This is an example of kohlberg's individualism, instrumental purpose, and exchange stage of moral development.
These kids are in the <u>preconventional level</u>, where their sense of morality is externally controlled. They 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. In this particular example they are in the <u>Stage 2: Instrumental Orientation</u>. The reasoning shows a limited interest in the needs of others, only to the point where it might further the individual’s own interests. As a result, concern for others is not based on loyalty or intrinsic respect, but rather a “you scratch my back, and I’ll scratch yours” mentality.
I would go with “D”
i’m super sorry if it is wrong <3
Answer:
Many of their natural resources are found in remote areas
Answer:
The amount of time spent playing video games.
Explanation:
When doing research, we usually come across two different types of variables. One is the independent variable and the other one is the dependant variable.
- The independent variable is the one that we, as researchers, can control and that has an effect on another variable.
- The dependant variable is the variable that we can't control and that is affected by the independent variable.
Therefore, we can control the independent variable but not the dependant variable. And the effect we will be observing will take place in the dependent variable.
In this example, the hypothesis is that the greater amount of time teenagers spend playing video games, the higher their grades in math. We can see that the hypothesis states that <u>the math grades will be AFFECTED by the amount of hours teenagers spend playing video games</u>. In other words, <u>the amount of time spent playing will have an </u><u>effect</u><u> on the grades.</u> Therefore, the independent variable is The amount of time spent playing video games.
They are built up by <span>distributaries.
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