Saturday, January 25, 2020
Composites Used In Aircraft Structure Engineering Essay
Composites Used In Aircraft Structure Engineering Essay This report explores the uses of composites in modern aircrafts and investigates the technical effects of applying composites to aircrafts. In addition, this report also evaluates the future usage of composites in aerospace industry. Background Composites are defined as engineered materials made from two or more constituent materials with significantly different physical or chemical properties those remain separate and distinct on a macroscopic level within the finished structure. (Definition, 2010) The American Heritage Dictionary (Houghton Mifflin, Boston, 1981) comes close, with a complex material, such as wood or fiber glass, in which two or more complementary substances, especially metals, ceramics, glasses, and polymers, combine to produce some structural or functional properties not present in any individual component. The problem with even a good definition, of course, is that it is all encompassing, so that every material in the universe could in some sense be defined as a composite. (Composites Manufacturing, 2006) Composites are first introduced after crash cases of aircrafts due to metal fatigue in the 1950s. And since then the use of composites in aircrafts increases exponentially over time. Method of Investigation Information is obtained online in the form of e-books, news articles and industrial reports. Furthermore, relevant book from SP library had been used in this report. Scope of Investigation This report explores the history of composites. Besides, this report also explores the types of composites used in aircraft structure, for example carbon fiber, fiberglass and Kevlarà ¢Ã¢â¬Å¾Ã ¢ aramid, as well as fabrication of the carbon fiber. Furthermore, this report discusses the technical effects and applications of composites in aircraft structure. Composites in the future such as self-repairing composites and shape memory composites are also discussed in this report. History of Composites Composites were introduced in the 1950s and 1960s, fiber-reinforced plastic, was introduced to substitute the usage of duralumin in the structure of aircrafts. Before composites were introduced, primary structure of aircrafts was made largely of aluminum alloy. Duralumin, a type of aluminum alloy, was widely used in aircrafts primary structure due to its high strength to weight ratio and good toughness. Furthermore, good corrosion resistance of duralumin makes it so suitable to be used under harsh condition. However, in 1950s, a fully loaded De Havilland Comet jet airliner crashed due to metal fatigue. This gave rise to demand of materials suitable for aircrafts primary structure with high fatigue resistance. English scientist, Norman de Bruline, was the first to propose the use of composite materials in aircrafts structures. Then, more and more composites were introduced to suit certain requirement of properties of aircrafts structure. Modern fibers, such as carbon-reinforced fibers, Kevlarà ¢Ã¢â¬Å¾Ã ¢ aramid, glass-reinforced fibers and boron fibers, are the stiffest and strongest materials known. (Composites Manufacturing, 2006) Modern Composites Composites are well known for their favorable properties such as high strength to weight ratio, high stiffness, very high stress level, high fatigue resistance and good corrosion resistance. Some of the widely used composites in aircraft structures will be discussed below. In common, all composites are made of relatively weak bonding of lamination of materials. Hence, core in composite laminate is introduced to increase the laminates stiffness by effectively thickening it with a low-density core material. This can provide a dramatic increase in stiffness for very little additional weight, where lightweight implication is so crucial for aircraft structure. For example, application of honeycomb core provides stronger impact resistance to composite laminates. With its hollow cells, it provides good energy absorption and sound dampening effect to the laminates. Types There are many types of composites currently used in aircraft structure. However, in this part only carbon fiber, fiberglass and Kevlarà ¢Ã¢â¬Å¾Ã ¢ aramid will be discussed. Carbon Fiber Carbon or graphite fiber is basically fiber that contains more than 90% of carbon. Carbon fibers are ideal for lightweight reinforcement, as well as high strength, high stiffness application in aircrafts structure, due to its unique combinations of properties. High-performance carbon fibers are available in a range of properties, product forms, and prices. Most of the Carbon Fibers are made from organic polymers, with chains of carbons connected to each other, such as polyacrylonitrile (PAN). (Composites Manufacturing, 2006) Fiberglass Fiberglass is a reinforcing material that is widely used in aircraft structure. More than 70% of the reinforcement of thermosetting resins is made of fiberglass. In general, the longer the fibers, the greater the strength of the fibers is. And continuous fibers are the strongest amongst all. Glass does not burn, and at high temperature glass retains its mechanical properties, up to 50 per cent of its strength at 700à °F. Furthermore, glass has excellent moisture resistance compared to metals. Thus, it is suitable for application on aircraft structures. Lime-alumina-borosilicate glass, or E glass, was the first glass developed specifically for continuous fibers production. It is designed for electrical applications, with its good adaptability and high effectiveness in processes and products, ranging from decorative to structural applications in aircrafts. (Composites Manufacturing, 2006) Kevlarà ¢Ã¢â¬Å¾Ã ¢ Aramid Kevlarà ¢Ã¢â¬Å¾Ã ¢ aramid, introduced commercially in the 1970s, is an aromatic long-chain polyamide polymer produced by spinning using standard textile techniques. It was introduced to replace steel in racing tires. Kevlarà ¢Ã¢â¬Å¾Ã ¢ aramid is well known for its high tensile strength, low density and good impact resistance with about half the stiffness of graphite structure. These properties offer a better choice for materials used in aircraft structures. For example, Kevlarà ¢Ã¢â¬Å¾Ã ¢ 49 aramid fiber is widely used as reinforcement for plastic composites in aerospace, marine, automotive, and other industrial applications. (Composites Manufacturing, 2006) Fabrication In general, the reinforcing and matrix materials are combined, compacted and processed to undergo a melding event. In this part, fabrication of carbon fiber will be discussed in details. Figure 1 below illustrates the brief process of fabrication of carbon fiber, from its precursor form to the fiber. Figure 1 Fabrication Of Carbon Fiber (Flow Chart, 2010) Firstly, acrylonitrile, CH2CHCN, a chemical compound derived from propylene and ammonia, is mixed with another plastic in powder form, and is then reacted with a catalyst in a solution polymerization process. In results, a polymer is formed. After that, the polymer is put under spinning process to form the internal atomic structure of the fiber. This process is done by heating up the mixture and pump through tiny jets into a chamber where the solvents evaporate. The polymer is then washed and stretched to align the molecules within the fiber. This complete process is called stretching. The final product after this process is known as precursor. Next, the fibers will undergo oxidation process. The fibers are heated in air to about 200 to 300à °C for 30 to 120 minutes, to convert the linear atomic bonding to ladder bonding. This is to prepare a more thermally stable bonding of fibers. After the fibers are stabilized, they are heated again to 1000 to 3000à °C for several minutes in a furnace. This has to be done in inert environment to prevent fibers from burning with presence of oxygen gas. As the fibers are heated, they start to lose their carbon atoms as well as non-carbon atoms while the remaining carbon atoms will form a tightly bonded carbon crystals that are aligned almost parallel to the longitudinal axis of the fibers. This process is known as carbonization. In some processes, two furnaces are operating in two different temperatures to provide a better control of heating rate. Lastly, the fibers will undergo surface treatments such as oxidation to provide better bonding properties, coating to protect fibers from external damage. (Composites Manufacturing, 2006) Technical Effects Generally, composites are superior in fatigue resistance, corrosion resistance, and high strength-to-weight ratio. These properties give composite aircrafts better fuel efficiency as well as better load capacity, as compared to the metal alloy counterparts. In addition, composites design offers lower maintenance cost compared to that of metal alloy design. Composite parts are manufactured as a whole, compared to metal parts are manufactured in the form of sheet metals and are connected by means of fasteners, the former greatly reduce maintenance cost by simplifying maintenance procedure. Figure 2 below shows the fuselage barrel section being manufactured in one piece, without the needs of fasteners. Figure 2 Boeing 787 DreamLiner Fuselage (Composites Material, 2004) However, composites are not as almighty as they have been told. For instance, most composite materials are poor in electric conductivity and such, causing them to be more susceptible to damage due to lightning strikes. Compared to metal alloy airframes, composite counterparts require extra procedure in order to take care of the electric charge from the lightning as well as static charge from friction when flying. Furthermore, unlike metals, composites break without sign or physical warning. Compared to aluminum alloy, composites do not bend when subjected to impact but break once they fail to withstand the load. Applications Composites are currently used widely in aerospace industry. Primary structures, for example fuselage, wings, ailerons, flaps, empennage, are made of composites in modern aircrafts. For example, composites contributed 50 per cent to the weight of Boeing 787 DreamLiner, whilst almost 100 per cent of the fuselage skin and wings surface are composites. Figure 3 below illustrates the usage of composites in Boeing 787 as compared to that in Boeing 777, has increased significantly. Figure 3 Goodbye Metal Planes (Goodbye Metal Plane, 2005) Secondary structures such as pressure bulkheads, floor beams, and landing gear door are also made of composites. Furthermore, composites are also used in interior. Composites In The Future Self-Repairing Composites Self-repairing composites are composites that are able to repair cracks on the aircrafts as they happen. Figure 4 below illustrates the fundamental of self-repairing composites. By designing a network of glass rods filled with resin, it is possible to stop the crack from propagating and repair the aerodynamics characteristic of the aircraft when crack happen in flight. Figure 4 Self Healing Artificial Skin (Self Repairing, 2007) However, there are limitations in self-repairing composites, for example, the supply of the resin in the network. A system with vascular network has to be developed to resupply the resin so that self-repairing composites serve their purpose from time to time. Shape Memory Composites Shape memory composites are composites that retain one or two shapes after being cold-worked. Figure 5 illustrates how shape memory composites retain shapes after being subjected to heat. Figure 5 Shape Memory (Shape Memory, 2007) This is highly useful in aircrafts design as it means the aerodynamics of the aircrafts can now be controlled according to whether maneuverability or stability is needed. Conclusion Composites are currently used as a better material used in aircraft primary structures, substituting aluminum alloy that had been used for decades. Due to composites superiority in corrosion resistance, fatigue resistance, and weight saving, it is expected that incoming models of aircrafts will use composites extensively. Application of composites in modern aircrafts once again proves that composites are more reliable than metal alloys in airworthiness. However, further development of composites should be done to overcome weaknesses found currently to further improve the safety of aircrafts.
Friday, January 17, 2020
Managing Information Overload Essay
In my opinion, organizations are likely to find better solutions thru informational overload using technical and social systems. Information overload has an ability to cause negative effects on an organizations performance. Within, technical and social systems there are a collection of complex components that solve problems within that system. Knowledge management uses the combination and utilization of technology at every phase that is available within the organization. Social and technical framework for management of knowledge is an appropriate method than an organization can use to handle problems due to information overload. In using both a social and technical approach within an organization allows an individual to gain the most insight within their performance. The relationship between people and technology does not matter in the process of solving different performance problems within an organization. The technical system is a tool used to identify problems within the organization that affect its performance. It supports the investment of knowledge management throughout the organization and its people. In doing so, this move enhances the technology and people within the organization to be used as interface models, and IT blueprints to ensure technology is implemented. (Liu & Errey, 2006) Conducting of business is at its present day of age within information technology. Within, the work environments today, they currently have access to various tools that assist with effective communication. (Pijpers, 2010) There is enough evidence to prove how these tools assist within an organization by keeping employees in an organization up-to-date, connect with others, remain productive and engage effectively with one another. In doing so, this shows the development of information technology thru internet and communicational technologies by bringing light problems to informational overload in addition to the increasing pace and development complexity in the society. (Strother 2012) Within an organization, many people find it difficult to deal with the information they receive within a continuous transformation in an organization with the increased unpredictable and complex effects on these actions. This leads the organization to stress and anxiety. (Blair 2010) This makes it challenging for the employees to comprehend the priorities in an organization and focus on the tasks that are achieved. Within reference to the introduction of the module, socio-technological design can be effective in the diagnosis of information overload that are present and not present in other organizations. Without knowledge in an organization nothing is possible and it is necessary to identify which place and at what extent the challenge exists within an organization. For example, within an organization knowledge is in repositories, documents, routines, practices, and processes. Social interaction among members plays a huge role in searching for knowledge. Knowledge management assists in renewing, developing, transferring, and sharing knowledge. This is based on produce value, economic wealth, and organizational performance. (Becerra-Fernandez & Sabherwal, 2010) This process creates value from its intellectual and knowledge based assets. Knowledge management leverges knowledge within an organization to provide a competititive edge. The fuctions within knowledge management acheives the goals of an organization to acquire additional knowledge within its operations to remain competitive. Management of knowledge can take the approach of being technology focused, people focused or social-technology focused. The people focus approach stresses that people are of primary importance in an organization. This results in developing and implementing significant strategies that encourage individuals to develop, store and disseminate knowledge. However, this approach is unable to solve problems alone. Technology management under knowledge management deals with collecting, modifying, storing, and manipulating knowledge through the use of technological resources such as computers and other machinery. Similar to people focus approach, this approach is not able to provide solutions to existing problems alone (Becerra-Fernandez & Sabherwal, 2010) This assumption is made by intoducing new technology by solving the existing problems in performance. Performance is perceived by people as complicated. The two approaches of people focused, and technolgy focused are effective in their area of focus. Therefore, there is a need for a more effective knowledge management approach that is taking advantage of these strengths. (Grant & Shahsavarani) Socio-technical refers to the balance between the social and technical systems that make up an organization. According to the perspective of socio-technical system, the capacity of an organization and its employees to perform effectively depends on knowledge. A systems concept seeks to emphasis a two way relationship between technology and individuals. A socio-technical design has a system of modifying changes, itself, and exploits creative capacities of human resource available for the organization. Computers are unable to make practical and crucial decisions. This means the attention of the human should stay in the loop at all times. These findings are assessed and identified in researching the socio-technical approach to handle information overload. In doing so, it shows for an organization to store and develop itsââ¬â¢ knowledge they need to consider its culture and structuring roles. This ensures effective knowledge creation, sharing of information, and storage of an organizations reward system by motivating the employees to gain more knowledge. This is necessary for the organization to consider the huge significant role in the success of knowledge management initiative. All in all, organizational knowledge and knowledge management is the storage of information and additional data. Individuals that possess this ability make effective decisions to determine the success of the knowledge management initiative. This study considers the most significant methods that an organization uses to handle various problems from information overload including its complexity affecting knowledge management (Becerra-Fernandez & Sabherwal, 2010) The most effective approach in an organization is to increase the capacity, advance the intelligence and knowledge of individuals by using the people approach. However, this approach may not be enough because of various intrinsic limitation of the human brain. Thus, by advancing the information processing capacity complements an individualââ¬â¢s decision by making capacity with the support of computers thru technology. References Blair, A. (2010, November 28). Information Overload, Then and Now. Retrieved from The Chronicle: http://chronicle.com/article/Information-Overload-Then-and/125479/?sid=cr&utm_source=cr&utm_medium=en I. Becerra-Fernandez & R. Sabherwal. (2010). Knowledge Management: Systems and Processes. New York: M.E. Sharpe. J. B. Strother, J. M. Ulijn & Z. Fazal. (2012). Information Overload: An International Challenge for Professional Engineers and Technical Communicators. New York: John Wiley. Levinson, M. (2012). Knowledge Management Definition and Solutions. Retrieved from CIO: http://www.cio.com/article/40343/Knowledge_Management_Definition_and_Solutions Liu, X. and Errey, C. . (2006, February). Socio-technical systems: Thereââ¬â¢s more to performance than new technology. Retrieved from ptgGlobal: http://www.ptg-global.com/PDFArticles/Socio%20technical%20systems%20-%20Thereââ¬â¢s%20more%20to%20performance%20than%20new%20technology%20v1.0.pdf Pijpers, G. (2010). Information Overload: A S ystem for Better Managing Everyday Data. New York: John Wiley.
Thursday, January 9, 2020
Why and How Censorship Lead to Ignorance in Young People - Free Essay Example
Sample details Pages: 4 Words: 1133 Downloads: 9 Date added: 2019/05/29 Category Society Essay Level High school Tags: Censorship Essay Did you like this example? When my 8th grade English teacher told me that To Kill a Mockingbird had been banned in many middle school classrooms in America I was shocked. I later learned that this was because of the strong racial themes present in the time that the story takes place, the 1930s. Though before then I had never heard of the idea of books being banned. Donââ¬â¢t waste time! Our writers will create an original "Why and How Censorship Lead to Ignorance in Young People" essay for you Create order I thought that the schools who banned the book were making a grave error in banning such a good and educational book; I mean, if Iââ¬â¢m allowed to learn about those ideas in my History class, then why should those ideas be banned in my English class? For this reason and many more, banning books in high school libraries limits education and causes young people to become ignorant of the sometimes harsh realities of life. Though Ray Bradbury is against the censorship of books, in Fahrenheit 451 the fire chief, Beatty, makes the argument that many censored books contain controversial ideas which upset certain groups of people: ââ¬Å"Dont step on the toes of the dog-lovers, the cat-lovers, doctors, lawyers, merchants, chiefs, Mormons, Baptists, Unitarians, second-generation Chinese, Swedes, Italians, Germans, Texans, Brooklynites, Irishmen, people from Oregon or Mexico. The people in this book, this play, this TV serial are not meant to represent any actual painters, cartographers, m echanics anywhere. The bigger your market, Montag, the less you handle controversy, remember that! All the minor minor minorities with their navels to be kept cleanâ⬠(54). This quote is from Beattyââ¬â¢s conversation with Montag about how things came to be the way they are in the society of F451. While this is a valid argument, Bradbury disproves this argument when later in the book Faber makes the argument that without controversial ideas people stop wanting information about the world at all if it isnââ¬â¢t happy news which forms a bubble around each individual which ââ¬Å"protectsâ⬠them from reality: Patience, Montag. Let the war turn off the ââ¬Ëfamilies.ââ¬â¢ Our civilization is flinging itself to pieces. Stand back from the centrifugeâ⬠(84). This is what causes the ultimate destruction of the main city of F451. In short, Bradbury argues that censorship ultimately leads to ignorance even among adults which shows that this argument would also hold true for teens. He is saying that this ignorance will ultimately lead to the destruction of society. A reason that many people give for the banning of controversial books in high school libraries is that they promote inappropriate ideas about sexuality. These ideas and themes include LGBTQ characters, nudity, rape, and other sexually explicit content (10 Reasons Books are Challenged and Banned). Many school administrators say that teens are too young to learn about these things. This argument is unsubstantiated because it doesnââ¬â¢t account for the fact that high school is the time when teens are supposed to be informed about these topics and learn how, though in the case of rape not, to do it. The argument that these sexual ideas are inappropriate is a false one because high school teens will soon be at the age when they will be able to experience those things; books containing this material can prepare teens to deal with those situations. Though the argument can be made that these books will corrupt teens perceptions of these topics when combined with a sexual education class where students are free to ask questions this will not happen. If the high school doesnt offer sex ed then students can always come to their parents with questions. If these books are read in tandem with a sexual education class or with the help of a parent, teens will understand the book even better and learn what is and isnââ¬â¢t acceptable. These school administrations, as stated perfectly by Sherman Alexie in his article titled: Why the Best Kids Books Are Written in Blood, are simply trying to protect their privileged notions of what literature is and should be (Alexie 2). Finally, controversial books shouldnââ¬â¢t be banned in high school libraries because while peopl e may say that themes of rape, racism, physical abuse, drugs, and alcohol might cause teens to start doing those things (10 Reasons Books are Challenged and Banned), they are underestimating the capacity of high school students to understand what they are reading. When a high school student reads a book, they already have shown that they are interested in seeking information or learning about a story. While reading YA novels, or novels in general, usually students will take the themes exhibited in the book and think about them. When some of the aforementioned ideas or themes appear in books while reading teens have a chance to think about the topic and usually, the story shows the reader how badly peopleââ¬â¢s lives are impacted by their bad choices. For example, in the book Thirteen Reasons Why, there are strong themes of suicide as this is what the story centers around. When reading this book high school students wouldnââ¬â¢t be inclined to kill themselves as the book doesnââ¬â¢t encourage suicide; if anything, it allows teens who are contemplating suicide to think about their decision and if itââ¬â¢s really worth it. To finish, censorship of books in high school libraries is something that limits the growth of students intellectually and sexually. Censorship also limits the capacity, ability, and will of teens to think for themselves about controversial topics; it prevents them from accessing novels that contain ideas that will help them form a well-advised opinion. Young adult books allow students to learn about these things by providing examples of what not to do and the outcomes of those actions. In addition, the cultural critics who are advocating for these bans are assuming that high school teens arent ready for the strong, explicit themes present in young adult novels (10 Reasons Books are Challenged and Banned); this ideology, as stated previously, displays great ignorance on the part of the critics. Hopefully, this paper has shown at least some of the reasons why and how censorship is something that will ultimately lead to ignorance in young people and a lack of education about the explicit ideas and themes seen in YA novels and, more importantly, the real world. Works Cited Banned Books Week, American Library Association, December 11, 2012. https://www.ala.org/advocacy/bbooks/banned (Accessed January 8, 2019) Gomez, Betsy. ââ¬Å"10 Reasons Books Are Challenged and Banned.â⬠Banned Books Week, The Banned Books Week Coordinator and the ALA Office for Intellectual Freedom, 26 Sept. 2018, bannedbooksweek.org/10-reasons-books-are-challenged-and-banned/ (Accessed January 8, 2019) Bradbury, Ray, and Neil Gaiman. Fahrenheit 451. Simon Schuster Paperbacks, an Imprint of Simon Schuster, Inc., 2018. Sherman Alexie Article Alexie, Sherman. ââ¬Å"Why the Best Kids Books Are Written in Blood.â⬠The Wall Street Journal, 9 Jun. 2011, https://www.ncte.org/library/NCTEFiles/Involved/Action/censorship/Authors-Rationales/Alexie_Sherman_BestKidsBooksWritteninBlood.pdf
Wednesday, January 1, 2020
Frequency Definition in Science
In the most general sense, frequency is defined as the number of times an event occurs per unit of time. In physics and chemistry, the term frequency is most often applied to waves, including light, sound, and radio. Frequency is the number of times a point on a wave passes a fixed reference point in one second. The period or duration of time of a cycle of a wave is the reciprocal (1 divided by) of frequency. The SI unit for frequency is the Hertz (Hz), which is equivalent to the older unit cycles per second (cps). Frequency is also known as cycles per second or temporal frequency. The usual symbols for frequency are theà Latin letterà fà or the Greek letter à ½ (nu). Examples of Frequency Although the standard definition of frequency is based on events per second, other units of time may be used, such as minutes or hours. For example, a human heart may beat at a frequency of 68 beats per minute.A 78 record on a turntable turns at the rate of 78 revolutions per minute or 78 rpm.
Tuesday, December 24, 2019
Rom and Strengthening Exercises as a Treatment Option
ROM and Strengthening Exercises as a Treatment Option There are multiple kinds of exercise that could be beneficial in treating acute whiplash. Literature shows exercises such as a McKenzie treatment, postural training exercise, endurance strengthening and motor control, eye fixation, isometric exercises, and resistive exercises. In reviewing the literature, these exercises were combined with other treatment strategies such as modalities or mobilization to get the most effective outcome. Also, at this point although there is a large amount of research done on treatment of whiplash injury, the conclusions that are made from this literature conflict each other. However, there is a consensus that excessive treatment of whiplash associatedâ⬠¦show more contentâ⬠¦Postural exercises may help patients to be more aware of their posture and make self-corrections to avoid future injury throughout the workday. In the systematic review by Drescher (Reference 22), the study compared a group receiving postural exercises to a control group who were not receiving postural exercises. It was found that the group that completed postural exercises demonstrated decreased pain and increased cervical ROM. Another high quality study (references 17-19) within this review compared an intervention group receiving postural exercises to the control group. The postural exercise group showed significant reduction in pain at both the 6 month and 3 year follow up, as well as a lower amount of sick days taken from work at the 3 year study. There was no significant different in cervical ROM improvement in these two groups. Initially the cost of this postural training was higher, however ended up being lower when taking into account the cost of sick-leave days, loss of productivity and other interventions.(Drescher) In a study by Schnabel et al, it was determined that active therapy including postural advice and exercise was superior to passive modalities such as massage and ultrasound. (Schnabel) There is limited evidence on specific postur al exercises which would best benefit this population, however there has been some proof thatShow MoreRelatedEpidemiology : A Painful And Debilitating Condition1628 Words à |à 7 Pagesidentified an increased risk of developing both primary and secondary AC with the presence of diabetes (Cadogan and Mohammed, 2016). The reported AC incidents of people with diabetes is 10% to 36% and observational data revealed a lower response to treatment by diabetic patients in comparison to nondiabetics (Dias, Cutts, and Massoud, 2005). 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Monday, December 16, 2019
Exploring the use of digital gaming in teaching Free Essays
string(28) " for the educational scene\." It is the general intent of the research that is presently being undertaken to research the usage of digital gambling in instruction and acquisition of mathematics in order to run into up educational ends. The survey is specifically being conducted in the scene of the Kingdom of Saudi Arabia with the purpose of looking at the consequence of digital gambling to learning mathematics, that is, either heightening learning or larning or looking at the possibility of digital gambling non holding any positive consequence at all in accomplishing educational ends. There is voluminous information in the literature about digital gambling being used in the educational scene, more often in scientific discipline and mathematics-related topics. We will write a custom essay sample on Exploring the use of digital gaming in teaching or any similar topic only for you Order Now Eck ( 2006 ) asserts that digital game-based acquisition has been unpopular for old ages until 2006 but get downing 2003 the involvement in the use of digital games to back up larning in assorted Fieldss have already started ( Wolz et al, 2005 ) . Habgood et Al ( 2005 ) , on the other manus reference that since the 1980s, there has been significant literature demoing how digital games are really related to instruction and acquisition. Since 2006, there has been a turning involvement in the usage of digital games for acquisition and harmonizing to the writer, advocates of this type of learning have been rather taken aback by the alterations that have been go oning. Harmonizing to Eck ( 2006 ) , this can be mostly attributed to three of import factors. The first of these factors is that advocates of digital game-based acquisition have unfailingly continued research on this new larning aspect and printing them through books, essays and articles with writers such as Marc Prensky, James Paul Gee and Clark Aldrich, to call a few. In the web, one would happen a volume of information that discusses about digital games as tools for acquisition, some showing the theoretical concepts underlying the tool while other readings provide empirical researches that aimed to accomplish specific ends in digital game-based acquisition. Second, the current coevals which is fundamentally the Internet coevals and instead, Eck ( 2006 ) calls the ââ¬Å" digital indigens â⬠play a big function in the broad credence of digital games as acquisition tools. Persons who were fundamentally borne and have practically lived the Net coevals adapt good to a fast-paced life welcoming and synthesising assorted sorts of information at any one clip. The ââ¬Å" digital indigens â⬠as Eck ( 2006 ) relates, someway became disentangled with the conventional ways of acquisition and normally enjoys speedy interactions. Besides, first-class ocular accomplishments used for larning are what embody the current coevals and this accomplishment is something that would tremendously prefer digital game-based acquisition. Hoyles and Noss ( 2006 ) even reference that kids, with the emerging involvement in games as tools for acquisition, even heighten their abilities to plan their ain games and drama with them after, utilizing certain tools , one of which is the Playground, where in general, kids are able to pull strings alive characters. The increased celebrity that games have fundamentally acquired through the old ages is the 3rd factor that says why digital game-based acquisition is widely accepted as of recent. Digital games are merely everyplace and come in assorted media, therefore doing it more accessible to the general populace and therefore more apprehended. As if to farther set up how games have been used to heighten larning today, Prensky ( 2001 ) describes the many chances connected with digital games-based acquisition. The writer asserts nevertheless that digital games are merely options used by educational establishments to farther pupil acquisition. Harmonizing to him, a new paradigm of acquisition has emerged and this is larning through playing. He cites some of the activities which are chiefly digital games incorporated in assorted degrees of instruction. Some of these are typing games, pre-school acquisition of the alphabet through computing machines and computing machine cheat being used by K-12 pupils. For grownup scholars, like in the instance of those preparation in the armed forces, the existent conflict in the battleground has been re-created through digital games and military trainees have to play these games that resemble a realistic conflict as simulations of the true conflict that has to go on when they serve the state . Indeed, the computing machines and the package for digital games that have been created and made more realistic by package experts have provided manners of larning for immature and big scholars. Digital Games in Education Sandford and Williamson ( 2005 ) describe computing machine games and picture games as digital applications which individual or groups of participants control utilizing a personal computing machine or some other media such as a PlayStation. The writers suggest that by playing digital games, participants are able to hone accomplishments in confronting challenges that are more complex than what they encounter in school. The environment that digital games provide to participants is a learning environment. While playing, gamers are confronted with ambitious state of affairss that they need to decide to win in the game. This provides participants the accomplishment to confront realistic jobs of the same sort in the hereafter. While playing, gamers are besides provided options which mean they have to prosecute themselves in some decision-making exercising and be able to see the effects of their determinations or actions. Identifying with the characters of the game is besides another facet that participants deal with when playing computing machine or picture games. Particularly in role-playing games, participants are besides able to heighten their vocabulary, familiarising themselves with the footings used in the game that normally come because of the devices that the character in the game has to utilize. In this manner, participants will larn to understand the whole character being portrayed in the game. Socialization is besides enhanced by digital games as participants would usually be affiliated with certain groups which have common ends while playing. Squire ( 2003 ) relates some of the features of digital games which make it utile for the educational scene. You read "Exploring the use of digital gaming in teaching" in category "Essay examples" A digital game provides participants with drill and pattern. Presently, this map of computing machine games makes it of import for pedagogues because of its incorporation into the traditional course of study as exercisings that will enrich the acquisition of the pupils as they immerse through it during single survey times. The other property of digital games that makes it utile for the educational scene is the being of simulation and scheme games. Simulation games provide the participants a image of the world, within the walls of the house, the schoolroom or a computing machine store. Squire ( 2003 ) portions two types of simulations used and these are low-fidelity and hi-fidelity simulations. Hi-fidelity simulations try every bit near as possible to mime the interactions and state of affai rss that may be experienced if it were to go on in existent life. Low-fidelity simulations, on the other manus, are meant to supply system simplification so that some of import constituents of the system may be highlighted. Video games that are both educational and entertaining let the pupil participants to pull strings some variables which in existent life, an ordinary pupil can non change merely yet. Players can besides larn about different topics of involvement when they engage in educational games that will do them presume a certain function or personality. In this manner, the pupil is besides given the opportunity to see state of affairss in assorted positions. Digital games besides make it possible for the participants to visualise a peculiar in three-dimensional infinite hence increasing apprehension of the affair. Gros ( 2007 ) asserts that digital games can be used by scholars to get cognition and larn certain schemes. The writer cites the survey conducted by Nussbaum and co-workers in 1999 with 300 4th twelvemonth pupils as topics. A series of games in linguistic communication and mathematics was developed utilizing Gameboy and that the games have characters that the pupils can place with. In mathematics specifically, the end of holding the pupils play the game is to familiarise themselves with the cardinal construction of accomplishments and mathematical thought every bit good as larning arithmetic and geometry. The instructors were able to besides larn utilizing the instrument used in the experiment in 2 to 3 months and feedbacks from the pedagogues themselves reveal that videogame is an instrument that is easy learned and used and can function as extra learning stuff that they can utilize as back-up for the conventional instruction stuffs that they are already utilizing. Games have besides found its utility in Science and Engineering topics, in general. In the instruction system of the United States Science and Engineering, Mayo ( 2007 ) asserts that picture games have played of import functions in turn toing lacks in the system because of five primary grounds. One of these grounds is monolithic range. The Internet has provided a manner for persons, pupils and even those who are already in the on the job category, to acquire entree to digital games. Some of these games can be downloaded for free, while others have to be purchased. Besides, the games need non be violent as there are games that educate users about assorted subjects. As the writer relates, these games are non really portion of the educational system as pupils did non entree these games through the four walls of the schoolroom but merely the same, pupils learn. The 2nd ground is effectual larning paradigms. The act of playing video games is associated with enhanced larning results because the undermentioned accomplishments are being honed while playing: experiential and inquiry-based acquisition, self-efficacy, end scene, cooperation or squad playing and uninterrupted feedback ( Mayo, 2007 ) . Enhanced encephalon chemical science is the 3rd ground behind the potency of video games in turn toing jobs in instruction. Mayo ( 2007 ) asserts that a survey in 1998 established the relationship between the sum of dopamine nowadays in the encephalon of the participant and his/her public presentation in the game. Dopamine serves to excite acquisition of the participant. It must be taken into consideration, nevertheless, that the game tested in the 1998 survey is non educational in nature and hence subsequent surveies are still necessary. Time on bet oning undertaking is the 4th ground as participants normally take more than a twosome of hours to play digital games. If lessons in school have to be incorporated in these games, efficaciously, so it is uniting amusement with acquisition and pupils now take more clip larning than they did before with conventional acquisition. The last of these five grounds is larning results informations which suggest that have already been surveies conducted which compared the larning results of pupils subjected to games while larning and those under the traditional acquisition. It must be considered nevertheless that the games used in the ratings are non the popular commercial games that can be seen played today, but so the ââ¬Å" not-so-big-time â⬠games are still digital games and hence portion of the concern of looking how these games can better acquisition ( Mayo, 2007 ) . Squire et Al ( 2004 ) elaborate on an empirical survey conducted among 96 pupils, of which 61 were assigned to the experimental group and 35 to the control group. The experimental group played Supercharged! In their Physicss category apart from the synergistic talks on electrostatics and other addendum stuffs provided to them by the instructor. The same instructor provided electrostatics lessons to the control group through synergistic lessons, observations and experiments. Supercharged! Is an electromagnetism simulation game developed through the aid of John Belcher, an MIT physicist? The game itself is chiefly be aftering and playing as participants have to travel through electromagnetic labyrinths and playing with charges to command a ship. Consequences of the survey showed that pupils belonging to the experimental group had better public presentation than those in the control group in footings of construct comprehension. Merely to add to the treatment on the inventions done for acquisition, in universities, where higher instruction can be acquired, engineering has besides been embraced. Together with this are the developments effected in order to supply larning to college pupils. Brown ( 2001 ) asserts that in this digital age, the universities have besides done their portion in bettering instruction. One of the inventions that have been taken is the integrating of studio classs as replacing for lecture-based introductory classs. In the studio classs, the pupils have the opportunity to see talk, recitation and research lab, all in one incorporate class. The module is besides being given a better environment to learn synergistic lessons. The studio courses accommodate big categories but can manage an array of activities, digital and non-digital within the category. The MIT Media Lab is another invention that has been brought to the universities. In this lab, theory and application are brought together in one category. The lab provides the category a collaborative environment where pupils can work out solutions to existent life jobs despite being confined in the lab. Brown ( 2001 ) besides adds that computing machine games, specifically, role-playing games ( RPG ) with multiple participants online have besides transformed the ways of larning. In RPGs, participants do non merely vie but they are besides able to make and set up groups. The higher instruction sees this as a theoretical account for constructing a networked acquisition environment. Players, by prosecuting in RPGs experience interaction with other participants as they swap their cogwheels and techniques among members of their group. The pupils ââ¬Ë originative and strategic accomplishments are besides being honed as they try to spread out their functions within the game. The literature discoursing the usage of digital games in mathematics instruction in the Kingdom of Saudi Arabia ( KSA ) seems to be scarce. Al-Wakeel ( 2001 ) asserted that in the yesteryear, universities in KSA deficiency adequate computing machine instruction plans which are besides of high-quality. There have been attempts to beef up computing machine instruction in KSA but have failed non because the purposes were non good but because design of the plans was non planned good. Furthermore, there is a noteworthy scarceness in professionals who are subjects who could learn computing machine instruction. This is apparent in the past plans preparation of computing machine professionals who came from outside KSA. There is besides concern in research of computing machine applications that can be used to better instruction. To turn to this, KSA revamped its educational system with the constitution of Comprehensive Education Programs in the College of Computer and Information Sciences ( C CIS ) . With such move, although there are besides obstructions hurdled, research in computing machine instruction may be done including the geographic expedition of the usage of digital games in learning mathematics to KSA pupils. Because of sensed scarceness of researches done in this country in KSA, this research will be chiefly done to research the usage of digital games in acquisition and learning mathematics to profit and ease educational ends, with peculiar scene in the Kingdom of Saudi Arabia. This research will be conducted in order to look into the consequence of digital game-based acquisition to pupils ââ¬Ë motive and academic public presentation, peculiarly among pupils in the secondary degree of instruction. The Future of Digital Games-Based Learning Digital games provide agencies of accomplishing a figure of ends. Prensky ( 2001 ) relates that through digital games-based acquisition, motive for larning topics that are hard to learn can now be achieved. This motive works in both ways. If the pupil finds topics to be deadening, so integrating digital games into the topic will do it interesting. On the other manus, if the pupil finds the lesson excessively complex, so digital games can be used to supply an alternate manner of showing the topics to the category in a manner that will direct the feeling of being hard to something that they will larn and bask at the same clip. The usage of digital games in larning besides provides an chance for a conjunct attempt among people in different Fieldss such as instructors, content experts and digital game developers. In footings of the being of the Internet, the usage of digital games in instruction and acquisition will ensue to holding the Internet non merely as a medium of instruction but will be a lively locale of forum for users and manufacturers of games to get at new constructs everyday for larning that will do its manner through the scholars via digital games. There will besides be a uninterrupted thought of how digital games can be improved and innovated to outdo function the intent of conveying instruction to the pupils at its fullest potency, thereby bring forthing alumnuss will all-around personalities who can do determinations non merely in conjectural state of affairss but in realistic conditions as good. Squire ( 2003 ) believes that since the 1980s, there has been a important betterment in the gambling engineering but so integrating these betterments into larning environments is one missing measure in order for digital game-based acquisition to boom. The writer comes up with his ideas on the hereafter of picture gambling in instruction. First away, the writer suggests that pedagogues have been keen on buying educational and entertaining digital games that are commercially available presents. Harmonizing to the writer, there is increased frequence in the usage of ââ¬Ëedutainment ââ¬Ë but so there is non much evidence-based research which has been conducted to demo how these games really work. Design experiments must be incorporated into the work of games research so as to do educational games be more utile for instructional engineers and therefore set up research from at that place. Second, instructional engineers who design the synergistic acquisition environments of larning games can besides acquire lessons from the present inventions in gambling. The writer cites two facets of gambling that harmonizing to him hold non been to the full studied and these are synergistic fiction and online gambling. Synergistic fiction will supply instructional engineers information on how characters can germinate and develop in an synergistic environment. Online gambling, on the other manus, can supply instructional engineers valuable information on the design of on-line environments. Finally, by simply taking a close expression at all the digital games that have abound presents in whatever medium such as those streaming in the cyberspace or games installed in personal computing machines, one would really happen himself amazed at how the design, sounds and artworks have evolved through the old ages. The many games found online every bit good as those played in picture houses and in the comfort of the places have all passed through betterments. The artworks about resemble that of real-life persons every bit good as the motions of the objects in the digital game. Aesthetics has continuously improved to the pleasance of consumers. Possibly, for educational games, this can besides be done. The creativeness in coming up with new designs and new games is one of the aspects of digital game-based acquisition that can be improved in the hereafter. How to cite Exploring the use of digital gaming in teaching, Essay examples
Saturday, December 7, 2019
Employability Competencies free essay sample
Evidence for Employer Satisfaction and Employer Expectations of Open University Malaysiaââ¬â¢s (OUM) Graduates Abstract It cannot be denied that human capital development is a vital element in any countryââ¬â¢s economic development. In this respect, higher education, which equips future employees with the necessary knowledge and skills, is often deemed an important tool for economic growth. As emphasized by the Minister of Higher Education (MOHE) Malaysia, ââ¬Å"Todayââ¬â¢s challenging economic situation means that it is no longer sufficient for a new graduate to have knowledge of an academic subject; increasingly it is necessary for students to gain those skills which will enhance their prospects of employment. Hence, Higher Education Institutions must be responsive to these changesâ⬠. (Nordin, 2009, p. 2). Meanwhile according to Quek (2008), the extent to which graduates possess relevant competencies (i. e. nowledge, skills and attributes) which meet new job demands in a changing work environment affects oneââ¬â¢s employability. We will write a custom essay sample on Employability Competencies or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page This study aimed to: (1) Find out the level of importance attributed by employers to the various employability competencies; (2) Find out the extent to which the employers are satisfied with OUM graduates competencies; (3) Examine the extent to which the level of employer satisfaction differs from the level of importance attributed to the competencies; and (4) Examine the strengths and opportunities for improvement of OUM graduates with regard to employability competencies. Role of Open Distance Learning in Advancing Lifelong Learning: â⬠¢Ã¢â¬Å"Lifelong learning is also about providing second chances to update basic skills and to offer learning opportunities at more advanced levels. â⬠¢All this means that formal systems of provision need to become much more open and flexible, so that such opportunities can truly be tailored to the needs of the learner, or indeed the potential learner. Likert-type scale for Importance Satisfaction â⬠¢Sample: 290 / 1088 employers (Response rate = 27. 41%) â⬠¢3 dimensions examined: Knowledge Understanding, General Attributes, and Generic Skills Conclusions OUMââ¬â¢s ODL Bachelor degree programmes have been successful in producing graduates who meet the expectations of their employers with regard to employability competencies In order to adequately equip a workforce which meets the challenges and demands of the new age labour market, ââ¬Å"the nexus between output of graduates and industry needs, the university and the workplace, and the higher education system and the lifelong learning system needs to be further strengthenedâ⬠.
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