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Ben Walters

Were video games to blame for massacre? - Technology & science - Games - msnbc.com - 0 views

  • The shooting on the Virginia Tech campus was only hours old, police hadn't even identified the gunman, and yet already the perpetrator had been fingered and was in the midst of being skewered in the media.
  • Video games. They were to blame for the dozens dead and wounded. They were behind the bloodiest massacre in U.S. history. Or so Jack Thompson told Fox News and, in the days that followed, would continue to tell anyone who'd listen.
  • But whether Seung-Hui Cho, the student who opened fire Monday, was an avid player of video games and whether he was a fan of "Counter-Strike" in particular remains, even now, uncertain at best.
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  • Meanwhile, in the aftermath of the school shootings and the finger-pointing that followed, game players and industry advocates say they're outraged that the brutal acts of a deeply disturbed and depressed loner with a history of mental illness would be blamed so quickly on video and computer games. They say this is perhaps the most flagrant case of anti-game crusaders using a tragedy to promote their own personal causes.
  • "It's so sad. These massacre chasers — they're worse than ambulance chasers — they're waiting for these things to happen so they can jump on their soapbox," said Jason Della Rocca,
    • Ben Walters
       
      'common sense tells me'
  • When Jack Thompson gets worked up, he refers to gamers as "knuckleheads." He calls video games "mental masturbation." When he's talking about himself and his crusade against violent games, he calls himself an "educator." He likes to use the word "pioneer."
  • On those rare occasions when a student opens fire on a school campus, Thompson is frequently the first and the loudest to declare games responsible. In recent years he's blamed games such as "Counter-Strike," "Doom" and "Grand Theft Auto III" for school shootings in Littleton, Colo., Red Lake, Minn. and Paducah, Ky.
  • He's blamed them for shootings beyond school grounds as well. In an attempt to hold game developers and publishers responsible for these spasms of violence, Thompson has launched several unsuccessful lawsuits.
  • "It disgusts me," said Isaiah Triforce Johnson, a longtime gamer and founder of a New York-based gaming advocacy group that, in response to the accusations, is now planning what is the first ever gamer-driven peace rally. 
  • Microsoft did not create "Counter Strike" but did publish a version of it for the Xbox.
  • authorities released a search warrant listing the items found in Cho's dorm room. Not a single video game, console or gaming gadget was on the list, though a computer was confiscated. And in an interview with Chris Matthews of "Hardball," Cho's university suite-mate said he had never seen Cho play video games.
  • "This is not rocket science. When a kid who has never killed anyone in his life goes on a rampage and looks like the Terminator, he's a video gamer,"
  • And in a letter sent to Bill Gates Wednesday, he wrote: "Mr. Gates, your company is potentially legally liable (for) the harm done at Virginia Tech. Your game, a killing simulator, according to the news that used to be in the Post, trained him to enjoy killing and how to kill."
    • Ben Walters
       
      See how bad his research is, the only possibility of him ever playing a game was on his computer, yet he blames Microsoft, who created a game for the Xbox (which would be incompatible for a PC) for directly and massively influencing these events.
    • Ben Walters
       
      Counter Strike, the game he blamed for these killings, has two objectives. Protect an objective from a bomb that the team of terrorists are going to try to plant, or to plant this bomb. Neither of these objectives have to include murder, or solo missions.
  • Fed up with the scapegoating and lack of understanding, gamer groups have begun to get increasingly organized in their attempts to change public perception of their favorite hobby.
  • While Thompson concedes that there are many elements that must have driven Cho to commit such a brutal act, he insists that without video games Cho wouldn't have had the skills to do what he did. "He might have killed somebody but he wouldn't have killed 32 if he hadn't rehearsed it and trained himself like a warrior on virtual reality. It can't be done. It just doesn't happen."
  • Dr. Karen Sternheimer, a sociologist at the University of Southern Calfornia and author of the book " Kids These Days: Facts and Fictions About Today's Youth," disagrees. She believes that it didn't require much skill for Cho to shoot as many people as he did. After all, eye witness accounts indicate many of the victims were shot at point-blank range.
  • And for all of Thompson's claims that violent video games are the cause of school shootings, Sternheimer points out that before this week's Virginia Tech massacre, the most deadly school shooting in history took place at the University of Texas in Austin… in 1966. Not even "Pong" had been invented at that time.
  • Sternheimer says the rush to blame video games in these situations is disingenuous for yet another reason. Although it remains unclear whether Cho played games, it seems nobody will be surprised if it turns out he did. After all, what 23-year-old man living in America hasn't played video games?
  • "Especially if you're talking about young males, the odds are pretty good that any young male in any context will have played video games at some point,"
  • "I think in our search to find some kind of answer as to why this happened, the video game explanation seems easy," she says. "It seems like there's an easy answer to preventing this from happening again and that feels good on some level."
  • The blame game
  • Jason Della Rocca agrees. "Everyone wants a simple solution for a massively complex problem. We want to get on with our lives."
  • As the leader of an organization that represents video game creators from all over the world, Della Rocca knows the routine all too well.
  • Someone opens fire on a school campus. Someone blames video games. His phone starts ringing. People start asking him questions like, "So how bad are these games anyway?"
  • Of course, he also knows that this is far from the first time in history that a young form of pop culture has been blamed for any number of society's ills. Rock and roll was the bad guy in the 1950s. Jazz was the bad guy in the 1930s. Movies, paintings, comic books, works of literature…they've all been there.
  • Still, Della Rocca believes that people like Thompson are "essentially feeding off the fears of those who don't understand games."
  • For those who didn't grow up playing video games, the appeal of a game like "Counter-Strike" can be hard to comprehend. It can be difficult to understand that the game promotes communication and team work. It can be hard fathom how players who love to run around gunning down their virtual enemies do not have even the slightest desire to shoot a person in real life.
  • "It's the thing they don't understand," Della Rocca says. "It's a thing that's scary."
  • "You cannot tell me — common sense tells you that if these kids are playing video games, where they're on a mass killing spree in a video game, it's glamorized on the big screen, it's become part of the fiber of our society. You take that and mix it with a psychopath, a sociopath or someone suffering from mental illness and add in a dose of rage, the suggestibility is too high. And we're going to have to start dealing with that."
  • the members of Empire Arcadia — a grassroots group dedicated to supporting the gaming community and culture — have been so incensed by the recent attempts to blame video games for the Virginia Tech shootings that they've begun planning a rally in New York City with the assistance of the ECA.
  • "There we will protest, mourn and show how real gamers play video games peacefully and responsibly," organizer Johnson wrote on the group's Web site. "This demonstration is to show that gamers will not take the blame of this tragic matter but we will do what we can to help put an end to terrible events like this." Johnson says that, ultimately, he hopes the rally — scheduled for May 5 — will help people better understand video game enthusiasts like him. "We are normal people," he says. "We just play games."
Kanika Vaish

Dueling Teen Pregnancy Tales: Jamie Lynn and Gloucester High - NYTimes.com - 0 views

  • As summer vacation begins, 17 girls at Gloucester High School are expecting babies — more than four times the number of pregnancies the 1,200-student school had last year. [...] All it took was a few simple questions before nearly half the expecting students, none older than 16, confessed to making a pact to get pregnant and raise their babies together. Then the story got worse. “We found out one of the fathers is a 24-year-old homeless guy,” the principal says, shaking his head.
  • a sudden baby boom among students at Gloucester High School in Massachusetts, which Time Magazine says is apparently no coincidence:
Aneesh Mysore

Video game controversy - Wikipedia, the free encyclopedia - 0 views

  • There are three types of aggression, measured along a mild-to-violent severity continuum: physical, verbal, and relational. Violence refers to physical aggression of which the victim is likely to suffer serious physical injury.
  • One study did find an increase in reports of bullying, noting, "Our research found that certain patterns of video game play were much more likely to be associated with these types of behavioral problems than with major violent crime such as school shooting
  • On April 20, 1999, 18-year-old Eric Harris and 17-year-old Dylan Klebold killed 12 students and a teacher in the Columbine High School massacre. The two were allegedly obsessed with the video game Doom.
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  • a 19-year-old Thai teenager, stabbed a Bangkok taxi driver to death during an attempt to steal the driver's cab in order to obtain money to buy a copy of Grand Theft Auto IV.
Harshil Asnani

Obesity statistics for India show rising obesity among kids, obese kids and adults in I... - 0 views

  • As many as 30 million Indians are overweight, and obesity continues rise, says statistics revealed by the National Family Health Survey (NFHS).
  • Around 20 per cent of school-going children are overweight,
  • Overweight or obesity is the leading cause of type 2 diabetes
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  • hypertension, osteoarthritis, various types of cancers in women like breast cancer and uterus cancer, menstrual disorder and infertility and many more diseases, according to experts.
  • Of the diabetic population in New Delhi already aware of their condition
golan elzur

Animal testing - Wikipedia, the free encyclopedia - 0 views

  • Cosmetics testing is banned in the Netherlands, Belgium, and the UK, and in 2002, after 13 years of discussion, the European Union (EU) agreed to phase in a near-total ban on the sale of animal-tested cosmetics throughout the EU from 2009, and to ban all cosmetics-related animal testing. France, which is home to the world's largest cosmetics company, L'Oreal, has protested the proposed ban by lodging a case at the European Court of Justice in Luxembourg, asking that the ban be quashed.
  • The research is conducted inside universities, medical schools, pharmaceutical companies, farms, defense establishments, and commercial facilities that provide animal-testing services to industry
  • Animal testing, also known as animal experimentation, animal research, and in vivo testing, is the use of non-human animals in experiments.
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  • medical schools
  • universities
  • pharmaceutical companies
Ingrid Sande

CDC - Fact Sheets-Underage Drinking - Alcohol - 0 views

  • Alcohol use by persons under age 21 years is a major public health problem.1 Alcohol is the most commonly used and abused drug among youth in the United States, more than tobacco and illicit drugs.
  • Although drinking by persons under the age of 21 is illegal, people aged 12 to 20 years drink 11% of all alcohol consumed in the United States.2 More than 90% of this alcohol is consumed in the form of binge drinks.2 On average, underage drinkers consume more drinks per drinking occasion than adult drinkers.3 In 2008, there were approximately 190,000 emergency rooms visits by persons under age 21 for injuries and other conditions linked to alcohol.4
  • The 2009 Youth Risk Behavior Survey5 found that among high school students, during the past 30 days 42% drank some amount of alcohol. 24% binge drank. 10% drove after drinking alcohol. 28% rode with a driver who had been drinking alcohol.
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  • Consequences of Underage Drinking Youth who drink alcohol1, 3, 8 are more likely to experience School problems, such as higher absence and poor or failing grades. Social problems, such as fighting and lack of participation in youth activities. Legal problems, such as arrest for driving or physically hurting someone while drunk. Physical problems, such as hangovers or illnesses. Unwanted, unplanned, and unprotected sexual activity. Disruption of normal growth and sexual development. Physical and sexual assault. Higher risk for suicide and homicide. Alcohol-related car crashes and other unintentional injuries, such as burns, falls, and drowning. Memory problems. Abuse of other drugs. Changes in brain development that may have life-long effects. Death from alcohol poisoning. In general, the risk of youth experiencing these problems is greater for those who binge drink than for those who do not binge drink.8 Youth who start drinking before age 15 years are five times more likely to develop alcohol dependence or abuse later in life than those who begin drinking at or after age 21 years.9, 10
  • Prevention of Underage Drinking Reducing underage drinking will require community-based efforts to monitor the activities of youth and decrease youth access to alcohol.
  • reducing youth exposure to alcohol advertising, and development of comprehensive community-based programs. These efforts will require continued research and evaluation to determine their success and to improve their effectiveness.
krpa savlani

The Arthur Leigh Allen File | Zodiac Killer | Zodiac Murders | The Zodiac Movie - 0 views

  • The typewriter was identified as being a Royal model, with either Elite or Pica type.
  • Allen later hinted it was true, first claiming to have been "in the area" at the time, then telling people he was in nearby Pomona when he first heard of the Bates murder.
  • seized a Royal typewriter with Elite type from the home of Allen.
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  • At the time Bates was killed, Allen was 32 years old, and his permanent residence was 32 Fresno St. in Vallejo, Calif. (In 1970, Zodiac would create a cipher that contained 32 symbols.)
  • Allen was given a Zodiac watch as a Christmas gift from their mother in 1967. (Allen's estimation of when he received the watch was July or August 1969.)
  • call himself "Zodiac."
  • Allen is alleged to have made these claims to his friend
  • people would be more challenging to hunt than animals, since they "have intelligence."
  • ithin days it was solved and stated that killing man was "(sic) more fun than killing wild game in the forrest because man is the most dangeroue anamal of all to kill."
  • hunting a man "like an animal."
  • Additionally, Allen was known to use the same unusual spelling and phrasing as Zodiac later used, such as spelling "Mery Xmass" instead of Merry Xmas and saying "trigger mech" instead of trigger mechanism. Allen would intentionally misspell words to be funny.
  • "bussy work," which is jargon used by elementary-school teachers.
  • Allen wore size 10.5.
  • On Oct. 13, two days after killing Stine, Zodiac mailed a letter threatening school children.
  • Amazingly, the address Stine was headed when he encountered Zodiac was 500 9th Ave., the Allen Arms Apartments.)
  • he might have noticed that the issue date was Oct. 13.
  • n his basement, handwritten diagrams for bombs comprised of ammonium nitrate, fertilizer and gravel. Also found were mail-order catalogs for bombs, guns and booby traps.
Ben Walters

The gaming-violence connection: why society finds it comforting - 0 views

  • the attempts to legislate restrictions on violent video games and the ambiguous science that supports those efforts.
  • why these legislative efforts gain so much traction despite their lack of a solid scientific foundation.
  • in the journal Contexts, USC sociology lecturer Karen Sternheimer analyzes these efforts in terms of ongoing societal fears regarding the influence of media on children.
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  • despite the proliferation of violent, first-person shooters in the wake of Doom, juvenile homicide rates have fallen in the decade since its release. Random school shootings remain incredibly rare; for all forms of homicide, students face a seven in 10 million chance of being a victim.
  • Random school shootings remain so rare, in fact, that Sternheimer reports that the FBI found it impossible to generate a profile of a "typical" shooter.
  • society doesn't really understand its youth. As a result, adults fear their loss of control over the factors that influence childhood development in an increasingly connected world.
  • Far from being a new danger, the Sternheimer report suggests that gaming is simply the latest in a long series of media influences to take the blame. "Over the past century, politicians have complained that cars, radio, movies, rock music, and even comic books caused youth immorality and crime, calling for control and sometimes censorship." She terms the targets of such efforts "folk devils," items branded dangerous and immoral that serve to focus blame and fear.
  • These folk devils can be used for political advancement or financial gain via lawsuits such as those that have targeted game makers. But, based on Sternheimer's description, their primary function appears to be to distract people from identifying the real causes underlying our discomfort with youth culture. It also may distract people from getting to know their kids.
Ben Walters

When Escape Seems Just a Mouse-Click Away - washingtonpost.com - 0 views

  • "I guess I knew I was becoming addicted, but I couldn't stop myself," Kim recalled from a clinic where he was undergoing counseling. "I stopped changing my clothes. I didn't go out. And I began to see myself as the character in my games."
  • Last month, the government -- which opened a treatment center in 2002 -- launched a game addiction hotline. Hundreds of private hospitals and psychiatric clinics have opened units to treat the problem.
  • An estimated 2.4 percent of the population from 9 to 39 are believed to be suffering from game addiction, according to a government-funded survey. Another 10.2 percent were found to be "borderline cases" at risk of addiction -- defined as an obsession with playing electronic games to the point of sleep deprivation, disruption of daily life and a loosening grip on reality. Such feelings are typically coupled with depression and a sense of withdrawal when not playing, counselors say.
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  • The situation has grown so acute that 10 South Koreans -- mostly teenagers and people in their twenties -- died in 2005 from game addiction-related causes, up from only two known deaths from 2001 to 2004, according to government officials. Most of the deaths were attributed to a disruption in blood circulation caused by sitting in a single, cramped position for too long -- a problem known as "economy class syndrome," a reference to sitting in an airplane's smallest seats on long flights.
  • In one instance, a 28-year-old man died in the central city of Taegu last year after reportedly playing an online computer game for 50 hours with few breaks. He finally collapsed in a "PC baang " -- one of the tens of thousands of Internet game cafes that have become as common as convenience stores across South Korea. Users can pop in to these small, smoky dens -- with walls covered in gothic game posters -- for about $1 an hour, day or night.
  • "Game addiction has become one of our newest societal ills," said Son Yeongi, president of the Korea Agency for Digital Opportunity, which offers government-funded counseling. "Gaming itself is not the problem. Like anything, this is about excessive use."
  • Experts are seeing more cases of game addiction in many industrialized nations -- particularly the United States and Japan. But sociologists and psychiatrists have identified South Korea as the epicenter of the problem.
  • That is in part because young people here suffer from acute stress as they face educational pressures said to far exceed those endured by their peers in other countries. It is not uncommon, for instance, for South Korean students to be forced by their parents into four to five hours of daily after-school tutoring. With drug abuse and teenage sex considered rare in the socially conservative country, escape through electronic games can be a hugely attractive outlet.
  • At the same time, South Korea boasts an unparalleled gaming culture. In 2000 in Seoul, the capital, South Koreans inaugurated the World Cyber Games -- a sort of gaming Olympics that now draws players from 67 nations. Professional South Korean gamers can earn more than $100,000 a year in domestic and international competitions.
Ben Walters

Stress over teen's 'addiction' | Perth Now - 0 views

  • THE father of a 15-year-old Perth computer-game addict has described the family's extraordinary nightmare - comparing it to heroin addiction.
  • his son's life had spiralled out of control in the past 14 months.
  • The Year 11 Ballajura Community College student has not attended classes for two months. He spends his time alone in a dark room playing the RuneScape game for up to 16 hours a day.
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  • The son used to dress in his school uniform each morning, but after his mother left for work he would change out of the uniform and spend the day playing the interactive game.
  • She would return home each night none the wiser.
  • The family is struggling to find help for him, and a succession of psychologists and counsellors have not yet made any progress with him.
  • The boy's parents are divorced, and he lives with his mother. His sister moved out because she couldn't cope with his bizarre addiction.
  • His son had been transformed from a typically bright, sports-mad teenager to being reclusive and aggressive.
  • "It just got worse and worse,'' he said. ``He just wouldn't come off it at night. He'd play until two or three o'clock in the morning.
  • "If his mother tried to shut it off or whatever, he'd become violent.
  • "He displayed the characteristics of a heroin addict. You haven't got someone putting a needle in their arm and having a high, but you've got all the telltale collateral damage of a heroin addict _ withdrawal from his family, withdrawal from his friends, lies to cover his addiction. He'll do anything.
  • "He was an outdoor kid. Every sport you could name, he was playing. Now he's white, doesn't go outside. He was very bright, he was going to be a forensic scientist.
  • "Recently he has admitted it, before he was in denial. He wants to get back to what he was like. He wants to get better. He wants to go to school. He can't -- it won't let him. It's like any addiction.''
Ben Walters

Boy exhausted after mammoth CS session - News - play.tm - 0 views

  • the dangers of prolonged gaming sessions after a boy was taken to hospital after playing Counter-Strike solidly for nine days and nights
  • The fourteen year old from Romania was playing over the net via a local internet café, and doctors at the hospital said he was both mentally and physically exhausted.
  • The boy's mother said he had lost weight, stopped washing, skipped classes at school, and even stolen from his own home to fund the addiction.
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  • The boy's mother is to press for rules which exclude those of school age from such establishment's after 10pm.
Ben Walters

Video Game Addiction - Internet Gaming Addiction - 0 views

  • Anyone who has experienced it knows all too well – video game addiction is real.
  • Although gaming addiction is not yet officially recognized as a diagnosable disorder by the American Medical Association, there is increasing evidence that people of all ages, especially teens and pre-teens, are facing very real, sometimes severe consequences associated with compulsive use of video and computer games.
  • it’s not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television.
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  • Of course, all gamers are not addicts – many teens can play video games a few hours a week, successfully balancing school activities, grades, friends, and family obligations. But for some, gaming has become an uncontrollable compulsion. Studies estimate that 10 percent to 15 percent of gamers exhibit signs that meet the World Health Organization’s criteria for addiction. Just like gambling and other compulsive behaviors, teens can become so enthralled in the fantasy world of gaming that they neglect their family, friends, work, and school.
Adya Saigal

Media and Girls - 0 views

  • North American girl will watch 5,000 hours of television, including 80,000 ads, before she starts kindergarten.
  • there is a long way to go, both in the quantity of media representations of woman and in their quality.
  • female characters make up only 32 per cent of the main characters on TV,
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  • However,almost 70 per cent of the editorial content in teen mags focuses on beauty and fashion, and only 12 per cent talks about school or careers.
  • difficult for girls to negotiate the transition to adulthood.
  • he numbers for girls drop steadily from 72 per cent in Grade Six students to only 55 per cent in Grade Ten.
  • because of the widening gap between girls' self-images and society's messages about what girls should be like.
  • girls are surrounded by images of female beauty that are unrealistic and unattainable.
Puja DeGamia

EBSCOhost: Anorexics younger - Eating disorders in children under 13 have quadrupled - 0 views

  • QUEENSLAND primary schools are enlisting body image experts to help students with suspected anorexia as the average age of eating disorder victims continues to get younger.
  • The number of children aged 13 years and under diagnosed with an eating disorder by community mental health services in Queensland has more than quadrupled over the past five years.
  • Experts say nearly one-third of all child and youth mental health beds in the state's public hospitals are now taken up by anorexia nervosa patients.
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  • `I have certainly seen plenty of 11 and 12-year-olds kids in grade 6 and 7 with an eating disorder
Mihikaa Naik

"The Mozart Effect": A Small Part of the Big Picture - 0 views

  • the Mozart Effect actually does not increase general intelligence and lasts only a few minutes, it does not provide a substitute for music study and practice.
  • Studies have shown that music education and music-making have positive effects on many mental and behavioral factors that are themselves not part of music.
  • mass media have played a major role in starting and maintaining public excitement about the Mozart Effect.
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  • This story began in 1993 when Frances Rauscher, Gordon Shaw and Katherine Ky published a brief paper in the prestigious journal Nature
  • . The report by Rauscher, Shaw and Ky suggested that listening to music actually caused the brain to perform better in spatial reasoning, at least for a few minutes.
  • Mozart Effect was born as the idea that listening to Mozart increases intelligence
  • In short, they argue that the Mozart Effect is caused by a more pleasant mood.
  • Mozart Effect described here applies to children
  • long term involvement in music lessons
  • the question is whether or not brief exposure to certain music can produce long term improvements in intelligence, either limited to spatial/temporal abilities or to more general intelligence, then the answer is no.
  • Understanding and appreciating musical forms, genres, meanings and performances in historical, social and cultural context
  • Educated Listening in music classes for one or more school years
  • Reading musical notation, integrating sight, sound, touch and movements to perform and express self musically, solo, in cooperative group or both
  • Instrumental or vocal lessons and regular practice for several years
  • Mozart Effect requires only 10 minutes of exposure (not necessarily even attentive listening) to music.
Ari Kewalramani

Gendercide Watch: Female Infanticide - 0 views

  • female infanticide reflects the low status accorded to women in most parts of the world
  • murdering girls is still sometimes believed to be a wiser course than raising them
  • that "Sons are called upon to provide the income; they are the ones who do most of the work in the fields.
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  • igh value given to males decreases the value given to females."
  • dowry and wedding
  • to more than a million rupees
  • average civil servant earns about 100,000 rupees
  • In many cases, of course, the women are not independent agents but merely victims of a dominant family ideology based on preference for male children."
  • 3,500 abortions of female fetuses annually
  • Rajasthan,
  • UNICEF
  • Bombay in 1984 on abortions after prenatal sex determination stated that 7,999 out of 8,000 of the aborted fetuses were females.
  • Rajasthan and Uttar Pradesh [states], it is usual for girls and women to eat less than men and boys and to have their meal after the men and boys had finished eating.
  • it is usually boys who have preference in health care
  • clothing
  • morbidity.
  • Indian state governments have sometimes taken measures to diminish the slaughter of infant girls and abortions of female fetuses.
  • f one parent undergoes sterilization, the government will give the family [U.S.] \\$160 in aid per child.
  • tate with one or two daughters and no sons
  • The money will be paid in instalments as the girl goes through school. She will also get a small gold ring and on her 20th birthday, a lump sum of $650 to serve as her dowry or defray the expenses of higher education. Four thousand families enrolled in the first year," with 6,000 to 8,000 expected to join annually (as of 1994
  • suffer
Simran Fabiani

EBSCOhost: Starvation on the Web - 0 views

  • adolescent anorexics and their parents conducted by researchers at the Stanford University School of Medicine found that 39% of the kids were visiting pro-ana forums.
  • The adolescents in Peebles' and Wilson's study who entered pro-ana websites tended to do so without their parents' knowledge and, compared with their peers who didn't visit the sites, to spend less time on homework, more time on the Internet and more time in the hospital. But the study did not find major differences in body weight, duration of eating disorders, number of missed periods or bone density between anorexics who visited the sites and those who didn't.
Ingrid Sande

Minimum Drinking Age - 0 views

  • The U.S.
  • has one of the world's highest minimum drinking ages.
  • is illegal for anyone under the age of 21 to possess alcoholic beverages of any kind.
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  • Search Story and Title Text Search Title Text Only Sort Option For Results List By Relevance Rank By Story Date Optional Date Range &nbsp;&nbsp;(reset) From:&nbsp; Jan. Feb. Mar. Apr. May Jun. Jul. Aug. Sep. Oct. Nov. Dec. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2010 2009 2008 2007 2006 2005 2004 2003 2002 2001 2000 1999 1998 1997 1996 1995 1994 1993 1992 1991 1990 1989 1988 1987 1986 1985 1984 1983 1982 1981 1980 1979 1978 1977 1976 1975 1974 1973 1972 1971 1970 1969 1968 1967 1966 1965 1964 1963 1962 1961 1960 1959 1958 1957 1956 1955 1954 1953 1952 1951 1950 1949 1948 1947 1946 1945 1944 1943 1942 1941 1940 1900 1850 1800 1700 1600 To:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jan. Feb. Mar. Apr. May Jun. Jul. Aug. Sep. Oct. Nov. Dec. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2010 2009 <
  • n many
  • laces, it was legal for people as young as 18 to purchase and drink alcohol.
  • The in
  • roduction of a
  • constitutional amendment lowering the U.S.'s voting age to 18 in 1971 ushered in a further wave of lowered
  • drinking ages in many states.
  • However, that tide was swiftly reversed beginning in the late 1970s.
  • federal law was passed in
  • 984 that effectively established a national minimum drinking age of 21
  • Is the current minimum drinking age of 21 a good idea, promoting safety and responsibility among American teenagers? Or has it backfired, causing an increasingly dangerous drinking culture among U.S. youth?
  • Critics, however, argue that the 21-and-over drinking laws have actually made for a more dangerous environment for American teenagers by prompting them to do their drinking in private, unsupervised environments
  • Supporters of the current minimum drinking age say that the higher age limit has reduced drunk driving deaths substantially, and generally makes for a safer environment. Teenagers and alcohol make for a potentially hazardous mix, supporters maintain, and any steps taken to separate those two elements should be welcomed. Additionally, the human body does not fully develop until around the age of 21, proponents say; the intake of alcohol can cause grave mental and physical damage to a still-developing body.
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