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Brain Function Essays and Research Papers

Instructions for Brain Function College Essay Examples

Essay Instructions: A paper on bipolor, include the following:

What ideas are prevalent in clinical literature concerning the relationship between brain function and nero-development disorders?

What are some relevant issues concerning the pharmacokinetics and pharmacodynamics?

What are common uses of psycohpharmacological medications?

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Title: Interpretive Analysis Oliver Sacks essay The Mind's Eye

Total Pages: 5 Words: 1727 Sources: 2 Citation Style: MLA Document Type: Research Paper

Essay Instructions: Follow Oliver Sacks' essay "The Mind's Eye" from beginning to end and pay close attention to how and when he questions his own assumptions and understanding about how and what the Blind see.
1.What does he learn from the memoirs of the blind authors he has read and studied? Hint: what do each of the authors tell in detail about their own blindness and their own adjustments to their blindness? What does Sacks explain to the readers about how to interpret what he has learned from the different experiences of the blind and about how each blind author "sees" in his or her own way?
2 What additional understanding does Sacks acquire through the anecdotal evidence supplied by the other blind people he has met or encountered?
3. what does Sacks mean when he argues that brain function is "metamodal" and not fixed? How does "synesthesia" work in this context? what then is Sacks' thesis about the neuroscience of the sensory areas of the brain in both the sighted and the blind? How does this relate to the title of his essay: The Mind' Eye?
4. Throughout the essay, Sacks uses rhetorical strategies to get his points across. Identify the rhetorical strategies he uses by name, as they occur in the text. Tell us when, why and how he is using summary or commentary, definition, cause and effect, and compare/contrast strategies to explain his own analysis of what he is learning and then relating to us, his readers. Show these strategies as they occur in the text.

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Title: Argument essay on how video games impact adolescent aggresion

Total Pages: 8 Words: 2961 References: 8 Citation Style: MLA Document Type: Essay

Essay Instructions: This is my annoted bibliography I wrote, the sources are not required they are just reccomendations. The essay needs to be a argument essay, with my stance being that violence in video games does effect adolescents.

Berger, Arthur Asa. Video Games : A Popular Culture Phenomenon. New York: Transaction, 2002. Discusses the social, psychological, and cultural significance of video games on modern society primarily teenagers. Primarily focuses on the impact of adventure or action-adventure video games. Including, but not limited to the role video games play on the lives of teenagers, a bio-psycho analysis of the video game phenomenon, and the impact of four video games considered to be important action-adventure games; Myst, Riven, Tomb Raider, and Half-Life.
Carnagae, Nicholas L. "In Video Games, Not All Mayhem Is Created Equal." PyscologicalScience.org. 30 Nov. 2005. Association for Psychological Science. 15 Oct. 2008 . Discusses How rewarded hostility and violence in video games leads to violence in real life situations. Gives reference to studies done in which participants were placed either playing violent or non violent games. A series of tests was then done which showed that the subjects that participated in the violent games had a higher level of hostility than those who participated in the more docile games.
Delp, Christopher A. Boy Toys: The Construction of Gendered and Racialized Identities in Video Games. Deborah Dixon, 1997. Examines the construction of gender and racial identities in video games, arguing that landscapes play a primary role in distinguishing masculine, feminine, and racial identities of video game characters. The book also relates how these aspects of the video game can also be related to the players in the "Real World"
Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan Limited, 2003. Discusses the complexity of video games and how by giving the video games puzzles to solve or requiring them to maintain a complex entity, such as a army, the game is giving attributes to the player that can be demonstrated or executed in a real world situation. The author’s primary focus is on the player taking on the role of a fantasy character, but also takes on third person creators and first person shooters.
Gros, Begona. "The Impact of Digital Games in Education." First Monday. 23 June 2003. 15 Oct. 2008 . Main topic of discussion is the possibility of virtual learning being more advantageous than standard learning. Digital learning is more flexible, easier to distribute, and is easy to adapt to. States that people acquire digital literacy through the playing of video games, and that neither schools nor other education institutions take this into account.
Mcrae, Tegan. "The impact of video games on society." Helium. 15 Oct. 2008 . Discusses how video games have caused the general public to become desensitized to such things as street violence, or death. The page discusses how accustomed we as a generalization have become so accustomed to violence, and if it is a good, a bad, or a neutral desensitization.
Nauert, Rick. "Violent Video Games Leave Impact." PsychCentral. 14 June 2007. 15 Oct. 2008 . The page suggests that playing violent games leads to temporary effects on brain functions. It also discusses that "a new study has found that adolescents who play violent video games may exhibit emotional arousal and diminished control, focus and concentration." The page gives a example in which 44 adolescents played either a violent or a non-violent video game for 30 minutes while using a functional magnetic resonance emitter to study the effects that the games had on the brain.
Salen, Katie, ed. The Ecology of Games : Connecting Youth, Games, and Learning. New York: MIT P, 2007. Discusses the ecology of gaming including, but not limited to; reconnecting video game play to real world situations, the rhetoric of video games, and a case study of the collective intelligence in gaming. Also discusses the hidden agendas that game designers place into games, such as teaching a child something that can be applied to everyday life, without them realizing they are actually learning and not just playing a game.
"Violent video games leave teenagers emotionally aroused." RichardDawkins.net. 29 Nov. 2006. Radiological Society of North America. 15 Oct. 2008 . The page brings up a study that shows that as Naurt stated "adolescents who play violent video games may exhibit lingering effects on brain function, including increased activity in the region of the brain that governs emotional arousal and decreased activity in the brain's executive function, which is associated with control, focus and concentration." The page brings up the same case study that Nauert’s page did, but goes into more detail on the subject matter that the adolescents were exposed to.
Zhen, Albert. "The impact of video games on society." Helium. 15 Oct. 2008 . The page discusses the underlying effects of video games such as obesity and lack of physical intimacy. Also brings up a lack of respect while online, and depression due to online relationships in online multiplayer role playing games such as World of Warcraft or Everquest. The page also discusses the positive effects that gaming has including faster cognitive reflexes and higher computer proficiency

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Title: Early Intervention For Mentally Disabled Children Due to Genetic Etiology

Total Pages: 15 Words: 6396 Works Cited: 30 Citation Style: None Document Type: Research Paper

Essay Instructions: - This study includes 100 cases with mental disabilities due to different genetic causes (e.g. Down syndrome, Prader-Willi syndrome & Silver-Russel Syndrome), and controls matched for age (6M-4Y) and sex.
2- Each case will be subjected to the following:
a) Comprehensive history taking including family history as: maternal and paternal ages at birth of the case, similar conditions in the family, jobs and exposure to drug or x-rays,…etc.
b) Pedigree construction and analysis.
c) Evaluation of social status of the family (i.e. high, middle, or low).
d) Clinical examination of all body systems with special emphasis on any anomaly.
e) Investigations according to individual case such as echocardiography, hearing test (ABR), fundus examination, brain C-T scan, EEG,...etc
f) Early Intervention:
i) Preliminary (pre-test) evaluation of developmental age (DA) of all developmental fields (i.e. infant-stimulation, cognition, motor, social maturation, and language), using the “Portage” developmental charts.

ii) A comprehensive clinic and house-centered “Portage” program for early intervention and education of the mentally disabled children and their care givers (e.g. mothers). This program is concerning mainly with training of the studied children inside their local environment specially in the house. The main program idea turns around the exaggeration of the mother through the home. This program was implemented in the form of bi-weekly interventional sessions (30-40 minutes for each session) and 3 monthly evaluation sessions. Throughout the early intervention program (2 years), children have been taking brain function stimulants and enhancers in the form of calculated megadoses of multi-vitamins, anti-oxidants, omega 3 polyunsaturated fatty acids, and essential amino acids.

iii) A final (post-test) evaluation of DA of all developmental fields, using the “Portage” developmental charts
g) Statistical Analysis:
Statistical analysis was performed on IBM/PC using statistical package "Microstate" computer program, SPSS for windows, and GraphPad Instat for windows, GraphPad software, San Diego, California, USA, WWW.GraphPad.com. Both statistical analysis and tabulation were done according to Altman.
• Comparing the means and SD by student's t-test.
• We used Pearson's chi-square "X2" test for analysis of categorical data.
• Analysis of variance (ANOVA) was used to detect differences in the mean age between different studied groups.
• Pearson correlations between the different investigated parameters were calculated. The level of significance was set up to p<0.05.

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