Answer:
his interests are toys. hes very creative. maybe like 7-9
Explanation:
Answer: A. Pathos and logos
In this passage, the speaker uses both pathos, which is an appeal to emotion, and logos, which refers to an appeal based on logic. She first states that because she does not have a license, she cannot drive. This is a logical argument. Afterwards, she states that it is "totally embarrasing" to be driven to the party by her father. In this case, the speaker makes an appeal to pathos, or to emotions.
Answer:
Harlem looked like a place where there was only bad influence for young people and teenagers. Going into drugs and dropping school were the common in this age. It sounded sad, if we could say, the environment was either playing on the street or getting drugs. For Baldwin it was working with young students and finding similarities between his brother and his students.
Explanation:
Life in the Bronx has always been difficult. People have poor living conditions and children are not supervised because they have working mothers or a single parent at home. The wander around with friends, who are in the same situation, and are not much help. They get into drugs easily and it is very hard for them to continue their studies. Jazz was like a hope, something with which one got deeply involved and could express one´s feelings. In this case Jazz saved Baldwin´s brother from getting lost in the world of drugs.
Answer:
Raw honey and beeswax are the two main components and substances of a honeycomb. The raw honey is rich in enzymes and antioxidants, while beeswax contains long-chain fatty acids and alcohols. All of them are beneficial for us whether it is for our health or not.
Explanation:
<h3>The Impact Of Video Gaming On Society</h3>
Video games now play a huge role in society affecting many people around the globe. According to many studies, video games can increase aggressive behavior and emotional outbursts and decrease many inhibitions in many people. Teenagers are mostly affected by video games because nowadays in many of the richer countries it is perceived as a necessity in their lives, rather than a privilege.
The average child in the USA aged 2-17 years old plays video games for seven hours a week. This average masks wide differences between boys and girls and children of different ages. In modern studies it has been shown that adolescent girls played video games for an average of five hours a week whereas boys averaged 13 hours a week.