I was in a classroom working on 2nd grade games. The games I presented were I-spy and top-it. I had just a few students with their families in my room. Presenting and discussing the games with the families benefited the child and the parent to play these fun and easy games at home. In my last rotation the students were hard to manage because each of them were going at their own pace playing the games.
This week was a very good presentation. It was very relatable and helped me get a better picture of what applying to coop will be like. It was cool to hear David`s perspective because he is a nursing major. Before going to this lecture I had wished that I had been spring/summer coop. However, David brought up a good point saying that most colleges will be office for summer break looking for interships at that time. Nothing confused me about this lecture. Overall, I thought it was very enjoyable.
A fair amount of us have experienced many important moments in our lives and learned or changed because of them. How would you live your life after that? In the book Whirligig, the moment that changed Brent’s entire life was when he killed Lea. He would always live with the guilt of being a murderer, but he may be able to move on. Another part of the book where a character’s life has been changed from one moment was when Jenny drove her grandmother around San Diego to let her revisit past memories of her life. Jenny felt closer to her grandmother because of that and understood her life in a deeper way.
In the book, Everything Bad is Good For You, Steven Johnson writes, “I have no doubt that playing today’s games does in fact improve your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination” (24). Johnson explains that the gaming improves our skills and makes us smarter. Johnson also points out, “the gaming population turned out to be consistently more social, more confident, and more comfortable solving problems creatively” (153). Johnson points that the new technology like video gaming are making people smarter by teaching them about problem-solving, creating connections, and helping people become confident and creative. To illustrate, my 9-year-old niece can do her homework by herself because if she has any question, she can easily search it online without waiting for an adult to answer her questions.
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
Our task was to create a calculator with the resources we were provided. Being thrown into something I have never experienced before was a learning curve, but eventually I was able to program my calculator to compute 2 +2. It might seem elementary now, but to me this experience was the spark that hooked me into the world of technology.
The following reflection piece is based on an event which I experienced during my internship placement. Johns model of reflection will be used for this assignment. The reflection is based around my own personal experience with a terminally ill patient. It focuses on one main issue, providing hope for patients and how I felt about it. it also discusses my feelings, the knowledge I had, my knowledge gaps and what I learnt through literature during my reflection. This assignment also covers the importance of hope for patients and the role hope plays in terminally ill patients. I will also discuss ways in which health professionals can foster hope in terminally ill patients.
After I had used the restroom, I stepped out of the bathroom and made sure to look behind my back, to make sure the substitute teacher wasn’t following me. I went down the hallway, which felt longer than usual. I had a weird voice in the back of my head saying “ I don’t think this is an exquisite idea.” Like I usually do I ignored it because I like to live in the moment, no just kidding; I’m just not that bright. So when I got to the science classroom door, I slowly opened it to make sure no one was in the room.
As I reflect on the MSW program at Sacramento State University, I am grateful for the experiences I was able to receive during my field work during both years in my MSW program. I am grateful for choosing a program that includes internship as part of the requirement. I truly believe that the field work we have been provided with has given us the opportunity to learn from our mistakes and learn what being a social worker really means.
I eventually decided to use the most interesting information I could find. I did this because the majority if people already know the basic positive and negatives from overusing video games. My process of researching and solving a problem or issue was overall much easier and less stressful.
What learning activity or emotional response most took me by surprise during the last two weeks? The emotional response that took me by surprise during the last two weeks was the feeling of achieving the goals from the program. Even if we still need to make few changes to our presentation as per Stephanie’s suggestion. I feel that my learning experience during the whole MSBI program and especially during the practicum has already reached its maximum level, with the completion of our presentation.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
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.”
The Process of Reflection The process of reflection is central to clinical supervision. Launer (2003) describes external and internal factors in supervision whereby clinical practice and sharing skills are external and reflection is an ‘internal conversation.’ Brunero & Stein-Parbury (2008) discussed the effects of clinical supervision in nursing staff and argued that self-reflection generates a sense of self-awareness and knowledge to the individual. Supervisees or students may be asked what happened during a clinical event, how they felt, the implications of their actions and what they would do differently if faced with the same situation.
I cannot recall any other time I experienced so much joy and satisfaction. It was on the warmth of a spring day in March, 2015. After finishing the spring semester at high school, the school gives students a one-week holiday to relax or to go somewhere. A beach trip in the spring is always a good idea for us who live near the sea, but this time I was on the bus with my classmates heading to the airport. The school had organized a Habitat Trip to the Philippines, where my classmates and I decided to go to build houses.