<span>1.317 × 10^25 lbs
</span><span>7.242 × 10^23 lbs
</span><span>
hope that helped
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The subheading under after high school by informing contribute to the organization of career planning for high schoolers is readers of the education options being described.
<h3>What are subheadings?</h3>
Subheadings are the small headings under the main heading that describe more about the heading. Subheadings are placed under the main headlines.
Thus, the correct option is B. by informing readers of the education options being described. The options are attached with a picture.
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Answer:postconventional
Explanation:During the postconventional level, a person’s sense of morality is defined in terms of more abstract principles and values. People now believe that some laws are unjust and should be changed or eliminated.
Throughout the preconventional level, a child’s sense of morality is externally controlled. Children accept and believe the rules of authority figures, such as parents and teachers. A child with pre-conventional morality has not yet adopted or internalized society’s conventions regarding what is right or wrong, but instead focuses largely on external consequences that certain actions may bring.
The correct answer is the Tene Bimb0 Clan.
The Tene Bimb0 Clan refers to a group of five women who killed their husbands between 1983 and 1995 in San Francisco. These five women were all married to men much older to them, and each killed their husband by poisoning them with <em>digitalis -</em>a heart medicine made from foxglove flowers. The members of the Tene Bimb0 Clan proceeded to steal their dead husbands' assets, such as money, automobiles, jewelry, etc., after murdering them.
The relationship that exists between time spent playing video games and aggressive behavior at school in relation to aggressive gestures was examined in the literature with noticeable interest.
Habitual openness to violent backgrounds or playing violent games fluctuations kids' evolving brain structures to beget a boost in the liability of carrying further aggressively indeed numerous times latterly expressing that stormy videotape games can desensitize people to catching aggressive gestures and drop prosocial actions(e.g., empathy).
This collaboration was also honest for both aggressive cognition (unvoiced) and high-pressure gesture (unequivocal), indeed if the adolescent was compactly showed up to a violent videotape game.
Distinctive associations are also seeming between videotape gaming and exhilarated medicine and alcohol use, more minor interpersonal connection quality, poor interpretation at the academy, disrated sleep time, and sui_cidal creativity. nevertheless, the connection between furious videotape games and aggressive actions in adolescents feels to be still over for discussion.
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