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Post by davidchristie on Oct 29, 2012 21:08:22 GMT
hi mrs heres the questions, think thats all of it, if not tell me tomorrow. 1.a. “reading books enriches the mind; playing video games deadens it” suggests that for young people it would be more beneficial to read novels than play computer games. 0M b. if these social traits in there individual way – but vary from 0m c. using word choice the writers says that critics are “dumbing down” the story while the writer uses imagery by saying he sees a progressive story and that media is changing the way we develop. showing his contrasting views and gives the image of one side thinking that the development of media is dim while the other think it is getting better. The writer also uses word choice by saying our minds are sharpened while the critics use imagery by saying that it is lowbrow fluff this shows that one side thinks games makes us learn more while others think that this teaches us nothing. 1 1/2
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Post by davidchristie on Nov 1, 2012 21:26:46 GMT
hi heres the rest
2.a. Just as the writer uses parenthisis by using colons “, the thing you almost never hear,” so too the writer is suggesting that the reader that even though the game is hard the people don't complain. The writer also uses list “you may be frustrated;” to show that there are different ways in which games are hard, but shows that people are obsessed by saying that the people “find yourself mentaly working through the problem. The writer uses the repetition of the words “you may be” to show the variety of levels of difficulty like a video game, easy, medium, hard. 1m b. Just as the writer uses imagery by saying “ move back into the real world” so too the writer is suggesting that there is a veil between reality and the world of video games, and that when in the video games people are obsessed. The writer uses imagery by saying that you wrestle with the problem, as wrestling makes you think that it is a fight, the writer shows that sometimes there are very difficult puzzles in video games and to show that mental forec is needed to beat the problems 0m
3. a. it is ironic as the majority of the class of people who hate doing house work entertain them selves with the hard complicated puzzles of computer games, which they do by choice and are very much like house work and are the people you would have to confine to an area to get them to do unfinished school work. b. the distinction that other forms of entertainment have the plessure at the right time while games sometimes have late pleasure and so are more addictive. 0M, the rewards are slow in coming 4. A. these are important as if the reward stand out and are acquired by adventuring in an fictional enviroment, these act as magnet to a human even if it is not real. The writer is showing that choosing between a maths lesson or a game of ghost blaster the game will be chosen every time and chances are the person will still learn. 1M b. the writer uses the words “literally teeming” to show that rewards in games, even small ones can be found anywhere in the game world i.e. extra health. The use of the word “crucial” shows that the design and layout of the game is crucial and is what attracts many people. The word “notifies” also shows that players will play the game when they find more rewards are available. 5. a. the writer criticises video games by saying that the thing that keeps people coming back is to see the next new thing, and so the writer is saying that video games have short lifespasns, the writer also says that many games are childish and are immature with lots of prinecess “rescuing” which also shows that th righter is saying that games have a sence of unrealism. b. the writer uses the word often to show that he thinks that all games are are, childish, which shows an infantt like views and gratuitously menacing when there are other kinds of games out there., 6. the writer is saying that people complain about video games but don't complain about a simple gam of chess that can have the same effect, the writer also points out that the plot of chess is a lot simpler and has a lot less plot and rewards than video games. 0 7. A. the writer uses words like “activate” and “conjure” while he uses word like “analyse” for video games which shows that the writer thinks that books can only do so much for a persons imagination but video games can enhance it and make it stronger and also give usadditional skills that books cannot. 1.
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Post by mslewis on Nov 4, 2012 13:55:39 GMT
Hi David Thanks for this. I'll double check your marking later but it looks ok, possibly a little on the harsh side! A couple of things I notice: - only use the "just as...so too" when discussing a simile, metaphor or personification. The "just as..." bit must explain the literal root of the image e.g. "just as driftwood is debris from trees which is carried along by the tide..". You would then go on to explain "so too the writer is suggesting this person is...." - with word choice, quote a word or expression then immediately follow it with "suggests that...." so that you analyse more and don't just repeat words from the question or waffle! You're not the only one who does this! Close reading will get easier! Especially if you read challenging material as much as you can! Ms L
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Post by teambabss on Jan 16, 2013 10:32:32 GMT
Team 1969 1) Whether uniform creates a feelings of belonging. Passage A states that because everyone is dressed the same they will feek like they belong "helps to create a culture of belonging." Passage B states that uniform doesn't contribute to how students feel in school ''feel like they don't 'belong' in their school even with a blazer and tie on."
2) Whether or not uniforms combat bullying. - passage A states that wearing uniform prevents bullying by making them look the same. "The distinction betweeb the haves and have nots is not so apparent." - passage B states that you can tell the difference between cheap abd expensive clothes ; "it's pretty obvuous whos school trousers are from Jack Wills and whos are Tesco."
3) Whether students work harder when dressed in uniform. - passage A states that it gets them to achieve more in the classroo. "They are getting into working frame of mind." - passage B states that the people studying ay higher education wear their own clothes and don't underachieve. "So does that mean uni students, wearing.their own clothes aren't working hard."
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