sábado, 21 de marzo de 2020

VOCABULARY APRIL-MAY


  • Study April-May Vocabulary 

Download: https://drive.google.com/open?id=1nfB0xQELdcHs3jRMebKB8Kguvw3wP5m9


April 2020 - May 2020  
Vocabulary

Week 1 – Test on April 3rd
1.       Perish
2.       Bland
3.       Abdicate
4.       Barren
5.       Reassure
6.       Hangar
7.       Harsh
8.       Riot
9.       Lurch
10.    Taunt
Week 2 – Test on April 24th
1.       Brittle
2.       Gale
3.       Denounce
4.       Loathe
5.       Flail
6.       Jest
7.       Hoist
8.       Protrude
9.       Feeble
10.    Bungle
Week 3 – Test on April 30th     
1.       Dormant
2.       Analogy
3.       Data
4.       Consumer
5.       Federalist
6.       Producer
7.       Region
8.       Energy
9.       Plot
10.    Genre


Week 1 – Test on May 8th
1.       Colon
2.       Diameter
3.       Core
4.       Civil rights
5.       Latitude
6.       Reference
7.       Prompt
8.       Simile
9.       Unit
10.    Radiation
Week 2 – Test on May 14th
1.       Summary
2.       Variable
3.       Volcano
4.       Insulator
5.       Origin
6.       Idiom
7.       Dialogue
8.       Cone
9.       Adaptation
10.    Biome
Week 3 – Test on May 22nd 
1.       Relevant
2.       Radius
3.       Erosion
4.       Magma
5.       Migration
6.       Pioneer
7.       Slavery
8.       Mass
9.       Prime
10.    Prism
Week 4 – Test on May 29th   
1.       Equation
2.       Crust
3.       Range
4.       Sphere
5.       Preposition
6.       Composite
7.       Alliance
8.       Conductor
9.       Friction
10.    Volume  


READING AND WRITING.- ACTIVITY 2

READ AND WRITE


Marvel Comics

American media and entertainment company that was widely regarded as one of the “big two” publishers in the comic industry. Its parent company, Marvel Entertainment, is a wholly owned subsidiary of the Disney Company. Its headquarters are in New York City.

Corporate History

The precursor to Marvel Comics was founded in 1939 by pulp magazine publisher Martin Goodman. In order to capitalize on the growing popularity of comic books—especially those starring superheroes—Goodman created Timely Comics. Timely’s first comic book was Marvel Comics no. 1 (cover dated October 1939), which featured several superhero characters, most notably the Human Torch and the Sub-Mariner. Timely Comics introduced many superhero characters during comics’ “Golden Age” in the 1940s, most importantly Captain America, who first appeared in Captain America Comics no. 1 (March 1941). Timely characters were often portrayed as fighting against the Nazis and the Japanese even before the United States entered World War II. As the 1940s came to a close, superheroes fell out of vogue with comic book readers, and Timely canceled the last of its books in this genre in 1950. In 1951 Goodman formed his own distribution company, and Timely Comics became Atlas Magazines. Though there was a brief experiment in bringing back superheroes such as Captain America in 1953, Atlas’s output was mostly in other genres such as humour, westernshorror, war, and science fiction.
In 1956 rival company DC Comics ushered in the so-called Silver Age of comics by reintroducing superhero titles with significant commercial success. In the early 1960s Atlas changed its name to Marvel Comics. For several decades Marvel and DC were the top companies in the industry. Throughout the 1980s and ’90s Marvel changed hands numerous times, becoming a publicly held company in 1991. Questionable management decisions and a general slump in sales in the comic book industry drove Marvel Comics into bankruptcy in 1996. The company emerged from bankruptcy in 1998 and began to diversify its output, launching imprints aimed at a variety of demographics and expanding its cinematic offerings under the Marvel Studios banner. In 2007 Marvel began publishing digital comics. In 2009 the Walt Disney Company purchased the parent company of Marvel Comics.

The Marvel Universe

The shared storytelling palette known as the Marvel universe was unveiled in 1961, when Goodman responded to the growing interest in superhero books by commissioning writer Stan Lee and artist Jack Kirby to create the Fantastic Four. With the release of Fantastic Four no. 1 (November 1961), readers were introduced to a superheroic setting that was, nevertheless, rooted in the real world. Lee and Kirby attempted to make their comic book characters more original by allowing them to interact with each other in a realistic fashion, including heroes often fighting or arguing with each other. This trend continued with a flood of other superhero characters introduced by Marvel Comics during the early 1960s, including Spider-Man, the Incredible Hulk, and the X-Men. Lee wrote the majority of Marvel’s books during that time, and Jack Kirby and Steve Ditko were the most important and influential artists.

This more realistic approach to characterizations built up Marvel’s reputation and began to attract university-age readers. Stories also began to deal with social issues such as pollution, race relations, and drug abuse. A Spider-Man story arc from 1971 dealing with drug abuse had to be published without the approval of the Comic Code Authority—the self-regulatory body that had policed comic content since 1954—despite the fact that it was portraying drug use in a negative light. This caused the Comic Code Authority to revise its policy in such matters.

The late 1960s and early 1970s saw a new generation of creative talent emerge at Marvel. In 1967 Jim Steranko began to write and draw stories featuring secret agent Nick Fury in the anthology book Strange Tales. Steranko was influenced in his work by James Bond films and the psychedelic and Op art movements, and the resulting stories melded groundbreaking visuals with equally innovative storytelling techniques. Writer Chris Claremont and artist John Byrne began a long collaboration on The Uncanny X-Men in 1975. The pair revitalized the flagging series with characters such as Wolverine and complex story arcs that soon made the X-Men franchise one of Marvel’s best sellers.
In 1985 Mark Gruenwald started a critically acclaimed 10-year run as the writer of Captain America. That same year he also began the miniseries Squadron Supreme (1985–86), a deconstructionist take on superheroes that preceded Alan Moore’s graphic novel Watchmen, published by DC Comics. The 1980s also saw Frank Miller’s stint on Daredevil, which took that book in a darker and grittier direction, reviving sagging sales and making it one of Marvel’s best sellers. In 1988 Todd MacFarlane began a popular run as artist on The Amazing Spider-Man. Four years later MacFarlane and a number of other popular artists, including Jim Lee, Erik Larsen, and Rob Liefeld, left Marvel to found rival Image Comics, a company that allowed creators to retain the copyrights of their characters.

During the 1990s and early 2000s a new wave of writers, including Brian Michael Bendis (DaredevilThe Avengers), Jonathan Hickman (Fantastic Four), and Ed Brubaker (Captain America), became well known for their mature and sometimes controversial takes on Marvel’s characters. The 2010s saw the emergence of another new wave of talent, with writer Matt Fraction and artist David Aja turning in a visually arresting run on Hawkeye, longtime Spider-Man writer Dan Slott teaming with artist Mike Allred for a bold take on a classic character in Silver Surfer, and writer G. Willow Wilson and artist Adrian Alphona breaking new ground with their critically acclaimed Ms. Marvel.
In the 21st century Marvel’s profits were increasingly derived from toysvideo games, and other merchandise featuring their most popular characters and from the production of a string of commercially successful movies. Those films differed from prior efforts to translate comics to the big screen in that they were set in a single shared world. That ambitious plan generated huge dividends with The Avengers (2012), a film that featured Iron ManThor, and Captain America—three heroes that had scored individual blockbuster successes—and grossed more than $1.5 billion worldwide. The Marvel Cinematic Universe, as it came to be known, grew into one of the most lucrative franchises in film history. Its success spawned a wave of television programs, beginning with Agents of S.H.I.E.L.D. (2013– ) on ABC and continuing with Daredevil (2015–18), Jessica Jones (2015– ), and Luke Cage (2016–18), a string of critically lauded series that appeared on Netflix. In 2015 an agreement between Disney and Sony brought Spider-Man (who had previously appeared only in Sony-produced films) into the shared universe; the character would subsequently be available for use by both studios. Marvel Studios, the company’s film and television division, continued to set records with its flagship Avengers, but it also packed theatres with relatively unknown heroes such as the Guardians of the Galaxy (2014), Ant-Man (2015), and Doctor Strange (2016). By 2016 more than a dozen films had been released under the banner of the Marvel Cinematic Universe, and the franchise’s cumulative global box office receipts had topped $10 billion.

READING AND WRITING.- ACTIVITY 1

READ AND WRITE


How video games affect the brain

Video gaming is clearly a popular form of entertainment, with video gamers collectively spending 3 billion hours per week in front of their screens. Due to their widespread use, scientists have researched how video games affect the brain and behavior. Are these effects positive or negative? We examine the evidence. At a glance, more than 150 million people in the United States play video games regularly, or for at least 3 hours per week. The average American gamer is a 35-year-old adult, with 72 percent of gamers aged 18 or older. For video game use by children, most parents – 71 percent – indicate that video games have a positive influence on their child’s life.
Video game sales continue to increase year on year. In 2016, the video game industry sold more than 24.5 billion games – up from 23.2 billion in 2015, and 21.4 billion in 2014. The top three best-selling video games of 2016 were Call of Duty: Infinite WarfareBattlefield 1, and Grand Theft Auto V. These games fall into the first-person shooter or action-adventure genres – the top two genres, accounting for 27.5 percent and 22.5 percent of sales, respectively. First-person shooter and action genres often stand accused of stirring aggression and causing violence and addiction. Decades of research examining video gaming and violence have failed to reach consensus among scientists. Scientists have been unable to find a causal link between playing video games and acts of violence in the real world.Top of Form

Video games and brain changes

A growing body of evidence, however, shows that video gaming can affect the brain and, furthermore, cause changes in many regions of the brain. Scientists have recently collected and summarized results from 116 scientific studies to determine how video games can influence our brains and behaviors. The findings of their review were published in Frontiers in Human Neuroscience.
“Games have sometimes been praised or demonized, often without real data backing up those claims. Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,” says Marc Palaus, first author of the review. By looking at all research to date, Palaus and team aimed to observe whether any trends had emerged with regard to how video games impact the structure and activity of the brain. A total of 22 of the reviewed studies explored structural changes in the brain and 100 studies analyzed changes in brain functionality and behavior.
Results of the studies indicate that playing video games not only changes how our brains perform but also their structure. For example, video game use is known to affect attention. The studies included in the review show that video game players display improvements in several types of attention, including sustained attention and selective attention. Furthermore, the regions of the brain that play a role in attention are more efficient in gamers compared with non-gamers, and they require less activation to stay focused on demanding tasks. Evidence also demonstrates that playing video games increases the size and competence of parts of the brain responsible for visuospatial skills – a person’s ability to identify visual and spatial relationships among objects. In long-term gamers and individuals who had volunteered to follow a video game training plan, the right hippocampus was enlarged. Researchers have discovered that video gaming can be addictive – a phenomenon known as “Internet gaming disorder.”
In gaming addicts, there are functional and structural alterations in the neural reward system – a group of structures associated with feeling pleasure, learning, and motivation. Exposing video game addicts to game-related cues that cause cravings, and monitoring their brain responses, highlighted these changes – changes that are also seen in other addictive disorders. “We focused on how the brain reacts to video game exposure, but these effects do not always translate to real-life changes,” notes Palaus. The research into the effects of video gaming is still in its infancy and scientists are still scrutinizing what aspects of gaming impact what brain regions and how. “It’s likely that video games have both positive (on attention, visual and motor skills) and negative aspects (risk of addiction), and it is essential we embrace this complexity,” Palaus continues.

Are brain-training games beneficial?

A team of researchers from the Florida State University has stated that people should be skeptical of adverts that promote an increase in the performance of the brain that results from brain training games. They have said that science does not support these claims.“Our findings and previous studies confirm there’s very little evidence these types of games can improve your life in a meaningful way,” says Wally Boot, associate professor of psychology, an expert on age-related cognitive decline.
People are increasingly under the impression that brain-training apps will safeguard them against memory loss or cognitive disorders. Researchers tested whether playing brain-training games enhanced the working memory of players and thus improved other cognitive abilities, including reasoning, memory, and processing speed – a process scientists call “far transfer.” However, this was not the case.
“It’s possible to train people to become very good at tasks that you would normally consider general working memory tasks: memorizing 70, 80, even 100 digits,” explains Neil Charness, professor of psychology and a leading authority on aging and cognition. “But these skills tend to be very specific and not show a lot of transfer. The thing that seniors, in particular, should be concerned about is, if I can get very good at crossword puzzles, is that going to help me remember where my keys are? And the answer is probably no,” he adds. Charness points out that if your goal is to improve cognitive function, then aerobic exercise may help. Some research has found that aerobic activity rather than mental activity enhances the brain.

Video games boost memory

In contrast, a study published in Nature found that through the use of a specially designed 3-D video game, cognitive performance could be improved in older adults and some of the adverse effects on the brain associated with aging, reversed. Scientists at the University of California-San Francisco (UCSF) clarify that this provides a measure of scientific support in the brain fitness arena – criticized for lacking evidence – that brain training can stimulate meaningful and lasting changes.
After 12 hours of training over the period of a month, study participants aged between 60 to 85 years improved performance on the game that surpassed that of individuals in their 20s playing the game for the first time. Moreover, two other significant cognitive areas were improved: working memory and sustained attention. These skills were maintained 6 months after completion of their training. “The finding is a powerful example of how plastic the older brain is,” says Dr. Adam Gazzaley, Ph.D., UCSF associate professor of neurology, physiology and psychiatry and director of the Neuroscience Imaging Center. Dr. Gazzaley notes that it is encouraging that even a little brain training can reverse some of the brain decline that occurs with age.
A recent study conducted by neurobiologists at the University of California-Irvine (UCI) found that playing 3-D video games could also boost the formation of memories. Participants were allocated to either a group that played video games with a 2-D environment or a 3-D environment. After playing the games for 30 minutes per day for 2 weeks, the students were given memory tests that engaged the brain’s hippocampus. The participants in the 3-D group significantly improved their memory test scores compared with the 2-D group. The 3-D group’s memory performance increased by 12 percent – the same amount that memory performance usually declines by between 45 and 70 years of age.
“First, the 3-D games have a few things the 2-D ones do not,” says Craig Stark, of UCI’s Center for the Neurobiology of Learning & Memory. “They’ve got a lot more spatial information in there to explore. Second, they’re much more complex, with a lot more information to learn. Either way, we know this kind of learning and memory not only stimulates but requires the hippocampus.” Strategy video games, in particular, have shown promise in improving brain function among older adults and may provide protection against dementia and Alzheimer’s disease.
“If the target is to improve older adults’ cognitive control, reasoning, and higher-order cognitive skills, and stave off dementia and Alzheimer’s disease as long as possible, then maybe strategy games are the way to go,” informs Chandramallika Basak, assistant professor at the Center for Vital Longevity and School of Behavioral and Brain Sciences at the University of Texas at Dallas. Basak, like Charness, agrees that cognitive training should come second to physical activity programs when it comes to improving cognitive function. Physical fitness programs have been linked with positive effects on cognition and brain function and structure. There is evidence to suggest that video games may be a viable treatment for depression and improve memory and mood in adults with mild cognitive impairment. The effect of video games on the brain is a new area of research that will continue to be explored. We may just be scraping the surface of the potential that video games could present in enhancing cognitive ability and preventing cognitive disorders.