Looks at the concept of language-games from the perspective of Ludwig Wittgenstein, Sigmund Freud and Paulo Virno.
Analytical Essay # 114212 |
1,455 words (
approx. 5.8 pages ) |
3 sources |
MLA | 2009
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Abstract
This paper explains the concept of language-games, as related by Ludwig Wittgenstein, in which humans create language with loopholes that do not allow any person to know any fact, in statements expressing the truth, with certainty. The paper also discusses how Sigmund Freud's analysis of jokes parallels the idea of language-games as a societal norm for judging the truth of statements. Next, the paper investigates Paulo Virno's concept of the presence of the third person, or the praxis, which suggests that there is a societal norm judging the success of a joke.
From the Paper
"Wittgenstein's attack on knowing with certainty suggests that language-games break down what humans consider as knowing. He does hint, however, that there are generalized rules that humans consider as true, although they will never be able to know with certainty if they are. These are as if the propositions listed in G.E. Moore's article. Because of this, one must conclude that there is a societal norm suggesting certain propositions are true, despite their logical-syllogistic proof."
Tags:recalculations joke correct, logical-syllogistic proof, norms
Discusses Ludwig Wittgenstein's idea of sensation.
Essay # 24930 |
1,575 words (
approx. 6.3 pages ) |
6 sources |
2002
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$ 30.95
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Discusses Ludwig Wittgenstein's idea of sensation. Linkage of the sensations (art, aesthetics, religion) as individual sensations linked by language. Idea that language is unexact means of describing the senses. Language games as semantics. The language of aesthetics. Wittgenstein's exercises. Wittgenstein's theories and changing concept of language games. Notion of human culture.
From the Paper
"LANGUAGE GAMES
INTRODUCTION AND THESIS:
Wittgenstein separates the idea of a sensation with that of a word to describe it. How often, for example, have we heard someone say I feel; your pain! which, as Wittgenstein would be prompt to point out, is impossible. The sensations, art, aesthetics, and religion are individual sensations, with a communal linkage called language . But, compared to one s sensations, language is the most inexact means of describing what one feels or senses.
People, as Wittgenstein theorizes, cannot be said to learn of my sensations only from my behaviour, for I cannot be said to learn of them-I have them (Wittgenstein, 1953, p. 89). On the other hand, this sort of investigation of sensations makes Wittgenstein ask whether ..."
This paper looks at the importance of games and puzzles in learning a new language.
Essay # 38008 |
1,400 words (
approx. 5.6 pages ) |
5 sources |
2002
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$ 28.95
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This paper discusses how language teachers are discovering, too, that incorporating word games and puzzles into their second-language instruction helps the student absorb the necessary information in a manner that is both fun and challenging.
A look at the growing violence between sports fans.
Essay # 42977 |
1,150 words (
approx. 4.6 pages ) |
3 sources |
2002
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$ 23.95
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This paper, is a brief analysis of how the language of sports is similar to that of warfare. In it, the author analyzes how sports fans have become increasingly violent and how the language used to refer to sporting events reflects this shift. The author suggests that warfare itself is often described in "game" terms and how games have become more warlike. The author theorizes that perhaps this trend, in a time when wars are few and far between, is evidence of modern society's inherent need for conflict and conquest.
Examines relativism in language games through the philosophy of Renee Descartes and Ludwig Wittgenstein.
Essay # 85206 |
1,125 words (
approx. 4.5 pages ) |
3 sources |
2005
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$ 23.95
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In this paper, it is shown that the ever-changing cycle of language over a variety of cultures present relativism as the main argument for language games in the work of Wittgenstein and Descartes. Invariably both philosophers agree on relativism as a basis for understanding language, but differ greatly on how to perceive meaning. The paper shows that although Descartes presents reasoning as the key aspect of language that imparts greater status to human beings, he cannot provide any real hard evidence to decry the ostensive nature of words that Wittgenstein imparts on language.
From the Paper
"This philosophical study will examine the relativism that resides in language games that are discusses in the writings of Ludwig Wittgenstein and Renee Descartes. By analyzing the various elements of Wittgenstein's "ostensive' relativistic approach to word meaning in language, one can realize how this compares to Descartes' relativism in declining real meaning at all in language games. In essence, one can compare and contrast the relativism associated with language games within the philosophical concepts brought forth by these philosophers. Ludwig Wittgenstein evaluates language through the concept of "ostensive" approaches to language. This form of relativism defines language as a meaning that is defined by a certain culture or belief, which cannot truly verify meaning through societal and ethnic bias."
Tags:wittgenstein, descartes, language
This paper is a literature review of the advantages and disadvantages of playing computer games.
Essay # 59969 |
2,890 words (
approx. 11.6 pages ) |
24 sources |
APA | 0
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$ 51.95
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This paper explains that educators and parents are concerned mostly about the amount of violence in computer games, which not only assaults kids with sex and violence, but also induces them to imitate what they see on the screen, ultimately causing them to lose their moral compasses. The author points out that researchers also have looked at positive aspect of electronic games, such as virtual reality (VR) and computer simulations, as educational tools for language learning and self-esteem and skill building. The paper relates that some research has found that gaming cannot be considered addictive, that arcade guests were not special in alarming ways, and that there was no correlation between heavy game use and mental disorders or delinquent behavior.
From the Paper
"The people on the other side of the argument, those who do not agree with the association of violence and media, report that youth crime has dropped sharply in the last decade. From 1992, the year "Mortal Kombat" debuted to year 2000, arrests for serious juvenile crime fell by about two-thirds, while the number of children carrying guns to school dropped by half. Game supporters say that their opponents gloss over the large amount of evidence that does not support a link between watching portrayals of violence and engaging in violent behavior. As scholars such as University of Toronto psychologist Jonathan Freedman and University of Southern California sociologist Karen Sternheimer have shown, experimental studies that alarmists cite may hinge on self-fulfilling prophecies, with researchers pushing subjects into giving the "right" answer. Furthermore, it is not clear how the stimuli and measures of aggression used in the highly artificial setting of a laboratory relate to viewing and violence in the real world."
Tags:violence, imitate, eyespy, learing, research
The Experience of Being an ESL Student
This paper discuses the experiences of an English Second Language (ESL/EFL) Japanese student as a base for examining language learning strategies, specially the relationships between language, culture and society.
Research Paper # 60395 |
3,240 words (
approx. 13 pages ) |
17 sources |
APA | 2005
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$ 55.95
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This paper explains that, because students come with specific purposes for learning, one of the best ways to keep them motivated is to help them feel progress towards their goals, which are identified by interviewing informally the student. The author points out the importance of engaging ESL learners in communicative (game type) or integrative (short/small activities form larger activities) activities using materials, which are authentic, thereby, aiding the learners in unpredictable spoken language outside the class. The paper relates that students of English conversation must understand the fundamental difference between learning about the language and learning to use it for verbal communication.
Table of Contents
Introduction
Background Information of Interviewee
Report and Commentary on the Information Collected in the Conversation
What are Main Reasons for Learning English for ESL/EFL Learners in Japan?
What Stereotypes Take Place for a Foreign Teacher While Teaching ESL in Japan?
What are Key Features and Problems of ESL Learning in Japan and How can They Be Resolved by ESL Teachers to Achieve Best Results?
What Type of Class is more Desirable for ESL Students?
Does "Cultural Background" Play Any Role in Learning ESL in Japan?
Conclusion
From the Paper
"The learner that I have interviewed generally has a strong first language model back at home in Japan. The interviewee had been in institution and educated at home from young till diploma level. Later, when he came to Australia with pursuing a degree in mind, he had a choice to either take an exam, TOFEL or take up a course with the duration of 3 months to learn English. This is because, his previous education did not meet the requirement of the university that he intended to enroll in. The requirement was that his previous education has to be taught in English for duration of more than 12 months."
Tags:goals, communicative, integrative, conversation, teacher
This paper provides an evaluation of different educational software, concentrating on language-learning software.
Comparison Essay # 108774 |
1,136 words (
approx. 4.5 pages ) |
2 sources |
MLA | 2008
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$ 23.95
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In this article, the writer reviews and presents several language-learning software programs. In reviewing 10 software packages, the author chooses three which seem to be the best in their category. The writer focuses attention on the following programs: Speak2Easy Language Learning Expert 3.07, French Verb Games 1, and Human Japanese. Specifically, the paper discusses the different types of language learning criteria, and compares the software packages to the criteria which the author feels are the most important.
Outline:
Language-learning software
Types of Language Software
Criteria for Selection
What they were all missing
Comparative table
Speak2Easy Language Learning Expert 3.07
French Verb Games 1
Human Japanese
Russian Language Learning 1.0.1
Mandarin Learning Assistant
Learn French Vocabulary 1.6
Flash Cards for Learning 1
Choice 1.4
Learning Spanish Like Crazy
Learn Chinese 2007 5.1
From the Paper
"The primary question is: how close does the language software come in achieving its stated goal? The language software must be engaging, give feedback, and be fun for the student to use. The old-fashioned, non-computer methods of rote memorization weren't effective because the student became bored quickly. Retention is helped by games, visual clues, and socialization.
"The primary selection criteria for these software packages were therefore user involvement: how many senses were involved in the use of this software? How much fun can a student have with it? Can the student get feedback from his/her own voice? Are the methods progressive, with a sense of advancement? Can it be tied to social interaction, such as working with fellow students? To this end, the author used the criteria selected by the National Foreign Language Resource Center."
Tags:tools, proficiency, student, skills
This paper discusses the censoring of music videos by state and federal legislators by passing laws to make selling minors music videos with objectionable language, violence or sexual nature, without parental consent, a crime advisories.
Essay # 29206 |
855 words (
approx. 3.4 pages ) |
6 sources |
MLA | 2002
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$ 18.95
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This paper explains that the censoring of music videos is similar to tactics with movies and video games that failed. The paper points out the reasons for this failure are the same for music videos: Freedom of speech, the questionable validity of studies that warn about harmful affects of violence and sexual content on children and the responsibility of parents versus store owners in supervising youth's actions. The author believes that this indeed makes the United States a better country for everyone.
From the Paper
"Naturally, those who take the other point of view can point to their own studies, which say that music videos alter sexual views. However, where such studies fall short is that they cannot be conducted in a vacuum. Today's kids are assailed with sexual imagery -- in magazines, ads, movie trailers, and posters. At home, more than half of all television programs -- 56 percent -- contain some sexual material, according to a recent study by the Parents Television Council, a nonpartisan advocacy group. In the last decade, the frequency of sexual interactions more than tripled during primetime viewing hours."
Tags:freedom, speech, image, television, amendment
A look at the South-Central Californian tribe. Includes villages, hunting, foods, baskets and pottery, games and music, lineage, leaders and language.
Essay # 21434 |
1,350 words (
approx. 5.4 pages ) |
2 sources |
1994
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$ 27.95
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From the Paper
"The Cahuilla is the name given to a group of south-central California Indians. The term is of uncertain origin but may be from their own word kawiya 'master, boss' (Bean 575). The Cahuilla area was topographically complex, comprised of mountain ranges interspersed by passes, canyons, valleys, and desert, with elevations from 11,000 feet in the San Bernardino Mountains to 273 feet below sea level at the Salton Sea. The Cahuilla occupied most of the area, from the summit of the San Bernardino Mountains in the north to Borrego Springs and the Chocolate Mountains in the south, a portion of the Colorado Desert west of Orocopia Mountain to the east, and the San Jacinto Plain near Riverside and the eastern slopes of Palomar mountain to the west.
Cahuilla villages were usually situated in canyons or on alluvial fans near adequate sources of water and food materials..."