In Grant Penrod 's essay, Anti-Intellectualism: Why We Hate the Smart Kids, Penrod argues that intellectualism is declining in America, not because of poor education or electronics, but because of the current public perception of intellectuals (Penrod 762).
In the reading, “Anti-Intellectualism: Why We Hate the Smart Kids,” Grant Penrod recommends that there should be a different way to socialize amongst other individuals. This entire description explains the personal burdens that the intelligent scholars undergo. The ideas are as follows: author 's guilt celebrates, ideas held as standard when communicating, and on the bandwagon to get smart people worn down by the individuals that are against smart people. The author is afraid that people would not take the time out of their day to read or study for their classes. Claiming that bad influence towards education makes it resistant. Penrod’s argument may have several flaws, but overall it is effective because the reading he uses a few appeals throughout; however, not all of his appeals are trustworthy or objective at times, his appeals are still effective through the use of supporting sources, clear-cut thesis, and thought-provoking statements.
Wright shows an example and reasoning of how games help with problem-solving skills. He talks about how children don’t just use the manual, but rather use trail and error to figure out how to play the game.
Novelist, John Taylor Gatto, in his speech essay, “Why Schools Don’t Education”, conveys schools aren’t as educational as they should be. John’s purpose is to narrate the idea that teachers and school district aren’t putting enough effort to educate children and to also motivate more teachers to help bust up children’s education. He adopts a passionate tone in order to appeal in his that education should be taken serious. In order, to convey his appeal of the subject he uses rhetorical analysis to help drill in the audience.
In her narrative essay “The Sanctuary of School,” Lynda Barry recounts a story from her childhood that illustrates her relationships at school vs her relationships at home. She tells us how public school was her sanctuary from her unstable home life. It was a stable environment that she depended on. She tells us this when she says ,"[F]or the next six hours I was going to enjoy a thoroughly secure, warm and stable world." Unlike at home, her school was a place she was noticed and cared about.
The United States’ school system is based on compulsory education laws which required children from 6 to 16 years of age to assist public or private school, for a certain number of years (“Compulsory Education”, 2015). In the past, these laws were put in effect to increase literacy rates and to avoid child labor practice. Unfortunately, there are many people against mandatory public education in America. This is the case of a former New York City teacher, John Taylor Gatto, who in his article “Against School”, he expresses why he believes that the school system is ineffective in helping students to develop their full potential. For Gatto, the system is intended to incapacitate students cultivate leadership skills and turn them into ordinary thinkers with a lack of passion.
In the “Against Schools” article, author John Gatto describes the modern day schooling system and its flaws. He uses several rhetorical strategies in trying to prove his point. He successfully uses all three types of rhetoric in writing this article, which includes ethos, pathos, and logos. He establishes these strategies very early, and often throughout the article. He believes one issues with today’s schooling system is boredom, and that there is a distinct difference between what it means to be educated and schooled. He uses his experience as a public school teacher in his effort to exercise this opinion that he has, which establishes his first rhetoric strategy.
Why Benjamin Barber's Argument in "America Skips School" Trumps William Henry's Argument in "In Defense of Elitism"
After decades, the abortion debate remains a controversial issue, continuing to divide the American populace, while eroding the moral fabric of the country. Contention over national abortion policy continually unfurls in media headlines, and is rapidly becoming a central issue in the political arena. Tragically, pertinent discussion typically disintegrates, with proponents on both sides feeling deeply offended by the discourse. In order to make progress on this issue, it may be helpful to understand the commonalities between advocates on both sides. Regardless of position on this issue, it is evident that all parties involved are deeply concerned with the inherent moral rights of human beings, and the future of the nation. Unfortunately,
Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge. Video games show your child 's information from the past like modern warfare games show how it was like on the battlefield, Games can conclude their child memory of what would happy if they do wrong or they do right. Children think that games have no connection in the real world, but they are wrong, bank robbers and shooting and stealing items happen at less than 10 min a day from (safewise, 2015).
According to the article, (Mohammadi 2014) “How online gamers are solving science’s biggest problems”, in 2011, people playing Foldit, an online puzzle game about protein folding, resolved the structure of an enzyme that causes an Aids-like disease in monkeys. Researchers had been working on the problem for 13 years, yet the gamers had solved it in three weeks. In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.” This explains that kids who
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games. In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance.
Education can be explained as the process of acquiring knowledge, skills, values, beliefs and habits, and is the most valuable resource that one could have in life as, firstly, education facilitates learning and critical thinking, secondly, it allows for dreams of the future in terms of success to become a reality and lastly, it prevents the children of today from risking their future due to the influence of environmental hazards (Brooks, 2006). After studying the points discussed, it can be said that education plays an important role in the development of each and every human being and is not on categorized under scholarly education but rather any experience that allows an individual to broaden his/her knowledge. Amy Gutmann, an American political theorist proposed a theory surrounded around the democratic state of education requiring parents and states - to surrender some educational authority to professional education staffs’, also indicating that the children of today do not just benefit from freedom of choice, or identification with and participation in the positive aspects of their family and political aspects of the society. Amy’s theory is based on the characterisation of the three models of educational control namely Locke’s Theory of Parental control,
Cognition is a process where different aspects of the mind are working together that lead to knowledge. Piaget’s cognitive development theory is based on stages that children go through as they grow that lead them to actively learn new information. Cognitive change occurs with schemes that children and adults go through to make sense of what is happening around them. The change that occurs is activity based when the child is young and later in life correlates to mental thinking. Piaget’s stages of cognitive development start from birth to adulthood and it begins with the sensorimotor stage, a child from birth to the age of 2 years old learns and thinks by doing and figuring out how something works. The second stage is the preoperational stage and in this stage children from ages 2 through 7 years are developing their language and they do pretend play (Berk, 2005, p.20). Concrete operational is the third stage and children ages 7 to 11 years old lack abstract but have more logic than they did when they were younger. The last stage is formal
Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD). Studies have shown that video games actually help students become social. “70% of all gamers play with someone else on the internet.”(Devnath).