Thursday, January 30, 2020

The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall Essay Example for Free

The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall Essay This research has been done by Jonathan deHaan, W. Michael Reed and Katsuko Kuwada. Jonathan deHaan is an Associate Professor in the Faculty of International Relations at the University of Shizuoka. He earned his Ph. D. in Educational Communication and Technology from New York University. His research focuses on second language learning and teaching with games and simulations. As for W. Michael Reed, he was a retired professor of Educational Communication and Technology at New York University and the IRB/IACUC Administrator for Radford University in Virginia. His research interests spanned over a 25-year period and focused on educational computing, problem-solving, metacognition, and composing processes. Meanwhile, Katsuko Kuwada is a doctoral student in the International Cultural Studies program at Tohoku University. She investigates language and culture; her current research compares the use of first-person subjects in Japanese and English based on different cultural backgrounds. The purpose of this research is to know physical interactivity of a second language music video game is manipulated to investigate the effect of interactivity on vocabulary acquisition and cognitive load (deHaan, Reed Kuwada, 2010) or in simpler way is to investigate whether the interactivity ( and simultaneously presented text, audio and animation) of video game is extraneous cognitive load (thus having a negative effect on learning) or germane load (thus having a positive effect on learning) (deHaan, Reed Kuwada, 2010). Overview The research question that been highlighted here is to view interactivity of second language on music video game on recalling vocabulary. This research captured my attention due to the usage of media in teaching English as second language to undergraduate Japanese students. As we all know, multimedia technology has been implemented in language learning to attract as well as to motivate second language user to be able to perceive, learn and enjoy English language. This research is crucial to this aeon, in which multimedia is being integrated in language learning. Thus Professor deHaan, Prof. Reed and DR. Kuwada focus on what constitute a game rather then what can be added to a game to make it approachable and enjoyable in teaching and learning process. In this research it has depicted that ‘human cognitive architecture consists of a limited short-term memory’ (Baddeley, 1992, Miller, 1959), and a game’s complex elements (e. g. usic, subtitles and lyrics) can create an unalterable high demand on working memory (intrinsic cognitive load), it is important to understand whether a media features, such as interactivity, present a student with unnecessary extraneous cognitive load, which interferes with learning, or germane load, which enhances learning (deHaan, Reed Kuwada; 2010). Analysis This research has been done to see ‘video game interactivity would help or hinder the noticing and recall of second language vocabulary . (deHaan, Reed Kuwada, 2010). Here the three researchers have used interactivity, language proficiency and video game proficiency as independent variables while cognitive load vocabulary written recall, and participant opinions as dependent measures, Eighty undergraduates in which 65 of them are males and 15 of them are females in a range of age around 18 to 24, from Computer Science University in rural Japan. Subjects’ mother tongue is Japanese and has 6 to 11 years of formal English education. Participants were paired and one participant in each pair was randomly assigned to either play or watch the video game, and this been conducted in laboratory, for 20 minutes long. Professor deHaan, Prof. Reed and Dr. Kuwada, instructed the participants to play or watch the game and learn the words of the rap. The video game level was repeated five times by all pairs. The participants were not allowed to take notes or use their dictionaries and even not allowed to see and what more to interact with one and another. The material that was used in this research was Parappa the Rapper 2. Straight after cease with the experiment, participants would be given topics from the game and were used as written cloze test, where participants were required to write the missing words from the game’s rap in the text’s blanks. This test been repeated again after 2 weeks. The result after the test depicted that ‘watchers of the video game recalled significantly more vocabulary items compare to the players. Thus because watchers focus only on the objects in the game and the sentences describing the pictures without even have to integrate with the game console. Meanwhile, the players have to both focuses on the integration with game and with console as well as their integration with the sentences describing the pictures, to such a degree the players are having cognitive loads. Critique and Evaluation This research is focus on effect of interactivity with music video game on second language vocabulary recall. After thoroughly read the research paper I have found out that Professor deHaan, Prof. Reed and Kuwada pay cogently attention to know whether ‘video game (multimedia technology) would help or hinder noticing and recall second language vocabulary. Here the three researchers focus on cognitivist perspective in which according to Jean Piaget (1977), mental process of an individual use in responding to their environment. Cognitivism deals with how people think, solve problems and make decisions. When the players interact with the game they are using their cognitive ability to engage with the steps that they need to ensue in order to move up to the next level of the game as well as to convene on the lyrics given in the game. Here the players are responding to their environment, however being cognitive loads between fixating on the game and engaging to the lyrics somehow has distracted them from focusing on the vocabulary. Thus has made them failed to recall the vocabulary during vocabulary recall test. Meanwhile, the watchers do not faced the cognitive load due to solely one way interaction (receiving the input) between them and the video game, thus has given them time to give great detail using memorization method, which is one of the 6 cognitive learning strategies (Rubin Wenden, 1987), to indulge in the game. Furthermore, this research has proven that by using video game can help to assist language learning in second language leaner. As been mention by Hubbard (1991), language learning may happen with video game as language is involved in the play. It is easy to accept language learning evolves through game as language and problem solving are correlated and what more students seem to enjoy it. Despite that, the research has significantly highlighted that by watching the media (game), in defiance of involving in it, can make the learners ‘notice and recalling more vocabulary items’ (deHaan, Reed Kuwada, 2010), as they have only to focus on the lyrics only. Hence consolidate that usage of multimedia technology (game) in language class does not hinder the language learning. However, teachers must scrutinize type of game that they want to use in their language class. Nevertheless, in learning second language it is not enough by just interact with game and the lyrics. To become competence in a language one must also portray the purpose of using the language rather than just merely know the language yet not communicate it in purposeful conversation to reinforce the learning, thus communication is important in language learning. Like what has been mentioned by Douglas Brown (2000), communication is not merely an event, something that happens; it is functional, purposive and designed to bring about some effect. Due to that, 2 weeks after the research has been done, the participants been called to attempt second test to evaluate their vocabulary in recalling the game lyrics. Here both players and watchers have shown drastically reducing of vocabulary if comparing to the previous test. This has proven that without purposeful learning students will not be able to sustain the vocabulary. On my behalf, I strongly believe that communicative reinforcement can enhance on language learning via technology, as one language learning and no purposeful practise will hinder the language learning process. Through this research I have learnt to acquiesce, without collaboration with learning strategies (between memorising, recalling and communicating via multimedia tool), the language learning will not become purposeful and will make one learning a failure. Conclusion It can be concluded that physical interaction of this game has extraneous cognitive load effect on the players, thus not conducive to learning and seemed to have unnecessarily diverted the players’ attention from the vocabulary and hinder recall. Meanwhile, the watchers of the game have not exposed to the additional extraneous load and have been able to devote more cognitive resources to the intrinsic load of the game and its language. As a consequence this research I have learnt that suitable game (multimedia) can assist language learning process as students seemed to enjoy such activity. In any respect with purposeful reinforcement such as germane communicative reinforcement can compensate language acquisition better. Moreover, implication of this research on future study, teachers will be more selective in choosing multimedia material for their classes and they will make sure balance input been given in the sense of interactivity and language learning so that no cognitive load will occur and hinder language learning via multimedia.

Wednesday, January 22, 2020

Cost Management Essay -- Accounting Finance Business Essays

Cost Management   Ã‚  Ã‚  Ã‚  Ã‚  On page 92 of our text it says that committed costs are costs arising from the possession of facilities, equipment, and a basic organization. Discretionary costs are determined by management as part of the periodic planning process in order to meet the organization’s goals. They have no obvious relationship with levels of capacity or output activity. Therefore my assumptions of Committed and Discretionary costs are as follows. Committed Costs  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Discretionary Costs  Ã‚  Ã‚  Ã‚  Ã‚   Administrator  Ã‚  Ã‚  Ã‚  Ã‚  $60,000  Ã‚  Ã‚  Ã‚  Ã‚  Assistant  Ã‚  Ã‚  Ã‚  Ã‚  $35,000 Accounting and Billing  Ã‚  Ã‚  Ã‚  Ã‚  $15,000  Ã‚  Ã‚  Ã‚  Ã‚  Two Secretaries  Ã‚  Ã‚  Ã‚  Ã‚  $42,000 Consulting  Ã‚  Ã‚  Ã‚  Ã‚  $10,000  Ã‚  Ã‚  Ã‚  Ã‚  Supplies  Ã‚  Ã‚  Ã‚  Ã‚  $35,000 Salaries  Ã‚  Ã‚  Ã‚  Ã‚  $46,000  Ã‚  Ã‚  Ã‚  Ã‚  Advertising and Promotion  Ã‚  Ã‚  Ã‚  Ã‚  $9,000 Transportation  Ã‚  Ã‚  Ã‚  Ã‚  $10,000  Ã‚  Ã‚  Ã‚  Ã‚  Professional Meetings and Dues  Ã‚  Ã‚  Ã‚  Ã‚  $14,000 Security  Ã‚  Ã‚  Ã‚  Ã‚  $12,000  Ã‚  Ã‚  Ã‚  Ã‚  Two Social Workers  Ã‚  Ã‚  Ã‚  Ã‚  $70,000 Custodial  Ã‚  Ã‚  Ã‚  Ã‚  $13,000  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚     Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Totals  Ã‚  Ã‚  Ã‚  Ã‚  $166,000  Ã‚  Ã‚  Ã‚  Ã‚  Totals  Ã‚  Ã‚  Ã‚  Ã‚  $205,000 When I first took a look at this assignment, I thought it would be a bit difficult to prove my point by using the text as a reference guide. I did that my citing the definition, but I am going to rely on what I know as a manager of a business to answer these questions and I was told that real world experiences are sometimes better that citing them from a text. Therefore, I am going to take a stab at this.   Ã‚  Ã‚  Ã‚  Ã‚  I feel that Dr. White needs to take a look at theses areas- * Salaries (for assistant and two secretaries and for two social workers) * Supplies * Advertising and Promotion * Professional Meetings and Dues   Ã‚  Ã‚  Ã‚  Ã‚  My first question as I was reading this assignment was: What do they need with an Assistant and two secretaries? Where do they hold their meetings? What do they need two social workers in each of the two areas for? Why are they spending $35,000 in supplies? I also referred back to my previous classes in team work and producing a greater output in half the time. This is not needed here. This is a mental health facility and as hard as it might be at times, they can cut the two secretaries to the administrator. I believe that one would suffice and the administrator has an assistant. They can also cut the social workers down to one per shift area, or one for community health and one for mental health. This outpatient clinic has operational costs of $371,000 with $205,000 being what I ... ...clinic’s long-run prospects. (Managerial Accounting pg 93) I am simply recommending a reduction in certain areas of the clinic.   Ã‚  Ã‚  Ã‚  Ã‚  In any business, when one becomes accustomed to functioning in a certain manner; it is difficult to identify and separate what is costing you money, particularly if it is personnel. I am very familiar with this as this is one area where I am forced to make a lot of cuts. A lot of times it is like cutting your nose off to spite your face. I will honestly admit that this is one area that is the absolute hardest for me, as these people become like family. Advertising and promotional items are essential to any business but when you spend more money to promote a company, than what you are bringing in, you have a serious problem. Therefore, with this said, I would advise Dr. White to prepare for a reduced budget by analyzing what is costing her the most money, and make a decision in those areas as to how to scale them back. It will not be an easy task, but I feel that I have offered her some viable alternatives. Works Cited www.nationalpen.com Horngren/Sundem/Stratton-Introduction to Management Accounting, 2005, Upper Saddle River, New Jersey.

Tuesday, January 14, 2020

Modern Management 5_EX

The leadership behavior adopted by Toyoda was a more participative leadership, as suggestions were taken from the employees regarding business operations.   These employees were involved in making organizational decisions.   Toyoda gave more importance to each and every department in its China division.   The managers of each and every deprtmetn have to report to an executive vice-president who made decisions.   It was not necessary to wait for corporate approval from the Toyota headquarters. This was a more of a kind of bottom-up management strategy.   It was a very positive leadership style as the lower level management are making important decisions about the department.   Hence, the performance and the effectiveness would be higher.   Considering the power-based leadership style, as the lower level management makes important decisions about the department, it could be considered as a democratic leadership style.   There is a fee flow of communication and flow of ideas from the lower level management.   The lower level management also participates in making important decisions. Inaba realized that the Toyota’s US unit was not making enough profit.   He felt that a bottom-up kind of decision making was required.   He then released profit and expense information to the sales personnel so that they could understand their financial performance better.   In order to make greater profits, the manager gave price cuts to the rental companies. This improved the sales of the company.   According to the Tannenbaum and Schmidt Leadership Continuum, the decision-making process was given greater freedom by the company and hence was subordinate-centered leadership.   The manager was gave the subordinates the problem asked them ways of solving the problem and providing certain boundaries within which the decision could be made. Gravis changed his organizational structure to suit the leadership style.   He began to shift the mangers and other staff to more appropriate situations.   He adopted a more task structure kind of leadership style, in which the objectives, the work to be performed and certain situational factors, are marked. Starbuck give a lot of importance to the employee values and beliefs which in turn give rise to attitudes.   Attitudes in turn give rise to behavior.   Starbuck is known for its employee who provides a comfortable atmosphere at their coffee shops.   The company adopts a very aggressive business policy of combining with local firms that do understand the local environment or market, and trains their manager in the company headquarters for about three months.   If he suspects that the managers do not posses the right values and beliefs, he would not collaborate with them. Herman Uscategui overheard one of the managers of a local firm make an uncomfortable racial remark.   He soon decided against working with that firm as he felt that the managers did not have an appropriate belief or values that could create a suitable attitude.   In turn the behavior of the managers would not be suitable for Starbuck to achieve its objectives. The Starbuck administration is trying to create a positive attitude and behavior of its employees by generating appropriate values and beliefs in its employees.   The company gives a lot of importance to values and beliefs.   It adopts good measures to protect the environment, conserve energy and recycle material.   It supports an internal fund to help the employees that are in need.   The employees can also provide feedback about certain management decisions.   They can also provide more information of any employee action that would be in conflict with values of the company. Reference: Cresto, S. C. and Cresto, S. T. (2006). Chapter 5: Influencing, Modern Management, (10th ed), New Jersey: Upper Saddle River, pp. 299-322.         

Monday, January 6, 2020

The History of the Song Dynasty - 661 Words

For followers of the history of Western Civilization Marco Polos visit to China was a major event. What most do not know or appreciate is the fact that such visit occurred in one of Chinas golden ages in a period known as the Song dynasty. The Song dynasty last for over three centuries from 960 to approximately 1279 and was characterized by a vibrant and prosperous economy which was accompanied by a rich cultural life. The prosperity enjoyed during the Song dynasty transcended various aspects of Chinese society. In agriculture techniques were developed that greatly improved the output of food products that was necessary due to the rapid increase in the nations population. Division of labor practices were introduced that allowed the crafts business to not only introduce new products but also improved upon the quality of existing products. It was during the Song dynasty that the use of paper currency was also introduced which made trading across the various territories within China eas ier and more expedient. In the areas of science and technology, it was during the Song dynasty that several of the more well-known Chinese developments took place. Typography, the use of movable type, and the invention of the compass occurred during the late stages of the Song dynasty and were evidence of how advanced Chinese culture was during this period. The Chinese had already been using gunpowder in the production of fireworks before the Song dynasty began but during this period moreShow MoreRelatedWhat Major Changes in Political Structures, Social and Economic Life, Occurred During Each of the Following? the Sui Dynasty, the Tang Dynasty, the Song Dynasty733 Words   |  3 Pagesalmost four centuries. It became unified in 581 with the founding of the new dynasties, Sui, Tang, and Song dynasties. 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