Wednesday, November 13, 2019

Empirical Formula of Magnesium Oxide :: essays research papers

Empirical Formula of Magnesium Oxide Date: Aim: The aim of this experiment was to determine the empirical formula of magnesium oxide. Equipment:  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Balance  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Crucible and lid  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Bunsen burner  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Magnesium ribbon (0.2g)  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Steel wool  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Crucible tongs  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Pipe clay triangle  ·Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Tripod Procedure: 1.  Ã‚  Ã‚  Ã‚  Ã‚  Obtain a clean, dry crucible and lid, then heat them for approximately 5 minutes over a Bunsen burner 2.  Ã‚  Ã‚  Ã‚  Ã‚  Clean the surface of a 20 cm strip of magnesium ribbon using steel wool 3.  Ã‚  Ã‚  Ã‚  Ã‚  Coil the magnesium ribbon, so that it fits into the crucible 4.  Ã‚  Ã‚  Ã‚  Ã‚  Weigh crucible and lid on a balance, and record the mass 5.  Ã‚  Ã‚  Ã‚  Ã‚  Place magnesium ribbon into crucible, replace the lid and weigh once more 6.  Ã‚  Ã‚  Ã‚  Ã‚  Heat the crucible and its content with the lid off until the magnesium begins to glow 7.  Ã‚  Ã‚  Ã‚  Ã‚  Replace the lid and heat the crucible strongly 8.  Ã‚  Ã‚  Ã‚  Ã‚  Continue to heat the crucible, occasionally lifting the lid with tongs to provide oxygen for the reaction 9.  Ã‚  Ã‚  Ã‚  Ã‚  When all magnesium has reacted, remove the lid and heat strongly for 5 minutes 10.  Ã‚  Ã‚  Ã‚  Ã‚  Replace crucible lid and allow to cool 11.  Ã‚  Ã‚  Ã‚  Ã‚  Reweigh the crucible with its contents and lid Observations: Once the magnesium was in the crucible and was being heated by the Bunsen burner, it glowed for a brief time. It then caught fire before the lid was placed on top. When it came into contact with the oxygen, the magnesium started glowing extremely bright, and intensely white. The glow became orange after some time. The magnesium ribbon then turned white. Results: Mass of crucible and lid  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  29.9 g Mass of crucible, lid and magnesium  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  30.1 g Mass of magnesium  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  0.2 g Mass of crucible, lid and magnesium oxide  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  30.3 g Mass of magnesium oxide  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  0.4 g Mass of oxygen combined with magnesium   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  0.2 g Questions: 1. a) The mass of magnesium which reacted was 0.2 grams. b) The mass of oxygen that combined with the magnesium was 0.2 g. 2. What is the empirical formula of magnesium oxide? Mg0.2 g0.224.310.0080.0081=2  Ã‚  Ã‚  Ã‚  Ã‚  O0.2 g0.2160.01250.0081.56 =3 Thus the empirical formula of Magnesium Oxide is Mg O . 3. Why are the crucible and lid heated at the beginning of the experiment before being weighed? The crucible and lid are heated at the beginning of the experiment before being weighed so that any moisture in the crucible is burned away. Moisture is heavy, and thus it can change the results of the experiment, as we only want the weight of magnesium and the magnesium oxide. 4. What are the possible sources of error in this experiment? Possible sources of error in this experiment include the inaccuracy of measurements, as correct measurements are vital for the experiment. The loss of magnesium oxide smoke can also be counted as a possible source of error: if you should lose some of the smoke, there would be a less amount of magnesium oxide than expected at the end of the experiment.

Monday, November 11, 2019

The Video Game Industry

Abstract This research paper will cover the different aspects of project management in video game development. Focus will also be on discussing and overviewing the project lifecycles as it pertains to game development. There is also interest in seeing within the realm of video game development how the application of knowledge, various skills, tools, and the techniques are used. The will also be focus on examining pre-production, production and post production in the gaming industry. Topics will explore issues pertaining to, but not limited to, stakeholder expectations, timeliness of implementation, and optimization of resources. Additionally, information will be given covering the concepts of meeting the needs of business's vision and mission regarding development and exploring how the identification of and addressing any issues that may arise in game project development.? Introduction The video game industry has been steadily growing for over almost four decades. From Nintendo to Sony, there have been a myriad of games that have been made for the platform over the course of the video game industry. The initial commercial history of video games and the birth of this industry inevitably begins with the US military's computer hardware and networks. At the time, infrastructure was beginning to shift towards facilitating both game development and market consumption. Over the course of almost four decades, many games have been made, but the question is, exactly how are these spectacular pieces of art being made. When people buy video games, their focus is not on the people who actually make the product, or even on the process it takes to create the game that they own. Consumers only see the end product that is distributed and hit store shelves. For most, their energies and focus are on purchasing the product and investing in actual game play. However, the process and ma n power it takes to create a game is an intricate undertaking. It is stated that the intricacy of modern video games requires workers with varied skill sets such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers (Weststar, 2015). For starters the biggest component to game development are video game developers (VGDs) (Weststar, 2015). Additionally, these projects can consist of a producer and studios have a range of upper managers and administrative personnel. Weststar stated that with project-based model the outputs of each new game are unique. In turn the environment is complex and uncertain. Coordination among project members is rooted in diffuse and informal power relationships in relation to their roles as it pertains to those that direct the work and those who perform it (Weststar, 2015). Thusly, with the consumer, the process of making video games is a non-factor, largely an unknown, and rarely registers in the thoughts in most people's minds. Many again just see the end product, of which is what is their main motivating factor of going to a retail store and purchasing it. However, there is a select pocket of individuals who are more cognizant of the game development process and they are more greatly invested. For this segment, they faithfully follow their favorite game, or for some developer, and will be a ware the specifics from the announcement of the game and will stay engaged until the game goes gold. This is, going gold, that the game is finished and ready to be put on a disc and distributed. The creation of each video game is a project with a well-defined production cycle of pre-production, production, and post-production phases of which reach require different and various resources (Weststar, 2015). HistoryBefore one can actually delve it the game development process, it is important to have some background understanding on the development of the gaming industry. Nolan Bushnell is credited as the pioneer of the worldwide commercial video game industry. Bushnell was the founder of Atari and is responsible for generations of home and arcade gaming hardware and software including the truly influential game, Pong (Grantham ; Readman, 2006). Arcades games were very popular and peaked in the early 1980s. As time progressed and newer technologies burst onto the market most titles were converted to play on the evolving home technology – home computers and consoles (Grantham ; Readman, 2006). It was also during this time of change and development, many independent develop ers and publishers started to emerge. One of the most noted and widely known, Activision for example, was founded by former Atari developers seeking greater ownership and control over their developments (Grantham ; Readman, 2006). Over time people have come to recognize software games as new and very popular mode of entertainment and an important application of technology. This outlook has become increasingly accepted and by people of all ages. In today's culture, technology is easily accessible and has become more convenient. In turn more and more people like to play games and are also becoming motivated to design their own games. Also, software games are gaining importance because they are not only used for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care (Aleem, Fernando- Capretz, & Ahmed, 2016). Game Development ProcessPre-productionAs with any industry as it relates to project development, within the gaming industry, pre-production is the beginning phase of the life of a game, the project. It is during this phase that developers/project managers determine how long will it take to game to make, the personnel needed, and the budget needed to make the proposed project. During pre-production it is paramount that very specific goals are fleshed out of which will be essential to a successful project. Walfiz, Zackariasson and Wilson pointed out that certain elements are fundamental to projects: commitment to timing, staying within a budget, and producing an output (Zackariasson, Walfisz, & Wilson, 2006). Also, it is important to note that, these fundamentals are developed before the project starts, and thus commit both parties to specific activities/objectives. Drew Liming and Dennis Vilorio states that in the pre-production phase, the lead designers outline a game concept with the help of lead artists and programmers (Liming & Vilorio, 2011). Additionally, it is at this time that the lead designers might select special feature(s), such as an innovative gameplay element, or powerful graphics, that will make the game unique (Liming & Vilorio, 2011). It was also pointed out that when the game finally receives the funding needed, programmers begin building its technological framework (Liming & Vilorio, 2011). Pre-production considerations tends to produce a hierarchy of plans that guide the project and the pre-production phase is instrumental in producing the basis on which to build the game (Zackariasson, Walfisz, & Wilson, 2006). The over-ridding goal of pre-production is essentially to create a game plan that will be the road map in which the player(s) will finish the game. The game plan must include information of the game concept, the unique feature(s), the constraints that affect this concept, and analyzing risk assessment.Risk management is a necessary aspect of game project development. Alem, Carpatz and Ahmed states that the importance of risk management is essential for the efficiency of game development. Thusly this is often the focus for project management (Aleem, Fernando- Capretz, & Ahmed, 2016). Alem, Carpatz and Ahmed also state, that it is with the upmost importance to identify risk factors early in the game development process (Aleem, Fernando- Capretz, & Ahmed, 2016). During game development, the project manager is the game's producer and must bring together management, the technical components, and the appealing aspects to create a successful video game. They also identified two risk factors that must be addressed during this development process: failure of development strategy and absence of the fun factor (Aleem, Fernando- Capretz, ; Ahmed, 2016). Additionally, it is important to realize that in game development, other important risk factors can have an impact such as the development strategy, the fun factor or extent of originality, scheduling, and budgeting. With these, there will always be some level of â€Å"the unknown† when addressing risk factors. Taking time early on to identify risks is paramount as there will always be unforeseen issues in a project. Working to minimize as many issues initially will decrease unadvantageous developments later in the project development/production cycle. Thus, efficient work done during pre-production will work to minimize or even eliminate unforeseen issues. Production Now that the risks, personnel, and assets are identified, for the project, it can now to enter the production phase. Thusly, the completion of the prototype signals the start of the production phase of development (Liming ; Vilorio, 2011). During the production phase the project team can now move forth with focusing on the cusp of the project work. Energies can now finally be channeled towards actual development of the game. It is importance to note that certain aspects of the work can be initiated during pre-production. Thus, there can be at times, some objectives running concurrent and simultaneously with those that are just commencing. Even though the project team is in full stride during this phase, and most of the ideas are being carried out, some new plans can happen that may have an impact and thus alter work. For starters, assets can be added or even removed at this point. Accordingly, with these alterations, it is important that changes are accurately noted and are effectively communicated to the project team, the developer, studio upper management, and the publisher. Making such changes are crucial and essential and must be relayed in a timely manner. It is imperative that during development, the project document continues to remain as a point of reference for the entire project team. As pointed out by Liming and Vilorio, during the production phase, teams of designers, artists, and programmers use the project document as a guide to ensure efficient game creation (Liming ; Vilorio, 2011). When the plan is communicated to the project team, it is the role of the project manager to remain vigilant on keeping the plan up to date. Ensuring that there is sound communication and a streamlined vision/design, will allow the project teams to collaborate to make the most of each other's expertise (Liming & Vilorio, 2011). There is feedback during production that helps the project team revise the document as needed. For instance, feedback might encompass how to improve a game's mechanics, or more so, remove an unfeasible feature (Liming ; Vilorio, 2011). Throughout production, developers continually build improved versions of the game. This allows for the creation of more content that is better looking, more streamlined within a design, and thus is more refined (Liming ; Vilorio, 2011). Liming and Viliorio also went on further to state that the conclusion of the production phase is that the fully playable game includes art, music, and sound effects. This milestone is referred to as â€Å"content complete.† (Liming ; Vilorio, 2011).Post production Production ends when the developer and publisher agree that no more features are needed; thus, no features are added during post-production. Instead, the main goal of this phase is to finalize software quality. The post-production phase starts at least three months before the end-of-project deadline. During post-production the focus is on playing the game to test for errors, called bugs, and on tweaking it to eliminate unwanted elements (Liming ; Vilorio, 2011). Post-production is key for the game develop process as quality assurance and process validation are critical components. The quality assurance staff tests the game by playing it and attempting to do things the development staff never considered (Liming ; Vilorio, 2011). It is during this time that such things as bugs and compatibility issues are fixed. Additionally, work will be done to ensure that all coding is optimized. Process validation plays an important role in assessing game quality. Also, during this phase, the development process as a whole is analyzed. Collection and evaluation of process data from the pre-production phase through to the post-production phase can provide evidence that the overall development process produces a good-quality game. Congruously, analysis can depict either product errors, in-complement coding, or that the final product does not measure up to expectations. It is known, as the game testers find bugs, they document the errors and assign them to a programmer, designer, or artist to be addressed and fixed (Liming ; Vilorio, 2011). Efficiently identifying and correcting issues is essential for the game roll-out deadline. Additionally, the developer may sometime want the game put into consumer hands before official release. Such instances could be in the form of advance releases, or advance copies for select consumer testing and gameplay which is a marketing strategy in gaming. Developers also use beta testing. Beta testing in games is used to gage overall game functionality using external testers or a select segment of identified consumers (Aleem, Fernando- Capretz, ; Ahmed, 2016). Beta testing is a kind of first public release for testing purposes by users. Game publishers often find it effective because bugs are identified by users that were missed during the in-house testing process (Aleem, Fernando- Capretz, ; Ahmed, 2016). Dealing with bugs and tweaks can make postproduction time-consuming. Thus, the process may take as long as production, especially for more complex games that have bigger budgets (Liming ; Vilorio, 2011). Conclusion The video game industry has grown tremendously over the last four decades. From Nintendo to Sony, a plethora of games have been made over the course of the video game industry. Games, the end-products, are the results of the efforts of many. The process of video game development is an intricate undertaking. The production cycle encompasses a myriad of derivatives which adhere to pre-production, production, and post-prediction phases. During the entire production cycle of a game key players such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers are involved. The pre-production phase helps lay out the groundwork and plan that will be followed as the game develops. During pre-production specific goals are fleshed out and key fundamental elements to the project are identified. It also during this phase that focus is on working to minimize as many issues initially. This works to decrease unneeded or potentially negatively impacting developments later in the project development/production cycle. During the production phase the project team's main focus is on the actual creation of the game. It is during the production phase that new plans can happen which can have impact and alter work. A project document is used to ensure efficient game development and thus the project manager must ensure that the plan is up to date. Additionally, the project manager will work to ensure that there is sound communication for the entire team. When the game has entered post-production, the focus is on playing the game to test for errors and other unwanted elements. There is a lot of focus on quality assurance. Within the gaming industry, testing can be done both in-house and the use of a select segment of consumer beta testers. Though most consumers only see the end product that is distributed and hit store shelves, there is a lot that has happened to ensure that the they will have a quality game playing experiences. Additionally, there is a select pocket of consumers who are more engaged development process and have a greater apperception for the game development process. Overall there is a great deal that transpires in the development of a game. From stakeholder expectations to timeliness of implementation, a lot of resources have been invested to create that end-product game. Understanding the life of a game through the lens of game development production cycle helps to foster a heightened appreciation for the final pro duct.

Saturday, November 9, 2019

Marybeth Abraham †Biography Essay Womens Studies (300 Level Course)

Marybeth Abraham – Biography Essay Womens Studies (300 Level Course) Free Online Research Papers Marybeth Abraham – Biography Essay Women’s Studies (300 Level Course) Open any historical text and one will find in bold face and color photos, the men and women that have shaped a nation. Abraham Lincoln, Bill Clinton, Martin Luther King Jr., each of these names signals in the minds and hearts of the American people a recognition of time and space; a picture of the places where these people made history and the emotions that their actions incite. However, does not the Constitution sing praise to the importance of each and every individual? Has society as historian overlooked the lives of everyday heroes such as elders, parents, and the young? Every human is historically significant, and one in particular, Marybeth Abraham, exemplifies this belief. Marybeth’s conscientious acknowledgement of this nation’s economy, nationalistic ties, social and political advancements, and historical events throughout the decades, combined with her dedication toward civic leadership and contributions as a mother, qualify her not only as a proud citizen, but also as positive proof that it is often the unsung hero who shapes everyday events into American History. Marybeth Abraham, born Mary Elizabeth Hood, is the mother of six and wife of Don. Born July 5, 1921 in Mallard, Iowa, a mere 400 in population; Marybeth dreamed of life beyond her modest and struggling childhood. Her rich religious background and innate love for people helped her through what she calls the historical event that had the greatest impact on her life: WWII. It is then she learned the value of hard work and perseverance. Marybeth had several paying positions and one job which she humbly does not consider a career: motherhood. She worked early on as a teacher and at the post office, making money to support her family. Later, when she moved to Omaha, Nebraska, she took a job at Union Pacific Railroad, where she met Don who had just come back from fighting in the Pacific. After they married, they moved to Valentine, Nebraska where they presently live and own the Abraham Wholesale, where at the age of 79 Marybeth still works handling the company’s finances and a ccounting reports. Coming from little money to managing a company’s assets has sparked Marybeth’s attention to the national economy. In the mind of Mrs. Abraham, the economic world, though still wrought with prejudices, has become more global, accepting and protecting other cultures and traditions. Citing the US’s economic interest in the Third World as an example, Marybeth says the economy has facilitated the rapid expansion of these country’s economies as well as benefiting our own. As a result, many Americans are now slowly becoming aware of human rights violations in these countries and are seeking solutions. Her positive attitude toward the economy, however, does not extend to her attitude toward this nation’s patriotism. One can wonder how the once proud parents of the baby boomers reacted to the anger and retaliation of their children. According to Marybeth, the generations are becoming less and less patriotic. Even the pride that her generation felt has faded. She can only speculate that this loss of patriotism her generation feels is due to a realization of their disillusionment when they themselves were young and energetic children of the 40s. This loss of patriotism coincides with a loss of morality. Marybeth firmly and proudly answered â€Å"Yes, very definitely† to the following question: â€Å"How do you feel about the culture your generation created? / Did your generation provide a society with high morals, ethical policies, etc. f or future generations? She sees no problem mixing morals and government, either. In fact, she says, â€Å"We do it all the time. All laws are based on some moral issue.† The morals that her generation emphasized have created an America more conducive to diversity and peace. While their morals have shaped our laws, their pursuit of knowledge certainly reinvented society. Marybeth feels that the medical advancements in particular have been phenomenal. For her, as a repeated stroke sufferer, this is an exciting time. She is wary of the moral consequences this new technology might entail, and feels that for most people her age there is a fear of getting involved in the â€Å"high tech stuff.† She also feels that this face-paced era of development has resulted in a loss of education for many. As a former teacher, she can not understand how one can graduate without being able to read. In her day, most everyone knew the basics: reading and writing. With all of this knowledge and experience one may be curious what Mrs. Abraham feels is her greatest contribution to the history of this nation. One could assume it is her achievements as a woman. She is successful, career-oriented, and still manages to maintain the household. However, Marybeth says she never felt hindered as a woman. Sure other women were limited professionally, but she never was. She never felt men had the upper hand. â€Å"Men were very helpful to me as a woman,† They gave her respect. Marybeth feels, aside from having her children, her role as a pro-life activist is her contribution to the history of this nation. For years she campaigned through the state of Nebraska, exercising her first amendment rights. She even attended the 1980 Democratic Convention in NYC as a delegate from Nebraska. Oddly, she propositioned the pro-life platform to her fellow Democratic representatives. For Marybeth, morals equate into actions. This is what she believes, and this is what she continues to fight for. How does she differ from our founding fathers that fought for our nation’s independence because they believed so strongly in freedom? History is the study of events and personalities that have shaped our present and give us a foundation from which to make decisions concerning our future. Marybeth Abraham is one of these personalities. She has had a hand in the economy, has remained true to the flag, has tested the triumphs of technology, and has helped shape a society’s political views. She is a mother and a model citizen that proves to anyone in question that is the individual who creates the words that so eloquently fill the pages of historical texts. It is hard to see this view without being forced to as with this project. Though difficult to encourage the subject to speak in depth of her contributions, it is well worth the historian’s time. Marybeth Abraham is triumph of American Spirit, yet she is more, she is my grandma. 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Wednesday, November 6, 2019

Words that carry weight - Emphasis

Words that carry weight Words that carry weight The words obese and obesity may soon be off-limits at Liverpool City Council. The idea is to avoid causing offence, but will they just end up diluting the message? The proposal, if it goes ahead, would see these words replaced by the term unhealthy weight in any literature aimed at children. The idea came from around 90 nine to eleven year-olds of the Liverpool Schools Parliament, who see using obese as too negative, and potentially disheartening for the young people it may describe. Its often a good move to swap more clinical or jargon-like words for everyday alternatives which are more accessible to your audience, but sometimes you risk losing the full meaning behind the original choice. Some see this as a worrying move: clinically, being obese is much more serious than merely being overweight. This substitution is just fudging the problem says Tam Fry, of the Child Growth Foundation. Unfortunately sometimes schoolchildren have to be taught the realities of life. Let us know what you think. Is this a sensible plan to protect children, or just too PC?

Monday, November 4, 2019

Describe your son room Essay Example | Topics and Well Written Essays - 250 words

Describe your son room - Essay Example The furniture rises out of this mess as varying levels of more of the same. The bed I gave him was a wooden framed futon with a full-sized black mattress but all one can see of this is one side of the wooden frame closest to the wall where an inexplicable and largely inaccessible hole exists in the mess reaching all the way to the floor – only a few wrappers here and a couple other pieces of trash. The rest of the bed is more of the same scattered blankets, clothing and pillows. The desk is recognizable thanks to the computer monitor and keyboard, but these are crowded as well by piles of papers and unopened mail. A standing lamp rises disdainfully out of the boxes and bundles piled up against one wall that haven’t moved since we moved here more than a year ago and a TV set peeks out from under yet more clothes slung over its top as if it were a waiting valet. I don’t dare peek in the closet for fear of what monsters might exist in there. At one point in time, I would have thrown a fit for him allowing his living space to become such a danger zone but over the years I have determined that I have other things to spend my energy on. He is uncomfortable in his room but I am allowing him to discover on his own the joy and the relaxation available when one can simply rest in their own quiet, private, clean space – something not at all possible in the room’s current state forcing him to frequently invade his cleaner sister’s room or vacate the house altogether in order to find a place to relax. As long as he keeps his door closed so none of his disaster spills into the rest of the house and he avoids destroying the rest of the house as he has his room, I try to stay out of his business. He had an entire childhood of having to keep his room clean; now that he’s a teenager, it’s time for him to choose when he wants to actually grow up and take care of his

Saturday, November 2, 2019

Competency Training (Fire Service) Essay Example | Topics and Well Written Essays - 1750 words

Competency Training (Fire Service) - Essay Example Fire fighters need up-to-date, comprehensive training materials to thoroughly prepare for any situation that may arise. The mission is to provide leadership to career and volunteer chiefs, chief fire officers, and managers of emergency service organizations through vision, information, education, services, and representation to enhance their professionalism and capabilities [2]. The main goal is that the firefighters in the operation department would execute their duties professionally, and with confidence, which would result in reduction of property loss and damage, subsequently re-instating stakeholder confidence in the Fire Department to carry out its mandate. One of the major challenges today to attain this goal is that a number of independent systems of training and education staggers fire service professionals. Besides, as the professional qualification series has grown, it is becoming increasingly difficult for firefighters or departments to find the necessary time to accomplish these levels of competency [3]. Efficient training systems are those that identify what they do well and take advantage of the strengths and opportunities provided by other systems to supplement their efforts. There should be a national system for fire service training and education because, as with other professions, a theoretical core of academic courses should be a prerequisite for entering these fields. The fire and emergency services should move towards becoming a full-fledged profession just like doctors, lawyers, nurses and other professions [4]. In theory providing emergency fire service is a ‘portable’ skill. Right now, there is no one un iversally recognized and reciprocal system to acquire the knowledge and skills required in the Fire and Emergency Services. The Fire Service training has important roles to play in the reform agenda. They should be re-modeled in order to be more effective. There is a need for

Thursday, October 31, 2019

Interpretation of Alexander Pope's Work An Essay of Man

Interpretation of Alexander Pope's Work An of Man - Essay Example He explains that man should have a sense of inner equilibrium, between how he views himself with respect to his surroundings. With this, man has to understand his purpose, as well as the universal order in which he is a part of. Only after understanding his purpose and the universal order around him can a man be truly contented. As Pope explains: The man was made perfect, based on the intended purpose that God created him for. Moreover, God gave man sufficient knowledge, based on the purpose that he was made for, and in relation to the surroundings that he will live in. The author cautions that man should not overshoot his intended purpose. The man was made to be a man and was made perfectly for his intended purpose, with respect to the universal order, of which man is a part of. Therefore, any desire to deviate from man's intended purpose consequently inverts or subverts the universal order that exists: As Pope explains, aspiring to be like the Gods or like the Angels is deemed as a rebellion against the universal order that man should respect. Implicit in this argument is the possibility that man might go astray, away from his intended purpose, should he desire to become more than what he was created for. Effects such as pride, tyranny, and corruption might signal the downfall of the man if he desires to become more than what he was created for. The stress  that the author puts on the importance of understanding man's intended purpose suggests that it is not immediately easy for a man to know his purpose and stature with respect to the universal order. Man, therefore, has to go through a journey of questioning and self-discovery, to understand his true character and purpose. He must understand each positive attribute of his character, to know why he was given such. Moreover, he must also understand each negative attribute of his character, not only to know why he was given such negative attributes, but also for him to overcome it. Pope explains his point further, through the following excerpt.  Ã‚