoo or Bing. Search engines also have an impact on the film industry. New movies coming out have their own websites and these are found mostly by search engines showing the relevant results and showing the movie website when users search online for it through search engines. This is the way the relevant websites of movies are found and they reach wider audience. Facebook With over 500 million users on Facebook, this has become an enormous platform to advertise on for film makers of their latest upcoming movies. One of the main reasons Facebook is a huge marketing advantage for film makers is because of the ability for information to be spread virally on it. Facebook groups and fan pages are liked by thousands of Facebook users daily and these are very viral in nature. It is not very uncommon to see a Facebook Fan Page having liked by millions of Facebook users. The above mentioned marketing methods are in fact free and it doesnt cost anything for film makers to create a these pages and they eventually become viral. Facebook also has a paid advertising program that can be used to market just about anything. Fanpages are a great way to know your audience better. Facebook is all about conversation and interaction with people which is why film makers can interact with their audience more easily, ask for their opinions and get to know what they want. There is one main advantage to why paid advertising on Facebook is the best. The reason is because you one can get ultra-targeted audience from Facebook due to all the information that users put on their profile. (Facebook Stats) Above is a screen shot of information from a Facebook users profile. All the information put is put here by the user itself and it contains information about the users location, college/school, sex, martial status, their likes and interests and hobbies. Facebook uses this information to target the right audience through their advertising program. Whenever an advertiser wishes to create an advertising campaign with Facebook he/she is presented with a number of targeting options. These options include the following: Age Location Sex Marital Status Education And Work Likes And Interests Advertisers on Facebook can target their audience based on all of these above criteria which enables them to target only the kind of people that might be interested in what they are advertising, which in this case are movies. YouTube Now owned by Google, YouTube is the most famous video sharing site on the Internet. YouTube has both good and bad effects on the film industry. According to the stats from YouTube.com itself and other sites like website-monitoring.com YouTube exceeds 2 billion views per day. An estimated number of 24 hours of video is uploaded to YouTube every single minute and an average person spends about 15 minutes per day on YouTube. Film Makers know this and have had an enormous marketing advantage and have reached a more wider audience because of this. YouTube has made a separate page especially for movie trailers where they can be uploaded and then made public. YouTube, like most other Web 2.0 sites engages conversation among the viewers and visitors that come and watch videos and movie trailers. This is yet another advantage to the film industry as they can know the opinions of their viewers and get their feedback. Another great feature of YouTube is its ability to share the video virally on other social network sites like Facebook MySpace and others. An estimated number of 46.2 years of video is watched a day from Facebook itself. One important aspect of these Web 2.0 sites is that most of them are interlinked. For example you can use your Facebook account of sign in to several Web 2.0 sites. This makes information on the internet very viral in nature which is a benefit for advertisers. The disadvantage of YouTube is that currently there are about 7,000 hours of movies and TV shows that are put up on YouTube for users to watch for free. Some of these videos uploaded do break the copyright law. These videos are continuously being uploaded on YouTube and there is little that can be done about this. This is just one of the several video sharing sites. There are also others like Vimeo also where copyrighted material are being uploaded every single day by users. (Youtube Facts) Social Bookmarking Social bookmarking is when users bookmark a certain website or web page that they have found interesting and this is then publically viewable to all the other users on that social bookmarking website. Two of the very famous social bookmarking websites online today are Digg and Delicious. These social bookmarking websites are again a great way for information on movies, film to go viral and reach a lot of people. It is again possible to sign into most of these social networks using your Facebook account. One such social bookmarking site is Digg. Disadvantages Of Web 2.0 Broadband Internet Ever since broadband internet was introduced, internet users have been able to enjoy higher speeds in downloads and uploads. This has given a rise in piracy. It is said that one inn four people have illegally downloaded a film. The film studios say that piracy on the net has cost them billions of dollars in losses. The estimated figure as of the year 2006 is $20 billion. It is said that film piracy is going to increase as more people shift to broadband and can download files at higher speeds. (Online Film Piracy Set To Rise) (Film Piracy Cost The Economy $20 billion) File Sharing Sites The main disadvantages when it comes to the internet and Web 2.0 are copyright issues. Since digital data can be easily copied it is very common to see movies being shared on File sharing sites and discussion boards. A lot of these file sharing sites have their servers off-shore, in some other countries where copyright laws dont apply to them. This means that it is possible for them to have lot of copyrighted material on them and users from anywhere in the world is able to download them simply with the click of a mouse button. Peer 2 Peer Networks P2P and torrent sites have become a very common way to share files on the internet. All that is needed is a small piece of software installed on a computer that allows a user to share files directly from their computer. This way millions of users can openly share whatever is on their hard drive with other users on the peer to peer network. This makes it very easy to share pirated movies across the internet. File Sharing Message Boards The term Warez refers to copyrighted material being shared for free and this term is very famous on the internet. A lot of forums and message boards are specially made for this purpose and millions of users download movies and tons of other copyrighted material for free which does a significant harm to the film industry. Portable Digital Cameras Recent portable digital cameras and camcorders have given a rise to piracy. It is now very easy for users to take a portable camcorder or camera into a cinema and record the movie during the runtime. This recording is then sold on DVDs and/or uploaded on file sharing sites and/or peer to peer networks. Conclusion And Evaluation The leap in Digital Animation software has helped the film industry in making more detailed, 3D animated films. Web 2.0 has played a major part in the success of the booming film industry that is present today. With the help of social networks and its viral features, the marketing of new movies have become very easy and also cost effective. Although film piracy is on the rise and more people are using camcorders in theatres and copying off DVDs and posting them on the internet, the film industry has shown a significant amount of growth. Film piracy has cost them millions of dollars but yet film revenues have tripled over the last 25 years. Newly developed CG techniques like performance capture have started a new era to the film industry which is going to lead them into making more better films. It is clear from the above information presented that the advantages of what then new technological advancements have done for the film industry clearly outweigh the disadvantages. 3D cameras and state of the art animation and editing have lead todays movies to be more enjoyable and fun to watch. (The Fact And Fiction Of Camcorder Piracy)

Friday, October 25, 2019

Hysteria Changes People Essay -- essays research papers

Hysteria is a mental disorder marked by excitability, anxiety, or imaginary disorders. It can play an important role in people’s lives. Hysteria supplants logic and enables people to believe that their neighbors, whom they have always considered highly respectable, do things they would never expect them of doing. In â€Å"The Crucible†, hysteria causes people to believe their friends are committing deplorable acts. The townsfolk accept and become active in the hysterical climate not only out of genuine religious piety but also because it gives them a chance to express repressed sentiments and to seek reparations from grudges. Hysteria suspends the rules of daily life and allows the acting out of every dark desire and hateful urge under the charade of righteousness. In â€Å"The Crucible† by Arthur Miller, the hysteria due to the paranoia of witchcraft causes Abigail to lie in order to save herself, Danforth to ruin the community, and Proctor to be convicted of w itchery. The hysteria surrounding the witchtrials causes Abigail to lie in order to save herself. She is affected by the hysteria because she does not want to exposed as a liar. She forgets about the people that are close to her in order to protect her reputation and identity. Abigail abandons Tituba, and accuses her of "sending her spirit on me in church; she makes me laugh at prayer" (41). Abigail also says Tituba "comes to me every night to go and drink blood (41). Abigail reacts like this only to save her fro...

Thursday, October 24, 2019

Relationship between a model and Similitude

Relationship between a model and Similitude For a model, similitude is achieved when testing conditions are created such that the test results are applicable to the real design. There are some criteria that are required to achieve similitude; 1 . Geometric similarity – The model is the same shape as the application (they are usually scaled). 2. Kinematic similarity – Fluid flow of both the model and real application must undergo similar time rates of change motions. (Fluid streamlines are similar). 3.Dynamic similarity – Ratios of all forces acting on orresponding fluid particles and boundary surfaces in the two systems are constant.The application is analyzed in order to satisfy the conditions; 1 . All parameters required to describe the system are Identified using principles from continuum mechanics. 2. Dimensional analysis is used to express the system with as few Independent variables and as many dimensionless parameters as possible. 3. The values of the dime nsionless parameters are held to be the same for both the scale model and application.This can be done because they are dimensionless and will ensure dynamic similitude between the model and the application. The resulting equations are used to derive scaling laws which dictate model testing conditions. However, it is often impossible to achieve strict similitude during a model test. The greater the departure from the application's operating conditions, the more difficult achieving similitude is. Similitude is a term used widely in fracture mechanics relating to the strain life approach.Under given loading onditions the fatigue damage in an unnotched specimen is comparable to that of a notched specimen. Similitude suggests that the component fatigue life of the two objects will also be similar. One example that we can give here Is the. Pipe friction apparatus has been designed for students to measure pipe friction losses for laminar and turbulent flows. For laminar flow study, an ele vated head tank Is used for water supply, whilst for turbulent flow; the supply is from the Hydraulics Bench using oses with rapid action hose coupling.Students may control the flow rate of water by adjusting the flow regulator valve. The test section is connected to manometers via pressure tapplngs. The purpose (objectives) doing this experiment are; Measurement of the pressure loss for laminar flow Measurement of the pressure loss for turbulent flow Determination of the critical Reynolds' number Measurements using a tube manometer Measurements using a mercury U tube manometer Reynolds number in pipe frictionPressure drops seen for fully developed flow of fluids through pipes can be predicted 1 OF2 uslng tne Moody Olagram wnlcn plots tne Darcy-welsoacn Trlctlon Tactor T against Reynolds number Re and relative roughness. The diagram clearly shows the laminar, transition, and turbulent flow regimes as Reynolds number increases. The nature of pipe flow is strongly dependent on whether the flow is laminar or turbulent. using the Moody diagram which plots the Darcy-Weisbach friction factor f against Reynolds number Re and relative roughness . The diagram clearly shows the laminar,

Wednesday, October 23, 2019

Case Study in Curriculum Development

According to MEIJER In the year 1999 the benefits of electronic testing to the educators is to give Information on the accuracy in answer gathering, analysis of scoring results and the reduction of human error in test taking, as well as computation and analysis of the test results on the computer. The electronic online testing is worth the cost because it is easy to use like in business, training & educational assessment with tests and quizzes graded instantly. Electronic testing or testing for short, Just means that you will take the test using a computer r other electronic device Instead of pencil and paper. Testing has an ability to include novel types of questions which could potentially be graphical In nature or dynamic by using animations. In some cases test questions are drawn from question banks. If that is the case, everyone may receive a deferent version of the test. Depending on the option settings of the test, you may be able to see your score immediately upon completing the test. 2. How might Principal Harris deal with resistance from teachers who oppose the use of electronic testing and data analysis?Principal Harris wanted to have a good standards regarding in the processing of grade and he also want to have an organize grading system that will be use in the electronic testing and data analysis. It can be use by the teachers in school because it helps to develop their learning in computer and applying it in their teaching strategy. Principal Harris should first state the objectives to the teacher. He also need to know the ideas of other teachers and the stakeholder that has something to do with the curriculum and which strategy will fit the plan.The electronic learning (e- earning) literature has not addressed the measurement of learner satisfaction with asynchronous e-learning systems. Current models for measuring user satisfaction (US) and students' evaluation of teaching effectiveness (SET) are perceived as inapplicable as they are targeted pr imarily towards either organizational information systems or classroom education environment. My study developed a comprehensive model and instrument for measuring learner satisfaction with asynchronous e- learning systems.The procedures used in conceptualizing the survey, generating teems, collecting data, and validating the multiple-item scale are described. This study carefully examined evidence of reliability, content validity, criterion-related validity, convergent validity, discriminate validity, and homological validity by analyzing data from a sample of 116 adult respondents. The norms of the instrument were then developed, and the potential applications for practitioners and researchers explored. Finally, this paper discusses limitations of the work.As qualitative research methods become more refined, so there is an increasing need to teach data analysis methods. This paper offers a group method ? based on experiential learning principles ? for teaching the analysis of text ual data. Terms are defined, an outline for a preliminary theory input is offered and then the group method, itself, is described. Variants of the method are also described and various objections to the method are addressed. When using data analysis, the aim was to build a model to describe the phenomenon in a conceptual form.Both inductive and deductive analysis processes are represented as three main phases: preparation, organizing and reporting. The preparation phase is similar in both approaches. The concepts are derived from the data in inductive content analysis. Deductive content analysis is used when the structure of analysis is personalized on the basis of previous knowledge. Inductive data analysis is used in cases where there are no previous studies dealing with the aim was to test a previous theory in a different situation or to compare categories at different time periods.Data analysis is the most difficult and most crucial aspect of qualitative research. Coding is one of the significant steps taken during analysis to organize and make sense of textual data. Http://www. Indolence. Com/DOI/abs/ 10. 1080/0013188032000133548 The punctual should also rely on Hills Tabs approach because she used ideas to create four thinking strategies known as the Tab approach. This four strategies are concept development, interpretation of data, application of generalizations, and interpretations of feelings, attitudes and values.Using all four strategies, the goal is to facilitate student's thinking skills. Based on Tab's method, â€Å"to think† means â€Å"helping them [students] to formulate data into conceptual patterns, to verbalize relationships between discrete segments of data, to cake inferences from data, to make generalizations on the basis of data and to test these generalizations, and to become sensitive to such corollary relationships as cause and effect and similarities and differences. Http://en. Wisped. Org/wick/ Hills Tab 4. What future role will online testing have in evaluating a field of study?The future role with online testing in evaluating a field of study is on how they will equip, reach and access students well performances. It shows the ability of the users to create a good concept that will be use in the field of study. To consider online earning key to advancing their mission, and placing advanced education. In the world of globalization advance technologies is the way to reach the higher quality in education. The important role is to develop the skill in computer and the proper use of it. Electronic testing tools also make mastery learning activities possible.Mastery learning, which is very similar to drill and practice, is when you study and complete assessments until a set goal is reached. Unlike drill and practice, mastery learning activities are completed for a grade. For example, you (or your instructor) might set a AOL of 90 percent correct responses when learning foreign language vocabulary. You then study the vocabulary and take the test as many times as you need to until you reach your goal. Prior to the availability of electronic testing, it was not practical for instructors to create large question banks and administer multiple testing sessions. Http://study. Us. Deed assess student achievement? Identify the strategies and explain why you think they might be effective. Principal Harris should use the correct implementation of education technology. It will demonstrate the need for the correct implementation and use of education genealogy. Some factors for successful technology implementation are: (1) Effective professional development for teachers in the integration of technology into instruction is necessary to support student learning. 2) Teachers' direct application of technology must be aligned to local and/or state curriculum standards. (3) Technology must be incorporated into the daily learning schedule (I. E. , not as a supplement or after-school tutorial). (4) Progra ms and applications must provide individualized feedback to students and teachers and must have the ability to tailor lessons to individual student needs. 5) Student collaboration in the use of technology is more effective in influencing student achievement than strictly individual use. 6) Project-based learning and real-world simulations are more effective in changing student motivation and achievement than drill-and-practice applications. (7) Effective technology integration requires leadership, support, and modeling from teachers, administrators, and the community/parents. (Using Technology to Personalize Learning and Assess Students in Real-Time, Darrell M. West) The uses of technology in assessment of students can be separated into: technology s a tool of assessment; technology to assess learning. Technology as a tool of assessment is found fairly commonly in UK universities.By this, is meant the use of a technological facility to aid the process of assessment. Asking students, for example, to make a short video film to illustrate the flow of people through various routes in a National Park, and then viewing and grading it, would be using video as a tool of assessment. This could have been undertaken by setting students an essay question or asking them to make an oral presentation. Technology is used as a tool of assessment for a variety of reasons – it may prove ore efficient to watch 15 ten-minute videos than 15 ten-minute oral presentations.It may be that students learn a new range of skills and gain valuable experience from making the video, or that certain skills can be assessed more effectively. Whatever the reason, it is becoming increasingly common to use a range of technologies to supplement or replace traditional paper and pencil tests. Using technology to assess involves the use of technology to assign marks to an essay, practical or project. (Using Technology to Assess Student Learning 1 Joanna Bull)

Tuesday, October 22, 2019

The Wendt Corporation Essay Example

The Wendt Corporation Essay Example The Wendt Corporation Essay The Wendt Corporation Essay Chapter 2 problem 2-8, p. 79 The Wendt Corporation had $10. 5 million of taxable income. a. What is the company’s federal income tax bill for the year? Answer: $10. 5 x 0. 35 = $525, 000. 00 b. Assume the firm receives an additional $1 million of interest from some bonds it owns. What is the tax on this interest income? Answer: $1,000,000. 00 x 0. 35 = $350,000. 00 c. Now assume that Wendt does not receive the interest income but does receive an additional $1 million as dividends on some stock it owns. What is the tax on this dividend income? Answer: $1. 000,000. 00 x 0. 105 = $105, 000. 00 Chapter 3 problem, 3-6 p. 112 (Du Pont Analysis) Donaldson Sons has a ROA of 10%, a 2% profit margin, and a return on equity equal to 15%. What is the company’s total assets turnover? Answer: ROA = 10%; PM = 2%; ROE = 15% PM = NI/Sales = ROA = NI/TA = NI/Sales x Sales/TA NI/TA = PM x TATO 10% = 2% x TATO = TATO = 5 What is the firm’s equity multiplier? Answer: ROE = PM x TATO x TA/E [Equity Multiplier] DU Pont= 15% = 2% x 5 x EM 15%/10% = EM = 1. 5 Complete the balance sheet and sales information in the table that follows for Hoffmeister Industries using the following financial datat. Debt Ratio: 50% Quick Ratio: 0. 80 Total Assets Turnover: 1. 5 Days Sales Outstanding: 36. 5 days (based upon 365 day year) Gross Profit margin on sales: (Sales – Cost of goods sold)/Sales = 25% Inventory turnover ratio: 5. 0 Balance Sheet Cash$27,000Accounts Payable$90,000 AR$45,000Long-term debt$60,000 Inventories$67,500Common Stock$52,500 Fixed assets$169,500Retained Earnings$97,500 Total assets$300,000Total liabilities $300,000 Equity Sales$450,000Cost of goods sold $337,500 Answer: Asset turnover = Revenue / Total Assets Total Assets = ($300,000 x 1. 5) (revenue) = $40,000 Debt Ratio = Total Liabilities / Total Assets Total Assets = ($300,000 x 0. 20) (debt ratio) = $150,000 Total Liabilities = $150. 000. 00 (accts payable unknown) Long Term debt = $60,000 Accounts Payable = ($150,000 $60,000) = $90,000 Days Sales outstanding = 36. 5 days = AR Balance/ Sales x 365 DSO = 36. 5 AR = 10% of $450,000 = $45,000 GPM = 25%; Cost of Goods Sold = (. 75 x $450,000) $337,500 QR = (Cash + AR)/CL. = $90,000 x . 80) $72,000 Cash = ($72,000 $45,000) $27,000 Debt Ratio = 5. 0, inventory balance = (337,500/5) $67,500 Fixed Assets = ($300,000 $27,000, $45,000, $67,500) $169,500 Balance of Common Stock = $300,000 $150,000 $97,500) $52,500