Magno solórzano level 6 portfolio

Page 1

Running head: Aggressive Behavior 1

The Successful Procrastinator Magno Solรณrzano Yachay Tech University English Language Program Yachay, Ecuador


Credits The Successfully Procrastinator Magno Solรณrzano English Language Program Yachay Tech University Level 6-009 Teacher: Gaby Villavicencio July 25, 2016


Contents 1.

Portfolio letter

2.

Response essay

3.

Exploration/Investigation essay

4.

Interpretation essay

5.

Argumentation essay

6.

Final research project essay

7.

Additional materials

(pictures/videos/other works) 8. Thank you letter


Portfolio Letter Magno Solรณrzano Pat 12 July 6, 2016 Dear Reader: First I want to thank you for reading my reflection letter that I have to do in the English course. Here I am going to write about what I did this semester in this class, the things I learnt, and which English abilities I have improved. Honestly, when I realize that I have to take another English class, I got upset and a little mad, because this class it is boring for me. I do not want to lie saying that this was the best class, that I gave the best of me, that I want to take again this class, because that is not true. I did not have goals or expectations for this class, but at the end I can say that I learned something. At least, my teacher was so excited that motivates us to do something. I am a procrastinator, and sadly, proud of it, so you may understand how my progress in this class was. It was bad and slow, but in the other hand I could say that at least I had the skills We have to do some essays, my first one I turned in it later, as a result I did not gate any grade. . The second one I did not do it, because I did not have inspiration. From those essays I could learned that I have to be more responsible if I do not want to take again a class that I do not like. Furthermore, that motivates me to be awareness about the class to only pass it. Moreover, it make me changed the thought of coming to class. If I want to pass, I have to put effort. The others essays shows this changed of me, because I submitted those. Nonetheless, I have to say thank you to the teacher, she achieve in one important thing, make us to work. For example, she was always there, telling us to write, to work, if she did not make that, probably I did not make any essay and did not do the most important thing, practice. All in the life is practice and with the English class I realize that. But I am honest with myself, probably I am going to procrastinate again in the future.


The presentations was another thing. I could probably say that from this I learned a lot. I am absolutely sure that the presentations changed a lot of things in me, because they gave me confidence. Before this class, and now but less, I have problems with the presentations, because I get nervous. Moreover, it taught me to be prepared to the presentation. For example, for my first presentation, I made the slides five minutes before the class, because I knew about what I wanted to talk, but in the presentation, I was nervous and I did it terrible. After that I put more effort and I prepared to the next, so I get better grade. Something that I have to being improving is the preparation. To finish this part, I want to thank you again to the teacher, because she prepared us to debate, a skill that is weak for me because I do not like arguing with people. In my life, I do not fight with fists or words, for that to debate is difficult for me. But with the preparation I feel better about doing it. This semester in English class, was productive because I changed the way how I prepared to the presentations and the essays. I practiced a lot in this semester writing essays and preparing presentations. I learned how to search information and how distribute the time to write an essay, but I did not apply all the time. In the presentations I learned to not be nervous and prepared me to get a successfully speak. That was my semester in English class. Sincerely, Magno Solรณrzano.


Response Essay


The benefits of growing a bilingual child Bruno Sandoval Collins Yachay Tech L6-009


The benefits of growing a bilingual child Nowadays, in the world we have a lot of competition in all fields. For this reason we have to acquire some skills and one of them is to be bilingual or multilingual. Growing at the time we learn other language will help us in our studies, our jobs and in our interpersonal relationships, because we develop in an efficient way our brain. Children have a brain that learn everything. Maybe, at the beginning could be hard to teach the children, but it will bring a lot of benefits for them in many aspects of their lives. Growing bilingual affects the efficiency of the cognitive development of the brain. Handling two languages at the same time develops proficiencies for functions for example inhibition, attention working memory and switching that would help like tools for the school. Some people think that this could make the children get tired quick, but if we see in other way, the children have a lot of energy and this is another alternative to let on their energy. Also, bilingual children are fewer inclined to suffer the effects of cognitive decline as they age. A problem that is often debated nowadays is that bilingual children have problems with the reading and writing skills. According to the multilingual children organization “Multilingualism has been proven to help your child develop superior reading and writing skills�. It is logical to think that it is more difficult to read and write in another language that is not yours because we are not used to that, however in a child is not a problem because little by little they adapt to the two languages. In addition, one problem that emerge with this, is that the parents only teach how to speak the other language instead of teaching the both things. Being bilingual carry a lot of health benefits, so for your children it would help them a lot. According to Helen Doron, some of the benefits are to improve memory, reduce stress, ability to focus on important details, reduce risk for depression, lessening


of symptoms associated with cognitive decline, improve executive control and improve social skills. The last one is a huge benefits for your children when they have to go to the school, because they are going to make friends easily. In contrast, the consequences of grow up a bilingual child maybe could be an additional effort for the parents, children could speak later or they could mix the languages, but those are insignificant things compared with the benefits. Teach a child other language in their childhood helps a lot in his life. Being bilingual carry benefits in the health and cognitive way, because thinking in two languages active your brain and improve the cognitive part of it. So, it is recommended to grow your children bilingual, in spite of be hard, it will bring benefits that your children will thanks.

References Doron, H. (2013, August 1). Helen Doron English. Retrieved from Growing Up Bilingual is So Good For You!: http://www.helendoron.com/blog/growing-up-bilingual-is-so-goodfor-you Multilingual Children's Association. (2004). Multilingual Children's Association. Retrieved from The Pros and Cons of Raising a Multilingual Child: http://www.multilingualchildren.org/getting_started/pro_con.html MuĂąoz, M. A. (2014, June 23). British Council. Retrieved from Does being bilingual make you smarter?: https://www.britishcouncil.org/voices-magazine/does-being-bilingual-makeyou-smarter


Exploration Essay


Illiteracy in Latin America “Education is the most powerful weapon which you can use to change the world� Nelson Mandela The rates of illiteracy in Latin America oscillate between ten to twenty percent in all the countries. The illiteracy is a problem of lack of ability to read and write that could have anyone that have not gone to the school, have parents with little schooling. The illiteracy brings a lot of consequences for the individuals such as poverty, low professional development, depression because of low self-esteem, etc. The poverty is a huge problem nowadays in the world. According to the world bank, the poverty in Latin America goes to 17.8%


Interpretation Essay


Shoes on the Danube Bank Carlo Magno and Bruno Sandoval Yachay University of Technology and Experimental Research (UrcuquĂ­, Imbabura) L006-009 Jun 19, 2016


Shoes On the Danube bank Arrow Cross militaria-Hungary Movement killed 20 thousands Jews on the Second World War. In Budapest, Hungary on 2005 Can Togay and Gyula Pauer designed a sculpture of 60 shoes on the edge of the Danube. These sixty pairs of solitary shoes of iron, ownerless, are an allegory to what's left of killed Jews and thrown into the river. It's authentic and artistic names is Shoes on the Danube Bank. These shoes represent an important piece of history, artistic characteristic and a meaning.

The equity for Hungarian Jews were not real, they became discriminated of unfair laws and regulations starting in 1938. Unlike the situation Jews faced in many other European countries, the lives of Hungarian Jews were somewhat protected from the Nazi regime because Hungary was not invaded by the Nazis until relatively late in WWII (Rozett & Spector, 2000). Different situations had lived the Jews in Europe. In March 19 , 1944, Nazis invaded and 200,000 Jews lives were dramatically changed. Though the Nazis invaded, Hungary’s leader, Miklos Horthy, worked with the Germans and was able to remain in power. Across Hungary, thousands of Jews were deported to concentration camps, but these deportations were temporarily ended by Horthy on July 7, 1944 due in part to pressure from Western governments (Rozett & Spector, 2000). However, in October of 1944, the Germans overthrew Horthy’s government; gave power to the Arrow Cross party, a group of Hungarian fascists (Karsai, 1998); and life for Hungarian Jews rapidly deteriorated. Approximately 600 Jews from Budapest were lined up, shot, and their bodies fell into the Danube in October of 1944 (Bauer, 1980). On November 1, 1944, forced marches began to send Jews to Germany as military laborers with 25,000 Hungarian Jews leaving on this day with Arrow Cross troops as their ‘escorts.’ On November 1, 1944, 25,000 hungarian jews were sent to germany to make millitary laborers to be part of the Arrow Cross troops as their 'escorts'. Though Germany wanted


50,000 Jews, the Arrow Cross leader Ferenc Szรกlasi only sent 25,000 because he needed them for digging trenches in Hungary (Karsai, 1998) due to the threat of the Soviets. Later the shooting of Jews increased to include 20,000 shot into the Danube River by Hungarian Arrow Cross militiamen from December 1944 to January 1945 (Rozett & Spector, 2000). Also at this time, Jews in Budapest who had paperwork known as protective passes and passports were directed to live in a series of designated houses. However, these arrangements made it easier for the Arrow Cross to find them and kill them (Karsai, 1998). Though the Germans planned to empty the Budapest ghettos, the Soviets came first and conquered both sides of the Danube by the end of February, 1945. Of the 200,000 Jews in Budapest in March of 1944, only 120,000 survived (Rozett & Spector, 2000).

This monument is made of iron and erected the 16 april of 2005 by the sculptors, Can Togay and Gyula Pauer. It is located in the east bank of the Danube River in Budapest, Hungary between the Roosevelt and Kossuth street in front of the Hungarian Parliament and near to the Hungarian Academy of Science. It is composed by sixty pairs of shoes, that have a real human size and they are along the bank. They are forming a row of 49 meters and they are attached to the stone.

This sculpture is amazing in various forms from others memorials public artworks. It impress the viewer because shows the numbers of lives that we lost and we can see it by the 60 pairs of human shoes. This monument is has more power of what we see than the sizes or the artistic description of art. Vietnam Veterans Memorial, has similar effect of the quantity of shoes, That is each monument describes a person. The shoes symbolize the individuals lost by being shot into the river, the approximately 80,000 Jews of Budapest who were killed during the Nazi occupation and Arrow Cross rule (Rozett & Spector, 2000), and also refer to the Holocaust itself. Shoes on the Danube


Bank is a public memorial, but instead of use a hieratic scale, like most of the public commemorative art, it use a cue from contemporary installation. Nahshon (2008) writes that “the aim of the artists was ‘to create an object that would raise questions in and present questions to the observer,’ be that a native or tourist who strolls down the popular Danube bank”. Shoes on the Danube Bank is characterized as a postmodern art. Shoes on the Danube Bank functions as a counter-monument (Young, 1999), a collective memory for hungarians. Shoes on the Danube Bank gives a history to Hungarian's history considering fascism and the Holocaust. It helps to changed the symbolic fence that disconnect the notion of victimhood from culpability, and the conception of only one true history from numerous realities and personal stories.

This monument is an important inspiration for hungarians and visitors, because represents an attractive and significant meaning for people. Since, history reveals the tragedy of jews hungarians, people took conscience and are creating representative monuments to reflect peace and to don't forget people who were treated as animals. Shoes on the Danube Bank has characteristic as a monument, not as a art sculpture, it means this monument is an iconic as a postmodern art.


References Bauer, Y. (1980). American Jewry and the Holocaust: The American Jewish Joint Distribution Committee, 1939-1945. Detroit, MI: Wayne State University Press. Karsai, L. (1998). The last phase of the Hungarian Holocaust: The Szålasi regime and the Jews. In R. L. Braham & S. Miller (Eds.), The Nazis’ last victims: The Holocaust in Hungary (pp. 103-116). Detroit, MI: Wayne State University. Rozett, R., & Spector, S. (2000). Encyclopedia of the Holocaust. New York, NY: Facts on File. Nahshon, E. (2008). Jews and shoes. In E. Nahshon (Ed.), Jews and shoes (pp. 1-36). New York, NY: Berg Publishers. Young, J. E. (1999). Memory and counter-memory. Harvard Design Magazine, 9, 1-10.


Argumentation Essay




Final Research Project Essay


Does The Competitive Video Games Make Us Aggressive? Carlo Magno Solรณrzano Aguilar Yachay University of Experimental Technology and Research July 07, 2016 L6-009


Abstract This paper have the objective to show with data how a video game affects the behavior of people making them more aggressive. The aggressive is an emotion that exist since the human was a primate and they lived in caves, and arises from the anger, mistrust, confusion, rage, and wrath. Based on others research that show that a violent game affect the behavior of people, this paper demonstrate that also an online multiplayer and multiplayer game affects the same as a violent game. The methods that was used were surveys and a test group that was playing a multiplayer game. The people had a change in their behavior after losing and winning.


Does the competitive video games make us aggressive? Video games are a way to get relax, to have fun and to get distracted because they are something that we do not have in the real life. There are a lot of types of video games such as arcade, RPG, action, adventure, among others. But sometimes, this video games brings anger and sadness. This feelings impacts in our behavior in long-term making us more aggressive to the people around us. This also, make us to lose sensitivity to aggression, we do not see the violent things as a something violent. This occurs mostly in video games with violent, and increase the effect if this game is competitive. The American Psychological Association has a study that confirms a link between playing video games and aggression. This topic is relevant to the society, to understand how the people started to let the technology affects in a huge way the lifestyle of the individual. Literature review The aggression in the people is something that exist since the life began. The aggression is not for just some people, but for all people. Aggression arises from the anger, the sadness, the mistrust, the confusion, the rage, and the wrath. Also, this could be obtained by external factors such as alcohol, drugs, stress, and video games. This aggressive pattern emerges since a long time ago, by the epoch when the human did not exist, but primates did. According to the theory of evolution of Charles Darwin in his book the Origin of Species, the human is the result of the evolution of primates (Darwin, 1859). This leads that people have, from the descent, an animal instinct. According to David Carrier, the human was evolving and at one point, to be aggressive was useful to survive, thus the human get the aggressive behavior. Carrier said that “aggressive behavior has evolved in species in which it increases an individual’s survival or reproduction and this depends on the specific environmental, social, reproductive, and historical circumstances of a species. Humans certainly rank among the most violent of species� (Carrier, 2007). This shows that being aggressive is something that people have


always had since they evolved. The problem of aggressive behavior is that in excess, could bring some problems to the society such as violence in home, schools, bullying, and the most fatal of those, death. More than 1.6 million of deaths in the world are caused by the violence (World Health Organization, 2002). Young people have more tendency to get an aggressive behavior, because they are developing their own maturity. The intense violence, blood, gore, use of drugs and strong use of sexual content are examples of what the developers of video games use to sell more. Despite of the regulations of age, the most of the cases, the young people do not respect this. Therefore they receive all this content that in long term affects in a little way. According to the Pew Research Center, the 97% of youths that ages 12 to 17, they play this type of video games that contain violent content (Lenhart, 2008). Also, according to the American Academy of Pediatrics (AAP) and the American Academy of Child & Adolescent Psychiatry (AACAP), the violent behavior and harm children could be built by the exposure to violent media (Harvard Medical School, 2010). One thing to avoid this is the parental control to the child. The U.S. Surgeon General made a report in 2001 that stated that after analyze the literature they find association between the increased of thinking aggressive and the violent video games (U.S. Surgeon General, 2001). Now, to the violent video games add if these are multiplayer the chances of being aggressive increased. A study made by the Department of Psychology from the Syracuse University, demonstrate that the youth gain more chances to get an aggressive behavior when they play with other people in online video games (Smyth, 2007).

Application To demonstrate if the video games make an aggressive behavior in the people that play them, it was planned to do two things that are a survey and a test group to see how it was affected. The survey was done through google platform that is called forms. It was made on 10


of May in the time class that the teacher gave. It was given to a group of players of several types of video games. It was response by thirteen people of some ages. In the survey it was asked how they feel about playing video games with friends. The average age was 16 to 19. The majority of people was male. Also, it was asked how much they play, what kind of video games they like, if they play with others, and reasons why they felt upset or annoyed. It took an afternoon to get all the responses, but at the end was fruitful. The survey I used, you can follow to the next link http://goo.gl/forms/QkN9qldnUxOck2Du1. The test group was people that like to play a game that it is called Super Smash Bros. To do this activity I had to ask a friend that has in his house this game with some controllers. I asked to 8 people to help me in this research. I put them to play this game for one hour. Before the game started, I asked them how they felt about the experience that they was going to have. They started to play and I started to take notes about what I could see. In the hour that they had played, it was 8 games. They played in a free for all competition. After the play ends, I asked them again how they felt about winning and losing. I had to be objective to watch their reactions. This was done the night of 15th June in the G2-4 department at Yachay Tech University. The console that was used was a WiiU console. Also, I recorded their games and reactions.

Results As a results, we could see that a multiplayer video game make people get anger and have an aggressive behavior. The survey shows that majority of people who plays video games, also likes to play online multiplayer video games. Furthermore, they said that they felt anger when they lose a match. The most played genre video game is the Multiplayer Online Battle Arena (MOBA), following the First Person Shooter (FPS). All respondents said that they like


to play with their friends. After playing a game, in a scale from 1 to 5, being 1 little annoying and 5 very angry; 38.7% give a 3. Moreover, after losing a game, in the same scale they give a 5. Some reasons that they gave are that other do not let them win, lag made the games insupportable, the team that they had was bad, people that went away from keyboard (AFK), and others.

Figure 1.- Data about how people felt after playing a game

Figure 2.- Data about how people felt after losing a game

From the test group, the data that was recollected reflect an increase of anger in the players after the games. At the beginning they were calm and happy. During the match, they were yelling and getting up. They smashed the controllers for the frustration of losing. Also, they screamed when they won a game or killed someone else. The winners mocked the others. At one point, they looked upset and anger that from there they did not say anything. After the hour of playing, they answered the other questions. They told that they wanted to go to sleep


or walk somewhere to relax because they felt frustrated. The ones who won they felt happy and with more eager to play. The video games are good way to relax and have fun the most of the time, but sometimes when you are playing an online game or a multiplayer game, the experience could convert in a tragedy, because there are many factors that change the fun. Furthermore, this factors could bring an aggressive behavior to some players that in a long term could be forever. The factors that affect are, in online games, the lag, the people who went AFK and the bad players, and in the multiplayer games are pressure of others players who were winning. To finish, a video game affects the behavior of people and some way could make them aggressive. Reflection This project was interesting because it helped me to improve my form of how I have to do investigations. Doing this kind of projects prepared us to the future were we have to know how to do more investigation with more people and show to them. It helped to know the format of how we need to work in the future. This research could help another people who are investigating about the world of video games. This paper could help to the community to reflect about that a game could change our behavior, but if we take it as a game, nothing bad will occur.


References Carrier, D. R. (2007). The short legs of great apes: evidence for aggressive behavior in australopithecines. Evolution 61, 596-605. Darwin, C. (1859). On the Origin of Species. In C. Darwin, On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life (pp. 102104). United Kingdom: John Murray. Harvard Medical School. (2010, October). Harvard Heatl Publications. Retrieved from http://www.health.harvard.edu/newsletter_article/violent-video-games-and-young-people Lenhart, A. (2008). Teens, Video Games, and Civics. Pew Internet & American Life Project. Smyth, J. M. (2007). eyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play. CyberPsychology & Behavior, 717-721. U.S. Surgeon General. (2001). Youth Violence. New York: New York Post. World Health Organization. (2002). World report on violence and health. Geneva.



Thank you for reading my portafolio. I hope that you enjoyed it


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.