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Tema [17]
3 years ago
15

After establishing personal criteria, what should you do next in order to determine the value of a text?

English
1 answer:
Lyrx [107]3 years ago
3 0
C. Compare the characteristics and elements of the text to your own criteria
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What are the advantages of 3D printing over traditional methods? Give a brief explanation of your answer.
Mazyrski [523]

Answer:

3D printing has been very useful because of making things we desire. Using the traditional methods will give better depth and look. We can use this advantage to make maybe better things.

8 0
3 years ago
12. Juillet, even though young and innocent, is quite practical and reasonable. Discuss and explain examples of this in Acts 1 a
Crazy boy [7]

Answer:

In Shakespeare's <em>Romeo and Juliet</em>, the two lovers fall in love as very young. Juliet is only thirteen years old, while Romeo's age is not mentioned. We could, however, assume that Romeo is around her age.

Juliet is definitely more practical and mature, as she is aware that her whole life depends on her choices. At the time the play was written, women were in a far more difficult position, and were having a hard time to build a good reputation.

Juliet's practicality is obvious in<em> Act II, Scene II,</em> when Romeo wants to declare his love for her and swears by the moon. Juliet, however, protests by saying that the moon is always changing. She is hoping that, in their relationship, Romeo would not be as inconsistent as the moon. She states:

<em>Do not swear at all. </em>

<em>Or, if thou wilt, swear by thy gracious self</em>

<em>My only love sprung from my only hate </em>

<em>Too early seen unknown, and known too late! </em>

Juliet , therefore, advises Romeo not to swear by anything but himself.

6 0
3 years ago
Select the correct answer.
Arlecino [84]

Answer: B)

Explanation:

This is showing that he doesn't care about his daughter because he is trying to sell her to the men.

He wanted to sell her for any price and because of that they were offering him ten pounds and he refused it. He refused it because he was thinking that he should get five pounds because when the weekend comes he would drink for those five pounds and ten pounds would involve him in the responsibility to drink too much.

5 0
2 years ago
Read 2 more answers
S: carringtonh2005 <br>i:carrington20051<br>16-17​
DerKrebs [107]
Thanks my cuh lea hoo
5 0
2 years ago
According to the article “how video games effect the Brain”Hanna nicholes maintains that:
aivan3 [116]

Answer:

At a glance, more than 150 million people in the United States play video games regularly, or for at least 3 hours per week. The average American gamer is a 35-year-old adult, with 72 percent of gamers aged 18 or older. For video game use by children, most parents – 71 percent – indicate that video games have a positive influence on their child’s life.

Video game sales continue to increase year on year. In 2016, the video game industry sold more than 24.5 billion games – up from 23.2 billion in 2015, and 21.4 billion in 2014.

The top three best-selling video games of 2016 were Call of Duty: Infinite Warfare, Battlefield 1, and Grand Theft Auto V. These games fall into the first-person shooter or action-adventure genres – the top two genres, accounting for 27.5 percent and 22.5 percent of sales, respectively. First-person shooter and action genres often stand accused of stirring aggression and causing violence and addiction.

Decades of research examining video gaming and violence have failed to reach a consensus among scientists. Scientists have been unable to find a causal link between playing video games and acts of violence in the real world.

A growing body of evidence, however, shows that video gaming can affect the brain and, furthermore, cause changes in many regions of the brain.

Scientists have recently collected and summarized results from 116 scientific studies to determine how video games can influence our brains and behaviors. The findings of their review were published in Frontiers in Human Neuroscience.

“Games have sometimes been praised or demonized, often without real data backing up those claims. Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,” says Marc Palaus, first author of the review.

By looking at all research to date, Palaus and the team aimed to observe whether any trends had emerged with regard to how video games impact the structure and activity of the brain. A total of 22 of the reviewed studies explored structural changes in the brain and 100 studies analyzed changes in brain functionality and behavior.

Results of the studies indicate that playing video games not only changes how our brains perform but also their structure.

For example, video game use is known to affect attention. The studies included in the review show that video game players display improvements in several types of attention, including sustained attention and selective attention. Furthermore, the regions of the brain that play a role in attention are more efficient in gamers compared with non-gamers, and they require less activation to stay focused on demanding tasks.

Evidence also demonstrates that playing video games increases the size and competence of parts of the brain responsible for visuospatial skills – a person’s ability to identify visual and spatial relationships among objects. In long-term gamers and individuals who had volunteered to follow a video game training plan, the right hippocampus was enlarged.

Researchers have discovered that video gaming can be addictive – a phenomenon known as “Internet gaming disorder.”

In gaming addicts, there are functional and structural alterations in the neural reward system – a group of structures associated with feeling pleasure, learning, and motivation. Exposing video game addicts to game-related cues that cause cravings, and monitoring their brain responses, highlighted these changes – changes that are also seen in other addictive disorders.

“We focused on how the brain reacts to video game exposure, but these effects do not always translate to real-life changes,” notes Palaus. The research into the effects of video gaming is still in its infancy and scientists are still scrutinizing what aspects of gaming impact what brain regions and how.

“It’s likely that video games have both positive (on attention, visual and motor skills) and negative aspects (risk of addiction), and it is essential we embrace this complexity,” Palaus continues.

Hope this helps, have a nice day/night! :D

6 0
2 years ago
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