First statement: 3. conflict
second statement: 5.setting
third statement: 2.characters
fourth statement: 4.theme
last statement: 1.plot
I have found the excerpt and the choices from another source. I will paste them below:
<span>They laughed at his wild excess of speech, of feeling, and of gesture. They were silent before the maniac fury of his sprees, which occurred almost punctually every two months, and lasted two or three days. They picked him foul and witless from the cobbles, and brought him home . . . . And always they handled him with tender care, feeling something strange and proud and glorious lost in [him]. . . . He was a stranger to them: no one—not even Eliza—ever called him by his first name. He was—and remained thereafter—"Mister" Gant. . . .
</span>A. They spread gossip about his unusual conduct.
B. They consider him a talented man and good friend.
C. They think he is a bit peculiar, yet they revere him.
D. They worry about his excessive behaviors.
The excerpt would tell us that Oliver's neighbors (C) think he is a bit peculiar, yet they revere him.
We know that the neighbors think Oliver is peculiar or strange through the first half of the excerpt and from the line "he was a stranger to them". Despite this strangeness though, we can also infer that the neighbors revere or deeply respect him because they still "handled him with tender care".
Answer:
Character traits and and Growth
Explanation:
Character analysis is when you evaluate a character's traits, their role in the story, and the conflicts they experience.
Hello. You have not entered the text to which this question refers, which makes it impossible for it to be answered. However, when searching for that question I was able to find another question exactly the same as the article "How Video Games Are Getting Inside Your Head" as the text in question. If this is your case, I hope the answer below can help you.
Answer:
C. Game companies research ways to influence gamers, encouraging them to play longer and to spend more.
Explanation:
The text shows how the gaming industry has a great capacity to attract customers. This capacity is intensified with a strong study in the target public of these industries, where it is possible to recognize the preferences of the customers and intensify those preferences in the next games that will be launched causing the customers to buy more games and spend more time playing. The text presents this statement as the central idea of the entire text, which is the subject on which all arguments are established.
This does not entirely answer your question but it will serve as guide to
complete your presentation.
Mary Shelly´s novel Frankenstein is the story of a scientist, Dr Victor Frankestein, who builds a creature from dead body parts using electricity. Mary Shelly writes about its birth “ It was on a dreary night of November that I beheld the accomplishment of my toils. With an anxiety that almost amounted to agony. I collected the instruments of life around me, that I might infuse a spark of being into the lifeless thing that lay at my feet. It was already one in the morning; the rain pattered dismally against the panes, and my candle was nearly burnt out, when, by the glimmer of the half-extinguished light, I saw the dull yellow eye of the creature open; it breathed hard and a convulsive motion agitated its limbs”.
After he gives life to the creature, Frankenstein is repulsed by his appearance and rejects him causing the creature to feel cut off from society and to embark on a path of destruction. Frankenstein regrets his deeds,” How can I describe my emotions at this catastrophe, or how delineate the wretch whom with such infinite pains and care I had endeavoured to form?”.
Mary Shelly´s idea of sparking life into dead body parts sprang from her knowledge of attempts to reanimate the dead by Luigi Galvani who found that frog’s legs twitched as if alive when struck by a spark of electricity. She mentions ‘galvanism’ as an influence in her story in her 1831 preface to the novel.