Text Introduction Culture Notes Author Structure Play-Doh (Paragraph 3) a trademark for a soft colored modeling material used especially by children
Play-Doh (Paragraph 3) a trademark for a soft colored modeling material used especially by children Text Introduction | Culture Notes | Author | Structure
Text Introduction Culture Notes Author Structure Monopoly (Paragraph 7) a trademark for a real-estate trading board game MONOPOLY
Monopoly (Paragraph 7) a trademark for a real-estate trading board game Text Introduction | Culture Notes | Author | Structure
Text Introduction Culture Notes Author Structure Alison Sperry graduated with a bachelor's degree in history and museum studies in 2004 from the State University of New York,College at Potsdam.Upon graduation,he obtained a manager's position at the Bellagio Gallery of Fine Art in Las Vegas,NV.After relocating to Hawaii he is currently enrolled in the Library and Information Science Graduate Program at the University of Hawaii at Manoa.He also works as a freelance writer for online publications
Alison Sperry graduated with a bachelor's degree in history and museum studies in 2004 from the State University of New York, College at Potsdam. Upon graduation, he obtained a manager’s position at the Bellagio Gallery of Fine Art in Las Vegas, NV. After relocating to Hawaii he is currently enrolled in the Library and Information Science Graduate Program at the University of Hawaii at Manoa. He also works as a freelance writer for online publications. Text Introduction | Culture Notes | Author | Structure
Text Introduction Culture Notes Author Structure Part 1 (1-2)the beginning part,presents the first contrast:the first paragraph exemplifies the positive influence of active games on kids,while the second paragraph points out the enormous impact of passive games on children. Part 2 (3-8)concretely illustrates the positive influence of active games on kids and the negative impact of passive electronic games or activities. Part 3 (9-10)concluding part of the essay,indirectly emphasizes the awful impact on children exerted by such depressingly familiar games as are described in the eighth paragraph
Text Introduction | Culture Notes | Author | Structure Part 1 (1-2) the beginning part, presents the first contrast: the first paragraph exemplifies the positive influence of active games on kids, while the second paragraph points out the enormous impact of passive games on children. Part 2 (3-8) concretely illustrates the positive influence of active games on kids and the negative impact of passive electronic games or activities. Part 3 (9-10) concluding part of the essay, indirectly emphasizes the awful impact on children exerted by such depressingly familiar games as are described in the eighth paragraph
Detailed Reading KIDS AND COMPUTERS:DIGITAL DANGER Alison Sperry 1.There's a familiar saying,"Play is children's work." Through play,people who study child development tell us, children develop the skills and outlooks that determine the adults they will become.Playing house or school,for example,helps them "try on"the roles of Mom or Dad or teacher.Athletic activities help kids develop coordination. learn to work as part of a group,and gain confidence and a sense of fair play.Even solitary activities like reading connect children with the wider world,encouraging a sense of empathy with the greater human family. Question Translation
KIDS AND COMPUTERS: DIGITAL DANGER Alison Sperry 1. There's a familiar saying, "Play is children's work." Through play, people who study child development tell us, children develop the skills and outlooks that determine the adults they will become. Playing house or school, for example, helps them "try on" the roles of Mom or Dad or teacher. Athletic activities help kids develop coordination, learn to work as part of a group, and gain confidence and a sense of fair play. Even solitary activities like reading connect children with the wider world, encouraging a sense of empathy with the greater human family. Detailed Reading