An Analysis in Relation to Mrs. Ingrims 15-Year Old Teenager

Introduction

In the past, the criminal justice system treated minors the same way as adults. They were subjected to penalties similar to those meted out on adult offenders (Hendricks, 2010). However, today, the laws have changed. In most jurisdictions, a juvenile is a person between the ages of ten and eighteen. As a result, infantile delinquents are not treated the same way as adult offenders. In this paper, the author will focus on juvenile and adult crimes by analyzing the case of Mrs. Ingrims 15-year old child.

Responding to Mrs. Ingrim

According to the case, Mrs. Ingrims 15-year old child has committed the crime of grand theft auto. In addition, the kid has destroyed the automobile by crushing it into a storefront. Stealing a vehicle is a felony in most states (Lab, 2013). The punishment for the offense is imprisonment and fine. As an attorney specializing in juvenile cases, I would respond to Mrs. Ignrim by asking her to calm down and stop worrying about the possibility of her child being locked up in a county jail and harassed by other offenders. The reason for asking her to calm down is that according to the law, her kid is a minor. When a person below the age of 18 years commits a crime, they are taken through the juvenile system as opposed to the adult criminal justice procedure (Schmalleger, 2011). As a result, her teenager will be treated as a delinquent and not as a criminal. The most probable punishment would be probation, fine, restitution, or detention in a juvenile center. The child will not be taken into a county jail.

Steps to Defend Mrs. Ingrims Teenager in the Juvenile Justice Process

The stages involved in the juvenile justice system differ from those in the adult criminal procedure. In addition, the cases travel through the system faster compared to those dealing with grown-up offenders. The process includes intake, detention, hearing, sentencing, and appeal.

Intake

It is the first step after arrest. An intake official processes the juvenile at this stage. The detective determines whether or not there is enough evidence to file a charge against the offender (Champion, 2010). At this stage, the delinquent can be released to their parents. They can also be detained and taken to court.

Detention

If Mrs. Ingrims teenager is detained, a hearing has to be held within 72 hours. At the detention stage, a judge has three choices (Kratcoski, 2012). The options include dismissing the case, calling for an informal adjustment hearing, or ordering for a formal hearing. If the teenager is a first time offender, he will be taken through an informal adjustment hearing.

Hearing

At this stage, the judge listens to the case. The aim is to determine whether the juvenile is guilty or not. The determination is made after all the evidence is presented. In addition, witnesses may be called to give their testimonies (Shoemaker, 2009).

Sentencing

Based on the evidence presented, a juvenile can be assigned to boot camp, fined, referred for counseling, or placed on probation (Shoemaker, 2009). Other forms of punishment include community service and sentencing to YDC for up to 90 days.

Appeal

Appeal is the final step in the juvenile justice system (Lab, 2013). At this stage, the offender, with the help of their attorney, can appeal against the court ruling. They can petition the court to reduce the punishment or provide them with a platform to prove that the juvenile is innocent.

Steps to Take to Ensure that Every Justice System Stage is handled Properly

As an attorney, I will ensure that every step of the case is handled properly by making certain that the rights of Mrs. Ingrims teenager are upheld throughout the trial. For example, during evidence presentation, I will ensure that only admissible facts are brought before the court (Shoemaker, 2009).

Variations between the Juvenile and the Adult Criminal Justice Systems

There are a number of variations between the two forms of criminal justice systems. In most jurisdictions, minors are not put on trial for committing crimes or for delinquency. The offences may be termed as crimes depending on their seriousness. In such cases, the juvenile may be tried in an adult justice system (Lab, 2013).

Compared to adults, juveniles do not have a right to public prosecution by a jury (Schmalleger, 2011). The trial takes place through an adjudication process. In addition, minors do not have a right to bond (Burns, 2007). As a result, they may remain in custody throughout the trial process. They system has one major goal. The aim is a comprehensive rehabilitation of the child. On its part, the adult systems primary aim is to punish the accused.

Sentencing Mrs. Ingrims Teenager as the Judge

If I were the judge, I would find Mrs. Ingrims teenager guilty of grand theft auto. I would sentence the child to serve probation. In addition, I would order for restitution. Car theft is a felony punishable by prison sentence and fine (Lab, 2013). However, Mrs. Ingrimss teenager cannot be sentenced to a county jail. The reason is that he is a minor. The probation period will be between six months and one year. The reason for requesting restitution is to cover for financial losses, which include damage to the vehicle and to the storefront.

Conclusion

The juvenile criminal justice system is anchored on the fact that minors are not the same as adult offenders. There are various differences between the two groups of individuals. For example, their moral responsibilities and response to rehabilitation vary. The primary goal of the juvenile justice system is to successfully reintegrate the youth back into the society. Mrs. Ingrims 15-year old teenager has committed the offence of grand auto theft. His case is an example of the increasing incidences of minor offenders in the country. In the juvenile crime system, attorneys offer their services to help the defendants and their guardians understand the relevant laws.

References

Burns, R. (2007). The criminal justice system. Upper Saddle River, NJ: Pearson Prentice Hall.

Champion, D. (2010). The juvenile justice system: Delinquency, processing, and the law. Upper Saddle River, NJ: Prentice Hall.

Hendricks, F. (2010). A guide to the juvenile justice system. Raleigh, NC: Lulu.

Kratcoski, P. (2012). Juvenile justice administration. Boca Raton: Taylor & Francis.

Lab, S. (2013). Criminal justice: The essentials. New York: Oxford University Press.

Schmalleger, F. (2011). Criminal justice today: An introductory text for the 21st century (12th ed.). Upper Saddle River, NJ: Pearson Prentice Hall.

Shoemaker, D. (2009). Juvenile delinquency. Lanham, MD: Rowman & Littlefield.

Let Teenagers Try Adulthood by Leon Botstein  Youth Issues

Let Teenagers Try Adult is an article that reveals rigid criticism of the current higher education system. In this respect, the article focuses on the negative influence of popular culture, an unhealthy inner environment of high school institutions, and discouragement of individuality by the strong influence of instructors and coaches.

At the beginning of the article, the author explains the reasons for removing the so-called high school elite because this group does not contribute to the development of students personality. Their consciousness and mind are subjected to the falsely created values that prevent them from becoming independent and self-determined.

Contrary to the general purpose of education to bring up full-fledged members of society, the high school environment focuses on the cult of college teachers who construct the ideological space in which some individuals are suppressed. As an example of such pressure, the author refers to the tragedy at Columbine High School massacre, the event when two boys killed 13 people in school. While discussing this case, the author introduces the game of popularity that creates distortion and confusion of reality.

While deliberating on the limits and shortcomings of the old-fashioned high school system, the author stresses that poor recruitment and lack of learner-centered approach are among the main reasons for the created problems. The effect of popular culture does not provide a solid basis for proper education. As a solution to the problem, the scholar proposes to create a new kind of institutions that can allow individuals to graduate at an earlier age. In such a way, the American youth will be able to understand the importance of responsibility and duty they should take as the members of American society. Also, they should understand that the school environment differs significantly from the world beyond campus.

Sharp Teenager Recreation Centers Business Plan

Executive Summary

Sharp Teen Center is a start-up business organization that will provide teens in Dubai with an opportunity for recreation, where they will meet, integrate, and enjoy recreational facilities. The cultural diversity in the city provides an advantage for teens to learn from different cultural backgrounds, especially in terms of music, drama, arts, beauty contests, and other kinds of services. Sharp Teen Center will operate as a teen club, with new members having to meet some registration expenses and criteria set by the management. The facility will be operated as a club, with teen members having the opportunity to suggest the programs of their choice, and the management being the final decision-making organ.

Mission

  1. To provide the teens in the greater Dubai area with an exciting, fun, entertaining, and educative facility, which will help them learn from cultural diversity and develop an appreciation of the culture in Dubai.
  2. To develop a community development center that will focus on young people to allow them to integrate and build up a strong foundation for their career, which will be an added source of learning to the education they obtain from schools.

Objectives

  1. Attracting 15% of the teens in Dubai by branding and marketing the Sharp Teens Center and Club as a new product in the city.
  2. Increase teenager enrolment by 12% by the end of the second year of operation
  3. To gain a market share of 35% by the end of the third year of operation
  4. To increase profitability by 20% per annum

Company Summary

Sharp Teens Center is a start-up business that will be operated as a partnership between Dick Marcus and Ali Hassan. The club will offer a series of teen activities to provide the community with an opportunity for entertainment, learning, and recreation. Besides, it will increase appreciation of cultural diversity, while also promoting cultural integration among the young people in the city. The services will contribute to the social, emotional, and physical development of the teens, while also discovering, promoting, and nurturing individual talents.

Dick Marcus is a psychologist and researcher in human psychology at the University of Abu Dhabi. He is an Australian citizen who relocated to the UAE to take up teaching at the university. He brings in advanced knowledge in teen psychology, which will promote the services to be provided at the center. Ali Hassan is a leading entrepreneur in Dubai other than being a child psychologist. He has been working as a psychiatrist for the last nine years, from which he obtained knowledge in the potentials of the Dubai tees and the social and psychological problems they face.

Potential customers

In Dubai, young people between the age of 11 and 19 make up at least 18% of the total population. The majority of these are foreigners or children born to immigrants, mainly from Asia, Europe, and the Far East. This means that cultural diversity is relatively high. Also, the majority are students in high schools and early years in the university, which means that they can find time to join the club during their holidays, weekends, and evenings after school. The company will therefore target this group as the potential customers.

Market opportunity

Dubai has a large population of the working class, with most people employed in the business and tourism sectors, which have been the major economic activities in the city over the last three decades. The citys population is approximately 1.4 million people, with the majority of the adult population being workers and business people. This means that their potential to pay for recreation services for their children is relatively high, especially because parents are normally away at work, leaving the children in their homes or at school. The company will take the advantage of this situation to attract these parents and convince them to enroll their children at the club.

Secondly, the population of young people is rising with the rise in the general population in the city. The overall population growth rate is estimated at 3%. This indicates that the population of young people will rise significantly in the next few years. Also, it provides an opportunity for the Sharp Teens Center to expand its services and programs to accommodate more members and increase profitability.

Local context

Sharp Teens Center will base its services on the cultural aspects of the Dubai community. First, Islamic culture will be the main factor determining the kind of services to be provided and the target group. In this case, music, dance, arts, video, girls center, games, and sports services must conform to Islamic laws and regulations.

Secondly, the type of music, dance, and sports programs offered at the club will be based on the cultural diversity in the city. It will include the preferences of all the groups, including the Asians, westerners, Africans, and the local communities. Teens will be offered an opportunity to learn about different cultures, their music, arts, and sports and engage them in accepting cultural diversity. This is likely to ensure that the program of activities at the center does not rely on the culture of one group, but rather it represents the cultural diversity in Dubai.

Innovation

To improve its competitiveness, Sharp Teens Center will identify the state of an art business setting, with modern music, arts, sporting and game facilities, employees, and teachers to ensure that it beats off the potential competitors with innovativeness. Besides, the company will come with a program that will provide similar services to the physically and mentally challenged teens to ensure that they are not locked out of the overall opportunities presented by the club. Specifically, few organizations are providing recreational opportunities to these groups of teens, which means that our innovativeness will attract parents to enroll their physically and mentally challenged children to the club.

Financial issues

Dubai is the most expensive city in the UAE and the 20th most expensive urban area in the world. This phenomenon means that the company must gather enough capital to provide the facilities in the club. Secondly, it will affect the pricing strategy because customers must meet the expenses and the company must achieve its level of profitability. Thirdly, there is a price competition with companies providing similar services. Although there is no company of this type, hotels, children centers and other organizations provide some services similar to some that will be provided at Sharp Teens Center. They offer competitive prices, which calls for a pilot study to determine the best pricing strategy to be employed at the club.

Teenagers Impacted by Increased Screen Time

Introduction

Smartphones and computers are an integral part of teenagers lives nowadays. Nevertheless, scientists have concluded that excessive fascination with it harms the health and well-being of the younger generation. Increased screen time affects the psychosomatic, cognitive and physical health of teenagers. Overuse of electronic devices has previously been linked to obesity, depression, sleep problems, cardiovascular problems and quality of life. Thus, it causes multiple problems with different characteristics depending on age. Increased screen time affects adolescent development by increasing inconsistencies between the standard of the age group and reality.

Key Aspects of Normal Development that Occur in the Adolescence

Psychosocial Domain

Numerous cognitive, physical and psycho-emotional development changes characterize adolescence as a life stage. In adolescence, there is an expansion of abilities and thinking processes, leading to the growth of consciousness, imagination, judgment and intuition. Cognitive development during adolescence is characterized by abstract thinking and increasing use of metacognition (Dennen et al., 2020). These processes influence the boundaries and content of adolescent memory, ways of solving problems, patterns of thinking in social contexts and making moral judgments. There is an active accumulation of knowledge, opening up various questions and problems that enrich and complicate adolescents lives.

Physical Domain

Physiologically, adolescence ranks with the embryonic period and the period of infancy as a time of highly rapid biological change. The biological attributes of adolescence are the marked acceleration of growth, the rapid development of reproductive organs, and the appearance of secondary sex characteristics such as body hair and increased muscle and fat mass. Physical activity is critical during adolescence because it promotes proper metabolism, skeletal development and immune system formation (Bee et al., 2003). Height, weight, and complexion are significant sources of concern for adolescents, regardless of gender.

Cognitive Domain

Adolescence is characterized by an increase in cognitive activity and the expansion of cognitive interests. Under the influence of learning, assimilation of more generalized knowledge and bases of sciences, the higher mental functions are gradually transformed into well-organized, arbitrarily controlled processes. Perception becomes selective, purposeful, analytical and synthetic activity (Dennen et al., 2020). All essential parameters of attention are qualitatively improved: volume, stability, intensity, and ability to distribute and switch. Logical operations internally mediate memory, memorization and reproduction acquire a semantic character (Bee et al., 2003). Adolescents actively seek out friends, figure out relationships, and change companies.

Developmental Abnormalities in Adolescents Caused by Increased Screen Time

Cognitive Abnormalities

The moment a teenager begins to use gadgets for study, communication, entertainment and recreation, ones contact with the outside world rapidly weakens. It becomes increasingly challenging to re-establish this communication (Górnicka et al., 2020). Still, a virtual environment can not give the same number of stimuli to the brain and psyche as a natural environment with live communication, movement, emotions and sensory experience. A separate danger is social media, in which youngsters may encounter perceptions of appearances that do not correspond to reality. The more live interaction is replaced by screen time, the fewer opportunities teenagers have to get the stimulation they need to develop (Donen et al., 2020). Teens who spend more than two hours a day watching TV, video games or other gadgets are less able to deal with emotions, have a more challenging time making social contacts and are more prone to addictions.

Psychosocial Abnormalities

As a result of increased screen time, teenagers do not know how to separate necessary and valuable information from empty and unnecessary media content. They lose the ability to perform linear actions since it is impossible to focus on a single task, and their minds quickly become overworked and are in constant tension (Górnicka et al., 2020). Teenagers perceive a considerable flow of information in images and bright spots, thereby preventing its over-abundance. However, the increased screen time makes it challenging to analyze events because the images quickly replace each other. A person with digital dementia has impaired brain activity, which decreases memory and concentration (Donen et al., 2020). The younger generation should absorb new information like a sponge, but they can only find information without developing their thinking. If the organ is not used, it dies, which is why digital dementia is vital to treat and prevent to reduce the likelihood of its occurrence.

Physical Abnormalities

Increased screen time negatively affects childrens physical development and leads to numerous disorders. Recommendations related to coping with hypokinesia should focus more explicitly on all types of inactive behaviors and, therefore, have a more significant impact on the risk of chronic diseases associated with physical inactivity (Górnicka et al., 2020). Excessively prolonged watching of a video terminal screen or television, regardless of childrens level of physical activity, is associated with an increased risk of developing noncommunicable diseases, psychological problems, and all causes of death (Dennen et al., 2020). Daily overuse of screen time improves the risk of compulsive overeating and other eating disorders. Watching TV while eating leads to a loss of physical awareness. A sedentary lifestyle causes retardation and the development of handicap diseases, which are not typical for adolescents.

The Theory of Human Development Through Successive Stages

Personality develops through successive stages of life. According to Erik Erikson, there are some obligatory and successive stages in personality development that everyone must go through (Maree, 2022). As a developmental paradigm, it is a ladder, and ones safe passage is usually determined by how well one has passed the previous stages of development and by the well-being of the social environment. Moreover, the theory assumes that some stages of development corresponding to age and the successful passage of each affect all future results. This theory can be applied to the problem of increased screen time and its consequences in adolescents later life. Screen time affects developmental deviations, which in turn can affect personal growth. Erikson described what happens in the spontaneous development of personality, including elements of personal degradation (Maree, 2022). If a developed person can build oneself consciously and be the author of ones life, it is unknown whether people who have not passed one of the stages safely can achieve this.

Strategies That a Future Nurse Can Incorporate into the Practice

A nurses profession involves dealing with patients who experience various negative emotions such as anxiety, sadness, negativism, and anger due to their painful condition. It, in turn, can lead to aggressiveness and increased conflict. Therefore, one of the crucial techniques is a conflict management strategy. It can be applied by joint action with the other person, involving concessions in their interest (Wei et al., 2019). It is vital to use a middle ground to find a combination of benefits and losses for both sides. One of the other methods is the use of the virtual nursing model. In virtual nursing, technology is enacted, clinical decision-making processes are supported, continuity of care is guaranteed, and patients are safer (Wei et al., 2019). It can be implemented by creating an environment that facilitates the technical experience and supports nurses vigilance and activity.

Conclusion

Increased screen time is directly related to negative aspects of adolescent development. Deviations are noted both in the physical, psychosocial and cognitive spheres. Adolescence is a crucial stage during which many skills, systems, opinions, and habits are formed. Considering Erik Eriksons theory of human development, such deviations can negatively affect the entire future. Therefore, adolescents should focus on their health and control their time using gadgets.

References

Bee, H. L., Johnson, P. A., Starke, F. A., & Boyd, D. R. (2003). Lifespan Development, Canadian Third Edition: TestGen 4.0, QuizMaster 3.0. Pearson Education Canada.

Dennen, V. P., Choi, H., & Word, K. (2020). Social media, teenagers, and the school context: A scoping review of research in education and related fields. Educational Technology Research and Development, 68, 1635-1658. Web.

Górnicka, M., Hamulka, J., Wadolowska, L., Kowalkowska, J., Kostyra, E., Tomaszewska, M., & Bronkowska, M. (2020). Activityinactivity patterns, screen time, and physical activity: the association with overweight, central obesity and muscle strength in Polish teenagers. Report from the ABC of healthy eating study. International journal of environmental research and public health, 17(21), 7842. Web.

Maree, J. G. (2022). The psychosocial development theory of Erik Erikson: critical overview. The Influence of Theorists and Pioneers on Early Childhood Education, 119-133.

Wei, H., Roberts, P., Strickler, J., & Corbett, R. W. (2019). Nurse leaders strategies to foster nurse resilience. Journal of nursing management, 27(4), 681-687. Web.

How to Travel With a Teenager?

Most families get time to spend together only during vacations when they travel for leisure or just as a way of enhancing the bonding among the family members. Before a person pack for a vacation, it is important to look for a good and affordable destination. It is not always easy because adults do not realize there is something more difficult to handle.

This is traveling with a teenager in case one has one or several teenagers. Most parents have a desire to go to any length to please their teenagers on holidays, and therefore they get to spend a lot of money and time together. The wake of the twenty-first century has made teenagers more open-minded and liberal to the extent of choosing the destinations on behalf of their parents.

Most teenagers want to go to beaches for a vacation, where they can swim and interact with their peers in various fun activities. Teenagers also do not mind a nice fun-filled cruise. To make it easier for both the adults and the teenagers when deciding on where to travel with minimal disappointment from both parties, the adults can beforehand visit various beach hotels or cruise trips, which they can afford, and they are comfortable for all the members.

They can then float the options to the teenagers and pick one of the places where they feel comfortable to adventure (Humphrey 57). When it comes to the booking of rooms in a hotel, the teenagers will need their own space and room because they prefer to stay in their private rooms away from the adults most of the times. This should be taking into consideration when making the reservations.

Teenagers require a large suitcase to pack their things because they are not at the stage where they travel with few clothes. They will need to carry almost the entire wardrobe and want to travel with technological gadgets such as laptops and even play stations. A good image is everything to teenagers, and they will go out of their way to look good and stand best among their peers.

This information will come in handy by ensuring there are enough storage compartments in the vehicle for their items. Some teenagers who are into music will bring their instruments with them such as guitar, violin, clarinet, or even trumpet. For some girls, extra bags will require enough space. Therefore, if you are traveling with a teenager, make sure you have only one bag yourself so that you leave enough space for him or her.

In case the family is traveling by road, and it may take a considerable time, there might be some conflict of interest especially regarding the source of entertainment along the journey, which is the car radio. Adults and especially parents will opt to listen to music from their generation such as country music or the seventies bands such as the Earth, Wind and Fire, Abba or Boney-m.

The teenagers will be disinterested mainly because they cannot relate to this genre of music. The adult should beforehand ensure that the teenager has an iPod. An iPod is a portable music player, which can store very many songs. This way the adults can listen to their preferred music on the radio and the teenager using the earphones will listen to music from the iPod (Kelby 45).

Teenagers require a lot of energy because they are still growing and hence require many snacks. It is necessary to stock enough snacks such as crisps and chocolate bars in the car. It is more important also for an adult to have prior knowledge of the stopover spots on the route that may be of great interest to the teenager. A place where there are ice cream, cold sodas and a store that may be stocked in magazines, music records, and chewing gum or tic-tacs.

Tic-Tacs are a brand of small, hard mints, which give good breath. Such a place should also have heavy snacks such as burgers, hot-dogs, and even fries, which the teenager will find refreshing and filling after traveling for a while. Teenagers are heavy consumers of soft drinks taking a lot of juice, water, and soda along the way.

It would be thoughtful of the adult to make several stops at convenient spots even if it is at a bush for the teenagers to take a lick. It would be more relieving for them if the initiative to stop coming from the driver and they did not have to keep asking for a stopover now and then to use the bathroom.

When on the road, some teenagers may already have acquired a drivers license, and it would be good of the adults to ask them to drive at different intervals so that they can feel like indeed are parts of the journey. This mostly happens to young men who have a keen interest in driving. The adult should give the teenager the car to drive when they are not running out of time and when they are not on a highway (Vedral 200).

Works Cited

Humphrey, James. Teenagers Will Be Teenagers. Nova: Kroshka Books, 2002. Print.

Kelby, Scott. The Ipod Book: Doing Cool Stuff with the IPod and the Itunes Music Store. Myriad: Peachpit Press, 2008. Print.

Vedral, Joyce. My Teenager is Driving Me Crazy: A Guide to Getting You and Your Teenager Through These Difficult Years. Avon: Adams media, 2003. Print.

Infantilization of Teenagers in Epsteins Article

Article Overview

The article that will be analyzed in the paper at hand is devoted to the problem of the infantilization of teenagers as a result of the artificial prolongation of school studies. The author claims that over the past century, the number of restrictions for school students has become so large that it makes young people isolated from adult life.

Since there is a persisting negative attitude to adolescents competence and responsibility, they are deprived of any chance to engage in adult activities, even though they turn out to be superior to the majority of grown-ups in terms of intelligence, memory, and perception. Anthropological studies also prove that in more than 100 countries the idea of immaturity is completely absent and mostly appears with the adoption of Western schooling practices (Epstein, 2007).

The author concludes that the social-emotional turmoil experienced by many young people in the United States is entirely a creation of modern culture (Epstein, 2007, para.18). Restrictions on youth labor are no longer applicable to contemporary society as they were during the times of the Industrial Revolution. Thus, to solve this problem, it is suggested to establish competency-based schooling to accelerate the process of becoming an adult.

Analysis

Although I mostly agree with the arguments cited by the author of the article, I realize that more profound research is needed to make evidence-based conclusions. It may seem to be quite unreasonable to interrupt education; especially if the childs academic performance is above average. However, real circumstances suggest that high school in the United States is more about gender roles than about learning.

Furthermore, gender education offered by schools does not seem to be adequate, either. Adolescents are taught how terrible it might be to be gay, how important it is for girls to increase their popularity with boys, or how crucial it is for the latter to be truly masculine. In fact, despite the initial academic mission of the high school, it is widely promoted that excelling in academic achievements means failing your social and gender functions. Teens are taught that their present and future life is a collection of gender, artistic, and professional clichés, in which their personality becomes practically insignificant or pushed to the periphery together with their preferences, wants, or needs.

As a result, the number of cases of teen depression, frustration, and suicide is on the rise, according to the National Institute of Mental Health and the American Psychological Association. The compulsory higher education has led to an 8-percent increase in attempted suicide cases annually and an 11-percent increase in cases of a depressive disorder by the age of 18. According to the latest statistics, more than 1,700 adolescents die of successful suicide attempts every year, which implies that the number has tripled during the last 30 years (McLoughlin, Gould, & Malone, 2015).

One of the major reasons is connected not with the complexity of the high school curriculum but with negative social interactions with both other teens and adults. With some school students, this refers to bullying, which is currently prevalent practically in all high schools across the country, no matter whether they are public or private. Approximately 20-30% of high school children report being bullied on a regular basis, which typically causes suicide thoughts (McLoughlin et al., 2015). Moreover, such kids are poorer educated, more socially isolated, and psychologically unstable.

Conclusion

Although we are used to the American system of education, it currently brings about such a great number of psychological problems for school students, that its high time we thought that it does not have to be this way. The times of the American Revolution, when child labor had to be restricted to save childrens lives, has passed. Now, it is evident that the country needs reforms that would allow children to grow up as soon as they are ready to do this. However, the major question that arises is where the boundary between the adequate transition to adulthood and forced deprivation of childhood lies.

References

Epstein, R. (2007). Lets abolish high school. Education Week. 

McLoughlin, A. B., Gould, M. S., & Malone, K. M. (2015). Global trends in teenage suicide: 20032014. QJM: An International Journal of Medicine, 108(10), 765-780.

Eating Habits among the Teenagers

Introduction

The researcher may classify data into two types when developing a nursing intervention to encourage healthy eating habits among teenagers. The sources of information consist of primary and secondary data. Primary data refers to first-hand data, which is collected from the field to resolve a problem at hand. The researcher will employ some of the methods that will aid the collection of primary data.

The observation method encompasses what the researcher observes and records as desired information about the subject (eating habits). The researcher examines a persons eating habits and waits for the outcome of such activity to the health of the individual. Interview method as advanced by Frederikson, et al (19) gives the notion that the research will have different persons to ask them questions relating to their eating habits.

Analysis

The questionnaire method will involve a standard list of questions relating to the subject (eating habits). The data is collected by sending the questionnaire to the respondents requesting them to return the questionnaires after they have answered the questions. The use of the Sampling Method supports the notion that few people chosen from the entire population will give information representing the whole population.

The data from the samples will become the results obtained on the basis that the few persons being representatives of the entire population. The researcher has a diary of subjects to keep a personal account of daily events, feelings, discussions, and interactions, hence use diary methods. Role-play and simulation method imply that persons eating habits will be considered to play to a role. Again, such habits are significant in observing the role-play, after which interviewees are asked to rate behavior, report feelings, and predict further events. A case study will be an in-depth study of one person, group, or event. This technique is simply a description of individuals.

Secondary data refers to data, which is collected by other researchers and recorded in various archives. Some of the sources of secondary data include; reports by various health organizations, journals, and periodicals, publications by the private and individual researchers, publications by research institutions, and universities.

Addressing the gender determinants of healthy eating habits where another researcher used the National College Health Risk Behavior Survey as an instrument to collect and analyze data related to six health-status categories, including dietary behaviors of HBCU students (Fennell, 297). The research results unveil the effect and responsiveness of women to lose weight as compared to men. However, the focus on health status is significant in this endeavor. For example, the body mass index is better than sticking to a particular eating habit for students. The eating habits bring a notion of socio-demographic features among the gender class, which illustrates the distinction in the health status of students.

The number of females foregoes breakfast is more by three times as compared to males. This is because females neither have the time nor are hungry during the morning (Shaw, 1998). Nutrition education enhances health diets since it imparts immense knowledge to individuals about nutrition. However, a quasi-experimental study of high school students indicated that although nutrition education improves knowledge of nutrition, it does not significantly influence the food choices (Anderson et al., 21).

Conclusion

Middle-class people have better health diets as compared to low-class people. Considerations that underlie choices of foodstuffs may explain this class difference in eating habits. Qualitative studies on food beliefs show that lower-class mothers consider health less frequently in their choice of food. On the other hand, mothers take preferences of family members and expenses into account more often than their middle-class counterparts do.

Works Cited

Anderson, Terry. The effectiveness of nutrition instruction on student nutrition knowledge and food choices. J. Family Consumer Sci. Educ., 19: 31-37, 2001.

Fennell, Raymond. Health behaviors of students attending historically black colleges and universities. Sage publishers: London, p. 109-117, 1997.

Frederikson, James. Unacknowledged casualties of the Vietnam War and experiences of partners of New Zealand veterans, Qualitative Health Research, 6(1): 49-70, 2000.

Shaw, Mary. An Australian study on Adolescent breakfast skipping. National Library Australia: Australia, p. 351-861, 1998.

Negative Effects of Video Games Essay

Gaming has grown as a gripping and ubiquitous phenomena in an increasingly digital world, spanning age, culture, and country. Video games have progressed from basic pixelated amusements to rich, interactive experiences that equal literature and cinema’s storytelling prowess. As gamers immerse themselves in virtual worlds brimming with adventure, strategy, and creativity, the value of gaming as a source of entertainment, art, and social involvement becomes clear.

The essays collected here take readers on a trip into the varied world of gaming, where pixels and polygons combine to create fascinating realms. With each virtual page flip, we will investigate the influence of gaming on society and individuals, attempting to comprehend the profound connections it generates as well as the issues it brings.

Beyond entertainment, gaming has spawned a robust business, stirring debates about game design, ethics, and the future of technology. As we go through the history, present, and future of gaming, we discover the ability it has to transform storytelling, nurture creativity, and build new routes in the world of human experience.

Join us as we start on this collection of articles in which authors, gamers, and fans from all walks of life come together to celebrate the creativity, complexity, and importance of gaming on our lives. These stories will challenge conventional beliefs, pique people’s interest, and start dialogues, allowing everyone to explore the wide and ever-changing frontiers of gaming.

Gaming Essay 1 (200 words)

Gaming, an immersive world that transcends the boundaries of reality, has become a profound aspect of modern culture. Far more than just a form of entertainment, gaming is a medium that fosters creativity, challenges intellect, and forges connections among people from diverse backgrounds.

Within the digital realms of gaming, players are transported to fantastical universes, where they embark on epic quests and face formidable adversaries. This escape from the mundane allows individuals to unleash the power of their imagination, enabling them to envision themselves as heroes, explorers, or architects of virtual worlds. The experience is not only thrilling but also educational, as games often require strategic thinking, problem-solving, and quick decision-making.

However, like any tool, gaming must be used wisely. Excessive gaming can lead to social isolation, health issues, and neglect of real-world responsibilities. It is crucial to find a balance that allows for the benefits of gaming without sacrificing other aspects of life.

In conclusion, gaming offers a window into boundless worlds, stimulating creativity and strengthening connections. When embraced responsibly, it becomes a source of joy, knowledge, and social enrichment, weaving its way into the fabric of our lives and leaving an indelible mark on our collective human experience.

Gaming Essay 2 (500 words)

Gaming, once considered a mere form of entertainment, has evolved into a cultural phenomenon that transcends boundaries and generations. With advancements in technology and immersive storytelling, gaming has become an art form that can both stimulate the mind and touch the heart. From casual mobile games to complex virtual worlds, the gaming landscape has undergone a metamorphosis, captivating millions of players worldwide. In this essay, we will explore the transformative power of gaming and its impact on individuals and society.

At its core, gaming is an escape from the mundane realities of life. It offers an opportunity to step into alternate realms and adopt different roles, whether that be a heroic warrior, a strategic leader, or a cunning detective. This interactive escapism grants players a respite from stress and worries, allowing them to find solace and rejuvenate their minds. The engagement experienced in gaming creates a sense of flow, where players are fully immersed in the activity, leading to enhanced focus and a meditative-like state. It becomes a form of therapy, providing emotional release and a way to cope with daily challenges.

Moreover, gaming serves as a powerful medium for storytelling. With intricate plots, compelling characters, and morally challenging decisions, video games have surpassed the boundaries of traditional narratives. Players are no longer mere spectators but active participants, shaping the outcome of the story through their actions and choices. This interactivity fosters a deeper connection with the game’s world and characters, evoking emotions similar to those experienced while reading a captivating novel or watching a thought-provoking film. Gaming has the unique ability to evoke empathy, as players identify with the struggles and triumphs of the characters they control.

Another transformative aspect of gaming lies in its social dimension. Contrary to the misconception of gaming being an isolating activity, it has evolved into a powerful platform for social interaction and community building. Online multiplayer games and massive multiplayer online role-playing games (MMORPGs) allow players to collaborate, strategize, and compete with others from around the globe. These virtual communities provide a sense of belonging and camaraderie, fostering friendships that transcend geographical boundaries. Gaming has become a medium for socializing, bonding, and sharing experiences, enhancing interpersonal skills and breaking down cultural barriers.

Furthermore, gaming has also demonstrated its potential in education and skill development. Serious games, designed to impart knowledge and promote learning, have found applications in various fields, from medical training to environmental awareness.

In the end, computing has progressed from a basic kind of leisure to a transformational force that has an influence on both individuals and society on various levels. Its strength rests in its ability to provide an escape from reality, to enable participatory storytelling, to promote social relationships, and to contribute to education and skill development. As gaming evolves and adapts to technological advances, its potential for good influence will only rise. However, striking a balance between games and other elements of life is critical to ensure that its transforming power stays a source of joy and enrichment rather than an impediment to personal progress. Gaming is a voyage of creativity, connection, and limitless potential, making it an essential element of our modern cultural fabric.

Gaming Essay 3 (1600 words)

Essay about Video Games

All around the world, there are teenagers playing video games as a pastime when they get bored and want entertainment many of these kids may be addicted even if they don’t think so. According to NBC News, “Up to 90 percent of American youngsters play video games and as many as 15 percent of them(more than 5 million children) may be addicted?”(https://go.gale.com/). Playing video games is impacted teenagers in a negative way causing them to do things that shouldn’t be done. Teens are negatively impacted by playing video games. They don’t care for their education, they forget about their own personal hygiene and health, and they change their social life with family and friends.

Cult of Video Games

Teenagers who are addicted to playing video games and play most of their free time are often anti-social. They aren’t able to have a normal conversation unless it’s about video games. If they were to get into a relationship it often ends quickly and it is usually the addicts’ fault because they don’t care enough about the other. They often spend so much time on all these video games that they tend to forget about everything else that is going on, or what they have to do they don’t even care about their family. Video game addicts are usually antisocial which is not good for when they grow up. When they need to socialize with people in the future, for example, during interviews or business calls. Parents often get frustrated. They say that their kids are spending too much time on video games and no time with the family. There is also another huge factor that video games negatively contribute to a teenager’s life. Teenagers who play video games that are more violent than others tend to teach kids how to do things that they don’t necessarily need to know. For example, a game that requires shooting and being able to aim at other people conveys a terrible message to a child. This may cause the child to grow up thinking that it is perfectly fine to do those things. According to Lieutenant Colonel Dave Grossman,” The games that permit a child to hold and aim a gun, and fire it at humans, are particularly harmful since these devices teach shooting skills. They are firearms training devices at best, and murder simulators at worst.”(https://go.gale.com/). There are other games that cause teenagers to engage in violent acts as they grow up. These video games are putting a horrible influence on children. Games like grand theft auto where you go around shooting people and driving cars extremely carelessly running over red lights and sometimes even people. This game although not real still may cause teenagers to grow up thinking that it is perfectly normal to do these things. According to a recent Gallup Poll, “71 percent of all teenage boys have played Grand Theft Auto games, and Gallup found that they are twice as likely to engage in acts of violence than those who have not played that game.”(https://go.gale.com/).

Video Hames Can Impcat Health Problems

Believe it or not, playing video games causes many health problems for teenagers. Because teenagers are so addicted they start to forget about their own health to the point they don’t take showers or eat food because it’ll take away time from playing video games. Video gamers are so into the game they don’t have the time to freshen up or take care of themself. A passage by Kimberly Young states,” I stopped bathing. I didn’t eat unless it was a quick snack I could eat in front of my computer. I lost weight. My skin was pasty and pale. I didn’t shave or comb my hair. I did nothing. I looked so bad my mother told me I looked more like a heroin addict.”(https://go.gale.com/). In August 2005, a 28-year-old South Korean man died, but he didn’t die from natural causes and he didn’t kill himself, but he actually died after playing a video game for 50 hours straight with nothing to eat or drink on the internet cafe. A teenager’s health is very important, especially at such a young age and that’s why they need to care more about it and not be addicted to playing video games. Sometimes when an addict hasn’t played video games they could feel more anxious or depressed because they feel left behind in a game or they just miss playing. Video game addicts go through many health problems for example they get a lot of backaches, their eyes tend to strain very often, carpal tunnel syndrome, and repetitive stress injury. Most of these teenagers become tired and lazy. Instead of getting up from their chairs close to the screens so they can eat, shower, and maybe even exercise they choose not to because they are so into the game and if they get up it’ll ruin their mood in a negative way. These teenagers often play video games all night long without even knowing what time it could be. This causes a lack of sleep meaning they only get a couple of hours of sleep every day which is not healthy for humans. We need on average around 7-9 hours of sleep but an average gamer gets a minimum of 101 minutes delayed. According to the website Science Daily,” gamers delayed going to bed 36 percent of the nights they played video games. Average game playing was 4.6 nights per week. The average delay in bedtime on the nights spent gaming was 101 minutes.”(https://www.sciencedaily.com/)

Video Games Addiction

Teenagers all around the world are playing video games and are slowly getting more addicted every day. Teenagers are so addicted they tend to care more about the game than real life. They spend so much money on games that they no longer have money so they start to take out money from their financial expenses. Teenagers that are addicted can spend up to 100 hours out of 168 hours just playing video games alone. This is a huge factor in how video games negatively affect teenagers. Although video games don’t have any addictive features for teenagers. They still get sucked in because of all the joyful sensation that it brings. The kids that play these video games usually don’t even get up from their chairs they don’t even care about how they look or how they might be gaining weight due to no exercise all they care about is the game and what’s going on in it. This increases the chances of obesity because instead of going outside to do outdoor activities or doing exercises, they spend their time in front of the screen playing these video games. Since when they get addicted they spend so much time on all these video games that they tend to forget about everything else that is going on, or what they have to do they don’t even care about their family. According to a survey done on teenagers, “playing video games is related to several important negative outcomes for youth, including poorer school performance, increased physical aggression, and increased risk of obesity.'(https://go.gale.com/).

Some Positive Effects of Video Games

Video games aren’t always affecting anyone in a negative way, it can be just a time pass and something they do when they’re bored. Some games can be quite knowledgeable and require skill and patience to play. As told by Peter Gray,” They are like chess or any other game in which success depends on perseverance, intelligence, practice, and learning, not a chance.”(https://go.gale.com/). When it comes time to stop playing and you can that’s when you’re getting addicted. People that say they can stop anytime they want usually are the ones that are addicted. According to Kimberly Young, ‘Video games may look innocent, but they can be as addictive as gambling or drugs and just as hard to kick'(https://go.gale.com/). This might be the case in the beginning but they end up playing for hours and hours and do not care about anything else. Just like alcohol. It is not addicting but people enjoy the feeling and sensation of it they end up doing it really often. Or when people gamble they don’t necessarily need to do it but they find it enjoyable and like the rush and risk. ”People who feel compelled to gamble may do it because they see no other possible route out of their debts and/or because of the thrill that comes whenever they win.”(https://go.gale.com/). These teenagers are so addicted to video games that they sometimes can’t tell the difference between real life and video games. This causes them to act the way they act in video games which oftentimes can be very violent. According to a passage,” In some strange way, a character’s name seeps into the player over time. They spend hours living like this ‘other person and begin to identify with a character that feels more real and less fictional the longer they play.”(https://go.gale.com/).

Conclusion

As you can see video games have had a reputation of many negative effects and are constantly affecting the lives of many people such as addictiveness, social skill when talking to people, very violent and aggressive behavior like hurting people and doing things that are not legal, people even get confused between real life and video games, playing video games causes students to perform poorly due to lack of studying or preparation, using bad language when talking to others. In order to reduce the number of people affected by these video games, we have to be more authoritative when it comes to what game we play and what hours of gameplay.

Should Young Teens and Older Pre-Teens Be Able to Play Violent Video Games? Essay

Despite the introduction of video game age ratings all the way back in the early 1990s, I have played violent video games for a fair portion of my life. These video games included titles like the Call of Duty, Grand Theft Auto, Left 4 Dead and Halo series and I even still play them today to an extent. Some people believe younger teens and older pre-teens should be able to play violent video games if they wish as there are actually many reasons it could benefit them.

For example, playing these games online will help a child develop better social skills by communicating with other players in order to achieve victory in a match. On top of this, young players may potentially join other players and socialize in communities or forums after meeting players on these games and likely make many more friends online. This is also a very good way of making friends with classmates, by developing relationships via video games.

In addition to this, action/shooter gamers have better hand-eye coordination according to a 2016 study by Li Li Rongrong Chen and Jing Chen where they tested both people who rarely play video games and those who play them regularly to see if they could keep a car inside of a straight lane with fluctuating wind pushing the car around. Overall, the regulars produced better results than those who rarely played. Having better hand-eye coordination would help young people who would want to become surgeons, physicians, airline pilots and technicians.

Without a doubt, shooter video games (or any type of video game for that matter) are actually very educational in various aspects. Every video game is in its own right, for example, shooting games can teach you how to problem solve by having you try to complete an objective of some sort. Just like TV shows, music and films, video games can educate through dialogue by using words a child might not know the definition of.

In fact, this would also increase a child’s creativity as it would have to have them make their own way of beating the mission. Not only this but things like character/player and gun customization also allows kids to be more expressive and creative in these video games.

On the other hand, many parents and people do believe that young teens or pre-teens should never be able to play violent video games, especially when the age rating is much higher than the child’s age. Accordingly, parents maybe believe that violent video games damage a young person’s mind, making them a more grumpy, moody and overall aggressive person. This concerns parents because it could tarnish both theirs and their children’s relationship and perhaps their reputation. This would affect a child’s mind for a long duration of time, even up until they are grown up and have become adults.

Additionally, a child will most likely gain a fairly large amount of weight from playing video games too much. Children should be active and burn calories by playing sports, with their friends.

Parents also would want their children to play and socialize outside and learn through their experiences, creating memories for themselves when they grow older instead of not having many aside from playing a video game, especially a violent one.

Likewise, video games, especially shooters with ranking systems, can be very addictive. Some may say that kids are anti-social this way, even if it could be considered sociable, but the argument against it would be that they do not go outside and meet with friends in real life, communicating that way in real life.

In retrospect, I feel as if children should generally be able to play violent video games. The reason I come to this conclusion is because I personally have made many friends through playing with them in mostly violent video games. I would even go as far as to say that at least 50% of my school friends, old and new, I made through playing with them online this way. The only real exception I would really make is if the game was excessively graphic, gory and/or sexual for not real reason other than it has that ability.

Stop Giving Alcohol to Underage Teenager: Persuasive Speech

Underage teenagers increased drinking habits replicate the destruction of a tornado. As winds of addiction hollow out teenager’s humanity, parents continue to supply this all-consuming commodity. Alcohol is society’s deadliest poison, it is everywhere, a dangerous cocktail of destruction. Perceived as the ultimate social inclusion device, it comes as no surprise that alcohol has been ingrained as a societal norm with an insidious grasp.

Delusional parents are obsessed with the idea of being ‘cool’ rather than maintaining the innocence of their underage teenagers. They stubbornly claim that by introducing teenagers to alcohol, better drinking habits will be encouraged. Research proves otherwise; these troublesome parents are ultimately compromising their children’s welfare. Teenage drinking researcher, Jacqueline Bowden uncovered that teenagers whose parents do not condone alcohol consumption are less likely to drink alcohol. A bittersweet concoction. Undoubtedly, parents are one step closer to preventing permanent brain damage, broken reputations, and death, by simply not condoning alcohol use. It is time to stop this ferocious monstrosity in its tracks.

“Parents say they are doing the right thing by encouraging drinking within the safe environment of the home”, – Jacqueline Bowden.

Armed with irresponsible ‘parents’ to supply this drug directly, the increasing rates of youth drinking mirrors that of a deadly tornado. Parents are purposely pulling down their blindfolds to the extremely harmful impacts that underage drinking has on teenage brains. Alcohol preferentially affects the rational thinking and memory centers of the brain, with magnified effects on an immature cerebral cortex, leading to learning difficulties, memory problems and impaired problem solving. Incidentally, this image is irreversible. Ironically, parents claim that by supplying alcohol, they are protecting their children from the dangers of alcohol consumption.

“Parental provision of alcohol to underage teenagers does not protect against increased alcohol consumption in the future”, – Simon Strahan.

Most teenagers already have a highly irrational personality which is magnified by their excessive consumption of alcohol. Unequivocally, the most accepted drug can also be the most destructive, wreaking havoc on countless lives. Alcohol is a concoction of party and pain; considered a socially acceptable drug, yet responsible for nearly half of all violent deaths involving youth. Consuming alcohol adds to the likelihood of a deadly decision being made, especially through the prevalence of drink driving. Approximately 2,000 deaths are caused on the road per year, due to minors driving under the influence. Supplying your underage children alcohol blindly adds to this alarming statistic. Drink driving is a death wish and for teenager Jonathon Taylor, one that tragically came true. Taylor was speeding and under severe influence of alcohol when he crashed, killing himself and severely injuring another teenage passenger. Dr. Charles Matthews and Kimberly Matthews, parents of the passenger were arrested and charged on four counts each of aiding and abetting the consumption of alcohol by minors. Evidently, parents who supply children alcohol are complicit in their children’s death. Do not let their lives be cruelly snatched away. Death is already inevitable, so why add to the probability?

Countless parents have collected their alcohol poisoned child from a hospital emergency department lit with beeping machines pumping electrolytes into their unconscious child. Along with the smell of danger when transporting someone else’s child who has nearly asphyxiated on their own vomit. Exposed pictures of drunken girls lying on pub toilet floors and teenage boys making regrettable decisions, posted in one oblivious click to social media. A child’s future rests on the shoulders of their parents. Consequently, providing alcohol to a minor is a childish mistake and can lead to disastrous consequences for their future. Failure to get a job, a criminal record, drink driving, and death at their hands, are just a few of the endless consequences more likely to occur for an underage teenager who is given the opportunity to drink. Unaware and underage adolescence deserve better, but do not know better, when the supply comes from their own homes. These situations are devastating, and they are becoming disturbingly normal. Responsible parenting is the only solution.

Society must wake up and accept that supplying alcohol to an underage teenager starts them down a slippery slope and perpetuates a dangerous drinking culture through the generations. In contradiction of the prevailing social trend that a night without a drink is no night at all, the easiest way to guarantee your child the best shot at life is to stop supplying this deadly poison. Stop the supply now!