Thursday, October 31, 2019

Bibliography Essay Example | Topics and Well Written Essays - 750 words - 1

Bibliography - Essay Example At the age of 11, in 1607, he was sent to the boarding school, La Fleche, a Jesuit institution. He studied many subjects, including, mathematics, science, rhetoric, verbal arts, philosophy, and astronomy. However it was mathematics that most attracted the young Descartes. Although is believed to have received his degree from University of Poiters in civil and canon law between 1615 and 1616, there is a period on and off throughout 1614-1618, where Descartes fell out of the world, many believe that he may have some sort of emotional or mental break-down and was in seclusion n Paris, France (Skirry ). Descartes earliest accomplishments included contributions to the Scientific Revolution. It was he that established the â€Å"principle of inertia.† He presented the thinking that the universe, all of nature, and human beings are all a part of one great machine. He, also, established a philosophy called â€Å"the mind-body dichotomy† Descartes believed that a person’s mind is a separate entity from the physical body and enters in and out of the body through the pineal gland. This work took Descartes away from mathematics and hard science and into the world of philosophy. He would publish four books that are extremely significant. The first was titled â€Å"The Discourse on the Method, published in 1637. It was followed, in 1641, by â€Å"The Meditations on First Philosophy† and, â€Å"The Principles of Philosophy,† in 1644. The final major volume titled, â€Å"The Passions of the Soul,† was completed in 1649 (Weisstein). However, Descartes, most well-known and often referenced concept was, â€Å"I think therefore I am.† This statement always garners great philosophical debate. It is a phrase that can be perceived in many ways, depending on the user. However, it verifies the relevance of individuality and the power will. All of these works helped to form a unique perspective and perception of the world that would ultim ately earn Descartes’ the title of â€Å"The father of modern philosophy.† He changed many of the traditional perspectives on nature, the natural world, and humanity’s relationship to it. Unfortunately, not all of those living in Descartes time were inspired and pleased with Descartes philosophies, theories, and principles. The Catholic Church was not a supporter of Descartes. They felt that much of his work could be perceived as directly challenging church doctrines and practices. In fact, Descartes work would eventually find itself added to the lists of books not considered approved reading by the Church. Interestingly enough Descartes believed his works, in fact, proved the likely existence of God; all the same the Church would never be a supporter of his work (Correas ). Rene Descartes continued his work but would eventually retire in the Netherlands. He met a maid in the house of a friend with whom he had a relationship. However, he did not marry this woman and they shared one daughter. Sadly she died from a fever around the age of five. He had agree to join the Court of Queen Kristina of Sweden and remained in the Netherlands for the last 20 years of his life. However, the health problems of his childhood never really left him. Rene Descartes died in February of 1650, at the age of 54 from complications related to pneumonia; no doubt contributed to by the cold Scandinavian weather (Skirry). This was the

Tuesday, October 29, 2019

Strategic Analysis for Nintendo Co. Ltd. Essay Example for Free

Strategic Analysis for Nintendo Co. Ltd. Essay Executive Summary Nintendo Co. Ltd. is a longstanding member of the home entertainment software industry that has embarked on a mission to offer the highest quality products and services while treating their customers with attention, consideration and respect. Nintendo’s strategy thus far has been to take advantage of their video game development capabilities; nearly 60% of games sold by Nintendo are self developed. The innovative capabilities derived from various gaming platforms have allowed Nintendo to capitalize off of a series of attachment control devices. The biggest strength that Nintendo has is a strong brand name along with high returns. A well established brand name gives Nintendo an edge over its competitors. Nintendo is the only company that has managed to capitalize on both hardware and software components. The biggest opportunity for Nintendo is to incorporate themselves into the online gaming market due to short product life cycles. Nintendo maintains their competitive advantage through superior game and character development, for which it often owns the legal rights. In a technical comparison of the Wii against its major competitors, it is substantially outperformed in speed processing, memory, storage, networking, video output and multimedia output. If Nintendo wishes to maintain a competitive advantage, the niche market must be penetrated while maintaining the integrity of the Nintendo brand image. Nintendo Black would become a subsidiary company of Nintendo Co. Ltd. that will operate with a mission to specialize in advanced technological specifications to consoles that will compete with Microsoft and Sony. If the proper measures are taken then Nintendo has the opportunity to continue to position itself as an alternative to the gaming experience while increasing the level of competition for its rival companies with its subsidiary company. Mission and Strategic Development Nintendo Co. Ltd. is a longstanding member of the home entertainment software industry that has embarked on a mission to offer the highest quality products and services while treating their customers with attention, consideration and respect (Nintendo, 2009). In doing so, Nintendo Co. Ltd.  has developed a strategy that has allowed them to offer a unique gaming experience which appeals to a larger consumer base, while maintaining competitive affordable prices. Unlike its competitors, Nintendo Co. Ltd. has earned consumer confidence in its industry through an established brand name known for inventing the video game console. Competitors such as Sony and Microsoft have entered the industry after finding success in the electronic hardware and software industries respectively. Despite opportunities for entry into the industry, Nintendo Co. Ltd. is the only company that has managed to capitalize on both hardware and software components. This is due in part to a strategy that focuses on the purchase of inexpensive components rather than making them in-house (Schoenberger, 2008). Sony’s Playstation 3 retails for $300, which is less than the actual cost, thus causing Sony to lose money on each console sale. Nintendo however is able to offer the Wii Console for $260 and has managed to earn a $6 profit on each unit sold (Schoenberger, 2008). In comparison, Microsoft’s Xbox 360 is sold at cost, equal to that of the Playstation 3 at $300 per unit (Schoenberger, 2008). Aside from earning revenues from the sale of hardware systems, Nintendo Co. Ltd. has also found a way to compete with the pricing of games. The average cost for a Wii game is $50 compared to $60 for games by each of Nintendo’s competitors (Schoenberger, 2008). The competition is able to afford losses on their consoles by earning revenues in the form of licensing fees from third-party developers (Schoenberger, 2008). Nintendo’s strategy thus far has been to take advantage of their video game development capabilities that were first introduced alongside their first Game Wat ch system in 1980. Nearly 60% of games sold by Nintendo Co. Ltd. are self developed in comparison to 30% for Microsoft and 15% for Sony (Schoenberger, 2008). While this has resulted in fewer titles released, a competitive advantage is maintained by creating franchise characters and game titles that are exclusively created for their products. As a result, the three top selling games for the Wii system are â€Å"Wii Play,† â€Å"Super Smash Brothers Brawl† and â€Å"Super Mario Galaxy,† each of which is available exclusively for the Wii console (Schoenberger, 2008). By maintaining the control of development, Nintendo Co. Ltd. has been able to produce these games without deadline constraints, ensuring the highest quality game play which allows the company to live up to its mission requirements. Current worldwide sales figures as  of November 14, 2009 list the Wii as having sold over 56.5 million units while the Xbox 360 is a distant second at 33 million units sold and Playstation 3 with only 26.5 million (VGChartz, 2009). During 2006, Nintendo Co. Ltd. recorded net income of $840 million, just before the release of the Wii system (Annual, 2006). As of 2008, that figure has increased to $2.5 billion, a nearly 300% increase in two years (Annual, 2008). Alongside the Wii, Nintendo Co. Ltd. also maintains an advantage in handheld systems with the Nintendo DS. Sony has unsuccessfully attempted to penetrate the market with the PSP handheld system, however sales have only reached 52.8 million in comparison to the 114 million units sold by the DS and upgraded DSi systems (VGChartz, 2009). According to their 2008 annual report, the Wii had sold 148 million games for the system while the DS had sold 369 million titles (Annual, 2008). The DS has proved to be yet another competitive advantage for Nintendo Co. Ltd. as the software sales in 2006 were at 60 million, which is a 515% increase in just two years (VGChartz, 2009). Much of Nintendo Co. Ltd.’s success may also be attributed to the differentiation of their product lines. While the DS faces little competition, the Wii’s internal capabilities were considered inferior to existing consoles upon its inception (Schoenberger, 2008). Microsoft and Sony marketed systems based on technological superiority while the Wii is the first system to focus solely on interactive game play. Motion sensor technology allows for physical movement by the consumers to control the games in which they play. The innovative capabilities derived from various game platforms have allowed Nintendo Co. Ltd. to capitalize off of a series of attachment control devices. Sales of these devices have been packaged together with games to provoke interest additional purchases of games compatible to the attachments. In an attempt to counter the unsuspected success of the Wii, motion sensor attachments are planned to be released by competitors. Microsoft is expected to release Project Natal, which performs a full body scan for remote free game play, while Sony will release a motion controller; both expected to hit the market in 2010 (Whitney, 2009). Nintendo of America’s Executive Vice President of Sales and Marketing, Cammie Dunaway, is not worried, suggesting â€Å"what people are doing with the remote and what’s happening on the screen isn’t something that people have to wait for or is just being talked about in a PowerPoint presentation. But  it’s something that’s in stores today and that people are already enjoying (Whitney, 2009). Wii sales are expected to continue to be strong, though 2009 has experienced a dramatic decline in sales a year after the most successful sales figures in Nintendo Co. Ltd.’s history (Whitney, 2009). SWOT Strengths The biggest strength that Nintendo has is a strong brand name, along with high returns, debt free status, and strong marketing techniques. Having such a strong brand name, Nintendo has become the most dominant company in the video game industry. Nintendo has been around since 1889 and developed their first home video game machine in 1977 and ever since has been known for their electronic gaming devices (Annual, 2008). As for high returns, the Nintendo DS alone has made a huge profit for them selling 70.6 million hardware units and 369.6 million software units as of March 2008 (Annual, 2008). Also, Nintendo is one of the few gaming consoles that have a debt free status unlike Microsoft who can’t seem to earn any profit due to high costs. Nintendo has thought outside of the box with their latest marketing strategy of targeting markets other than the traditional â€Å"gamer†. They have marketed their newest console, the Wii, to everyone as a family console, with games varying from healthy exercise to interactive sports. They have also found a way to simplify gaming by making it as easy as point and click. One example of this is the Mario-Kart game that is played using a steering wheel. Additionally, games that require extra attachments like the crossbow for the Legend of Zelda requires customers to spend more money, earning Nintendo supplementary profits (IBISWorld, 2009). Weaknesses Nintendo’s weaknesses are the dependence on contract manufacturers, having low earnings per share in addition to the lack of games produced for Nintendo consoles. Even though Nintendo Co. Ltd. makes their own games and trademark characters; for instance Mario and company, they still rely on manufacturers such as Electronic Arts, Acti-Vision and others for games that more experienced consumers would prefer to play. Despite an attempt to simplify gaming, this convenience may have negative repercussions for the experienced consumer market. Recent game developments attempt to be as  realistic as possible, thus the graphics on the Nintendo systems are not as sophisticated and are lacking in comparison to that of the Playstation 3 and Xbox 360 with 1080p resolution that reads high-definition graphics. Nintendo Co. Ltd.’s competitors also offer technologies not found on the Wii such as HDMI outputs or Blue-Ray DVD (Video, 2007). Opportunities The biggest opportunity for Nintendo is to incorporate the online gaming market. Most of the new games are designed for multiplayer gaming through server networks. Nintendo benefits from the interactive gaming business and these benefits can continue to grow. When the first video game consoles started to emerge, many people thought it was a short-term fad. However, fast-forward two decades and it has become more than just a trend. Adolescents who played 25 years ago have yet to grow out of the gaming trend and today’s youths have taken on next-generation consoles with even greater passion than their parents did as children. Growth has remained unexpectedly high for over two decades, including above 10% per year in 2009, despite the national recession (Annual, 2008). Today the video game industry, including development, production and retailing, is worth over $44 billion, with over 40 million consoles sold in the US in 2008 alone (IBISWorld, 2009). Video games and consoles are among the highest demand predominantly during the holiday season due to price cuts and the convenience of gift giving. Another opportunity for Nintendo is the fact that it remains the leading console maker, giving the company a better opportunity to improve upon itself. In October, Nintendo Co. Ltd. sold 506,900 units of the Wii system in the United States. The second best selling console was Sonys Playstation 3 having sold 320,600 units (Taub, 2009). Threats Nintendo’s threats include short product life cycles, and online gaming. The main threat to Nintendo Co. Ltd. is the software/games limited lifespan. Most games take about 48-60 hours to complete and more people have time to sit at home and play video games rather than recreational spending. Online gaming allows people to connect and play with other people as long as they own the same game and same console in each house. Due to the limitations of the internal hardware of the Wii, Nintendo Co. Ltd. has a severe  disadvantage in a network that provides inadequate performance in relation to competing system networks (Thurrott, 2007). Strategic Competitive Advantage and Major Problems The first word that comes to mind with Nintendo is games. Microsoft and Sony do not have that advantage. Nintendo has been a household name since its first electronic game release in 1977 and is considered to be the oldest company in this market. It is one of the largest console manufacturers in the world, and a leader in the handheld console market. The company has released five generations of consoles over the past 20 years. A well established brand name gives the company an edge over its competitors (Nintendo Co., 2009). In recent years, Nintendo Co. Ltd. has achieved strong growth in its operating results. In FY2008, revenues increased by 73% over FY2007 reaching JPY1,672,423 million (approximately $14,683.9 million) owing to the launch of Nintendo DS Lite and Wii, and their related software (Nintendo Co., 2009). In the Gaming Industry, Games/Software account for 67.6% of sales while Consoles account for 18%. Games are an inevitable focus of the industry (IBISWorld, 2009). Wii users are expected to buy the most games this year, 220 million, compared with 120 million PS3 games and 125 million Xbox 360 games. 62% of games sold by Nintendo Co. Ltd. are their own titles in comparison to 30% for Microsoft and 15% for Sony (Top, 2006). The top three Wii games are all made by Nintendo Co. Ltd., thus maintaining a higher gross margin on game software than competitors at 65%. Also, Nintendo Co. Ltd. is able to price their games lower than competitors at approximately $50 per game versus $60 (Schoenberger, 2009). Nintendo Co. Ltd. maintains their competitive advantage through superior game and character development, for which it often owns the legal rights. Nintendo Co. Ltd. has leveraged its legacy characters to maintain a viable competitive position in the market (Harmsen, 2009). The new Wii Fit exercise game is targeting women and older people concentrating on â€Å"adding value for the late adopter,† said Nintendo of America’s President, Reggie Fils-Aime. â€Å"This has given us the unparalleled ability to bring in new consumers, especially females† (Taub, 2009). The Wii Fit software alone has sold more than 20 million copies as of September 2009, and cost the consumer $90 to purchase. Half of the retail price results in profit for Nintendo Co. Ltd.  because the company developed both the console and the game, avoiding software licensing fees. Manufacturing of the balance board, an accessory that is included with the Wii Fit software, costs the company roughly $19 each, while the software averages $1 (Crews, 2009). Retailers typically buy the software games for 80% of the retail price, thus earning them $18 per game sold. Marketing of the software costs an average of $5 per unit, while research development is roughly $2. A $45 profit goes directly to Nintendo Co. Ltd for each Wii Fit game sold (Crews, 2009). Unlike its competitors, Nintendo Co. Ltd. has figured out a way to profit from its console sales. For every Wii sold, Nintendo nets $6. Microsoft just breaks even while Sony actually loses money on each console sale (Sherwood, 2008). As of November 14, 2009 the Wii is being reported as having sold over 56.5 million consoles. That equals to $339 million in profit for Nintendo Co. Ltd. based only on console unit sales. Nintendo Co. Ltd. relies on third-party manufacturers to produce key components or assemble finished products in order to keep costs low. Nintendo Co. Ltd. could have difficulty procuring key components or manufacturing its products in the event one or more of these third-party businesses fail or are unable to provide necessary components on a timely basis. Shortages of key components may cause margin decline due to higher costs, lack of products, and quality control issues (Annual, 2008). The interactive entertainment software market is characterized by short product life cycles and frequent introductions of new products (Nintendo Co., 2009). Since the Wii console has unique features such as the motion sensor remote, it makes the software difficult to translate into other systems. Developers that wish to create games for the Wii need a dedicated Wii team to code the Nintendo Co. Ltd. software so that it may be compatible with the Wii console (Schoenberger, 2009). For that reason, the Wii has fewer games available than its competitors. As a result, Nintendo may be forced to create a new console that adds the cutting-edge graphics the Wii lacks, analysts say (Edwards, 2009). Strategic Recommendations Nintendo Co. Ltd. has found success in implementing a family oriented strategy that generates consumer interests of multiple generations, genders  and cultures by creating a user friendly platform with a minimal learning curve to ensure an enjoyable gaming experience. In order to meet the high expectations that Nintendo Co. Ltd. has set for itself, the products developed are limited in their ability to adapt to the niche markets that competitive companies have catered to. In a technical comparison of the Wii against its major competitors, it is substantially outperformed in speed processing, memory, storage, networking, video output and multimedia output (Thurrott, 2007). In order to maintain an advantage in low cost pricing, the Wii is forced to neglect these features causing tech conscious consumers to invest in competing consoles. Lacking the capabilities to process more popular teenage and adult games that have been released on other supporting formats, Nintendo Co. Ltd. is res tricted in their ability to garner interest in their products from this niche market without altering not only their system specifications, but the family brand image that has established their success. If Nintendo Co. Ltd. wishes to maintain a competitive advantage, the niche market must be penetrated while maintaining the integrity of the Nintendo brand image. As these are two conflicting interests, it is recommended that Nintendo Co. Ltd. create a new subsidiary company that continues in the traditional spirit of Nintendo’s penchant for quality, while integrating the non-traditional components that cater to the niche market. Nintendo Black would become a subsidiary company of Nintendo Co. Ltd. that will operate with a mission to specialize in advanced technological specifications to consoles that will compete with Microsoft and Sony. The emergence of this company will allow for more flexibility from restrictions that limit Nintendo in competing for a mature consumer base. Nintendo Black will use the internal knowledge garnered throughout years of experience to continue developing games in-house, but will break away from the traditional franchise characters of the Nintendo universe. A number of opportunities arise to develop a series of successful franchise games that will appeal to the mature consumer that may continue to build upon the exclusivity of Nintendo produced games. This will also allow for a stronger focus on third-party developers to license games for distribution on Nintendo Black consoles that require advanced system specifications generating revenues that are currently unavailable to Nintendo and the Wii system. By embarking on a saturation of third-party game releases as the  Xbox 360 and Playstation 3 have done, Nintendo Black has the opportunity to cut into the game sale profits of its competition. In order to develop interest in a new system that is similar to the competition, the inaugural console release should provide online downloads for videogames that are released in stores. Though the Wii has downloadable content, none of the three competing systems offer full downloads of newly released titles. By offering this option, costs may be reduced from packaging, while ensuring the on demand availability of products anytime. A major concern regarding the exclusivity of Nintendo Co. Ltd. franchise characters and related games is that consumers in the niche market may have interest in purchasing a game, but not the console. By making Wii games compatible to the Nintendo Black console release, niche consumers would be free to purchase Wii games that would have otherwise been disregarded, thus increasing game sales for Wii and subsequent console releases by Nintendo Co. Ltd. Justification of Strategy Nintendo Co. Ltd. lists only 7 M-rated games available for the DS system and is in consideration of releasing another from one of the most popular M-rated franchises in Grand Theft Auto (Graft, 2009). The controversy surrounding the release of this game for the Nintendo system alludes to the desire to break into a market that could potentially jeopardize the Nintendo Co. Ltd. mission. In 2008, Nintendo Co. Ltd. recorded $2.5 billion in net income, despite spending $103 million on research and development in 2006 when the Wii was released (Annual, 2008), (Davison, 2008). The fiscal resources available to develop a product that expands upon existing models should be financially plausible. Nintendo Co. Ltd.’s current profitability is based on a family oriented consumer market that neither Microsoft nor Sony have attempted to endeavor; however if either company were inclined to expand an existing strategy to include a line of family concentrated product lines, it would attempt to differentiate itself into both markets which neither of its competitors has yet to achieve. As the intensity of competition increases, it is in the best interest of Nintendo Co. Ltd. to become the first to break ground in penetrating both consumer markets. A Nintendo Subsidiary should not affect the current profitability of Nintendo Co. Ltd. with the exception of an increase in sales for a select number of  Wii games released that appeal to a mass audience. It is possible that the Wii may sell fewer consoles due to the advanced capabilities of the upgraded console release, but there is a greater opportunity to convert niche market users to become Nintendo users due to the availability of not only third-party games released on all consoles, but the franchise games sold exclusively for Nintendo consoles. As the companies operate with two distinctly different missions, the Nintendo Co. Ltd. brand should maintain its profitability as the initial strategy will not be altered, while the Nintendo Black subsidiary has the opportunity to become profitable by taking more risks with its system capabilities and game play modes. These risks have the potential to unveil a number of concepts that Nintendo Co. Ltd. may have not felt comfortable implementing on its signature consoles, thus providing input as to which successful features may be utilized and expanded upon for all future gaming platforms. The assumption that the new subsidiary will attract new consumers lies in the convenience created by the initial console release. Nintendo will now be capable of offering games that not only require more advanced processing, but games that are too mature to be released by the parent company. If a consumer can buy a Nintendo system that offers the same games and capabilities as an Xbox 360 or Playstation 3 at a similar cost, but also offers Nintendo exclusive games, then it adds to the consumer benefit creating interest in the Nintendo product. Additionally, with limited marketing it is possible for Nintendo Black products to differentiate themselves from those of the parent company. This supplementary convenience provides additional consumer confidence for the initial family oriented market by indicating that any games released by Nintendo Co. Ltd. are suitable for children or else they would be released under the Nintendo Black product line. This will alleviate any concern for parents that are unfamiliar with newly released games as to the content involved. Nintendo Co. Ltd. spent $370 million on research and development in 2007 and is expected to release the next installment of the Wii in 2011 (Davison, 2008). This would be ample time to develop a subsidiary company that will focus on research and development throughout 2010 with plans for a console release in 2013. After nearly two years, the sales for the Wii console have begun to decline and if this trend continues in the future, in 2013 the subsidiary console may be released without damaging initial sales  for the parent company release (Satariano, 2009). As a result, the Nintendo Black consoles my act as a buffer for additional sales during a down time while Nintendo Co. Ltd. begins development on yet another generation console. Fall-out and Summary The recommendations suggested create several risks that may have negative repercussions to Nintendo Co. Ltd.’s existing operations. Creating a subsidiary company would require an increase in personnel costs as each company would be required to operate separately. As a result, a new headquarters may need to be purchased in order to house accounting, finance and marketing departments as well as research and development. However, without a release for several years, the company would earn no income and may generate a number of tax benefits. Nintendo Co. Ltd. initially planned on creating a more advanced system that would be comparable to that of the Xbox 360 and Playstation 3. However, as the General Manager of Research and Development, Genyo Takeda, suggests â€Å"During development, we came to realize the sheer inefficiency of this path when we compared the hardships and costs of development against any new experiences that might be had by our customers.† (Iwata, 2009) With both the Xbox 360 and Playstation 3 generating no profits from sales, it is likely that in order to create a competing system, Nintendo Black may be forced to accept a similar position (Schoenberger, 2008). What may help Nintendo Black avoid this scenario is a continued focus on purchasing inexpensive parts rather than making them in-house (Schoenberger, 2008). Though the price range for a new niche market console may be higher than that of the Wii, it will still be competitive for the market that it is attempting to pursue. Creating a subsidiary company with a strategy to develop more adult games may have an effect on the parent company that maintains a strong focus on a family friendly experience. There is an unknown risk involved with regard to consumer response of a new line that could be damaging to the mission of the parent company. A marketing plan must be developed that distinguishes the two companies and their products. It must reassure the target market that they will receive the gaming experience they look for in competing consoles, while also ensuring that Nintendo Co. Ltd. will be unaffected and continue with their family friendly mission. It is advised that staple characters of  the Nintendo universe are not used to market the product lines of Nintendo Black, but rather focus on the development of new characters with the possibility of introducing the staple characters as unlockable content. If the proper measures are taken then Nintendo Co. Ltd. has the opportunity to continue to position itself as an alternative to the gaming experience while increasing the level of competition for its rival companies with its subsidiary company. This will make it more difficult for rivals to compete for their own target market and force them to shift focus away from competing with Nintendo Co. Ltd.’s motion c apture product line.

Sunday, October 27, 2019

The Psychometric Approach To Child Development Psychology Essay

The Psychometric Approach To Child Development Psychology Essay The psychometric approach is defines as the tradition research to standardized the development test of intelligent. Some of the experts agreed and defines that psychometric approach, triachic theory, multiple intelligence view and processing approach. In the recent advance defines intelligence, is the componential analyses is the test for the childrens test thats in between aspects of intelligence test and the information processing. The IQ test is the main component of the approach from the element on attention, memory and the reasoning strategies. Charles Spearman (1927) had a theory of intelligence which two factors, general intelligence called g, that is the ability in mostly of the intellectual task. The specific intelligence is the second factor which to difference abilities to people have in different activities. For example, some children are good in reading (verbal) and some of them might be good in mathematical reasoning and other like logical thinking and others. Raymond B. Cattell (1971, 1987) and John Horn have proposed two factors, fluid ability is the use of brain actively to solve problem. For example, the child will learn to use the ability to solve verbal analogies and the skills for relationship of the stimuli. The crystallized ability is the knowledge through schooling and experiences from social custom. For example, the children will gain their knowledge from going to school such as the general test information What is the temperature for boil water, then numerical abilities What is 206=? is measured by crystallized intelligence. John Carroll (1993), by using the three-stratum theory of intelligence, such as g, is based on the cognitive abilities. For example, likes spelling ability, spatial scanning, and simple reaction time of the child. The second is broad stratum is the basic of biological components in fluid and crystallized intelligence, learning and memory. The third is narrow stratum which is specific behavior of the people based on the second broad stratum. For example, the child reaction time to the decision for process or speed. Louis Thurstone (1938) had analyzed of the college student test scores, that the important of g (Spearmens Theory). Thurstone had broken Spearmens theory and called primary mental abilities, perceptual speed, numerical reasoning, spatial ability, verbal meaning, memory, and inductive reasoning. For example, when the rain have stop there will be rainbow and lastly the sun will shine again. (From the observation) Robert Sternberg (1985), have developed the information processing theory that is in contrast of the cognitive approach of psychometric approach. Sternbergs Triarchic Theory According to Sternbergs, he believe that the complete theory of intelligence combines of dealing the adapt and changes in nature and nurture the main factors of intelligence from the triacrhical theory of intelligence such as: i) analytics intelligence or componential subtheory, the skills of focus on analyze problem, information-processing and create more solution. Is the component for intelligence acts of applying the strategies, knowledge acquisition, metacognitive and performance. This method is only useful on mental tests which only useful in some potential ways that will different result in the narrow view from the intellectual behavior of the children. In the research the components is showing that human intelligence in children is faster in the information processing by the age. Is the encoding component of the children will decrease in time with age and later increased. For example, a doctor is to (a) patients (b) medicine (c) nurse. From this the children will visualize the step or process of the doctor and to the patients. Knowledge acquisition component is from the process to store and gain used information and for the metacognitive is to control the performance to structure and set up the problem together. For the performance component is the process of the stimuli the perceiving of holding the information such as comparing values, short-term memory, to recall material from long-term memory, total calculating and to differences as well. For the metacognitive is to solving and values for the cause of use in the performance component, needs of the result to known and to evaluate the solution too. For example, when the children (4 years old) at pre-school, the teacher will teach them to plan and they start to write on the piece of paper. (Metacomponents), writing on the paper (performance components) and new things is learned when writing. (knowledge-acquisition components). ii) creative intelligence or experiental subtheory, the ability of action in solving problem. In this theory the success is not depends on the familiar information but from the new problems is by useful solution. This experience role had split in to two categories which is automation and the novelty. The automation which is the process of task that can be completed in several or many times before and is easy to complete by the individual. On the other side of the novel, the task is more difficult and had never encounter before by the people that will find hard to manage the test. The novelty is from the child or people that think creatively with more skillfully than others. When the new task given, they will act actively and the information processing is conscious to respond to it by automatic way or to increase the information-processing in efficiency practice. From this aspect they will quickly moving to high-level performance and for all of us. We will able to think creatively and only few of us able to excel by having the novel solution. According to Sternberg, the familiar of the task, it is crucial for a person to understand before the assessing the behavior of that persons. For example, a test for two group of different culture group of intelligence test. In the testing process the items that are familiar to one of the group and the novel to introduces the culture and is bias to the testing process and is unfair for the other groups assessment that regards of abilities. iii) practical intelligence or contextual subtheory, the application of the understanding skills in what will actually work or is a goal-oriented of the purpose in adapting to, shaping or selecting environments. For intelligence people is adapt with their thinking to adapt the skills to fit in the desire and demands to the better environments. If they cant adapt to the environments they will try to change or shape according to their needs. They will go to a new environment to adapt the success of behavior in new context. This practical intelligence is not a culture free that remind to us in this intelligence behaviors. For some children, because of the background they needed success in the intelligence tests and that will easy for them to adapt to the tasks and testing condition. In the daily life the child often show sophisticated abilities. For example, the children will be interested in stories telling, or some artistic activities such as dancing, drawing or art and to interact with skillfully people like playing golf, riding house and others. According to Sternberg, the underlying of the traditional IQ test is ignoring the produce of intelligence of how people answer to the theories of intelligence the number of answer for the full picture of intelligence is not only includes the right answer from the people but the efficiency of the process in use. In the information-process, the reflection of the behavior will effect on the respond to novelty or automation process in the people or child. From the triarchic model able to carry out the efficiently and effectively to solve the novel and adapt to their environment such as from different context like age, culture, historical background. (Carol K. Sigelman, Elizabeth A. Rider:Pg250) It is also called as theory of successful intelligence to the abilities of people to be need to success in life which based on their own sociocultural context include of analytical, creative and practical intelligence. The ability of the intelligence is not only for do well in school, is measure by the traditional intelligence test for the ability in throughout the life. The success of the smart people is to maximize their strength and to reduce the weakness in them. The environment is selected by their abilities to modify or to extend it, the environment to suit their own profile. The intelligence is still tested widely until now and does not affect the intelligence from the sophisticated view. (Carol K. Sigelman, Elizabeth A. Rider:241) Sternberg had tested on the validity of the triarchic theory with his collaborators that had gave children from Finland, Spain, Russia, and United Stated for a thousand of test item tap of analytics, creative and practical skills. It was repeated indicated in analyzes is clearly indicated the three factor of the intelligence. It was complexity of the triarchic theory in the intelligence test of the intelligence behavior and limitation of the test. According to Sternberg (ET al.2000), the vital to success in life, is through the form of intelligence by the help of cultural thats comes from the behavior as intelligence. From the researcher, the parent cognitive trait is the first grade as describe by the Caucasian Americans. The noncognitive capacities is the minorities such as motivation, self-management and social-skills is by the Cambodian, Filipino, Vietnamese and Mexican immigrant. According by Sternberg, some of the children intelligence strength and can overlook easily test by mentally through the estimation especially in the minorities. ( Luara E.Berk:Pg323) The triarchic theory of intelligence from Sternbergs, is clearly show that a useful way to understand human intelligence and is included the important aspect thats different from the other psychometric approach. The process is focus on human experience which is important and interaction between the surrounding and environment of the human. 2) Language is consists of sound, meaning, and the structure that well be using in our daily. The flexible communication system is the combining thats known as language details. Language is having four parts of component which is:- Phonology , are the system of the sound from language and the combining of rules to produce a meaningful speech sound. Semantics is the meaning from the sentence and words that expressed Grammars in to two parts :- Syntax is the combines of words in arranging the sentence to meaningful sentences. Morphology, different grammatical expression of the children to forming words in to meaning. (e.g number, case, person, active, or passive voice) Pragmatics The principles for engage the effective and appropriate social contexts or communication. The theory of the language development is the have three basic explanation as following, Behaviourist perspective, is through observing from the nurture or environment. Nativist perspective, is from the nature or inherited from the genes Interactionist perspective, between the nature and the nurture is the focus interaction. Phonological Development Is the process that depends on the produce sound, sound sequences and the ability of the child to combine and understand the phases and words. The child will try to talk to people around them to be produce speech like adult. For example, Coco for Coconut or ( Menn and Stoel-Gammon 2009) The early phase The child will start by easies sound of consonant-vowel and repeated syllables words such as Mama, Dada and etc. There is a phonological limitation in the child as they refer to the parent in the first word. As the child looked on the object for longer, they would pronounce the words correctly, if they not focus to the object will lead to mispronounce it. They will increase vocabularies of making new words by using theyll perceptual abilities. Appearance of phonological strategies As the children at age 2 1/2 , from the frequently practice and development on the phoneme in their language that are more accurate and rapidly. Child will use their systemic strategies to challenge difficult words. For some children they will use different way to pronounce the words on the complexity of the words. The range of languages is the children errors such as English, Cantonese, French and others. The conveying meaning is the complexity of language and the certain is important rate of phonological progress. For example, the child might say I turn instead of My turn. The children will greatly improve they pronunciation in the preschool years. The child will actively large responsible in problem-solving efforts and maturation in them in resistant to the phonological errors to adult. Later Phonological Development The phonological is complete by the age of 5 year old, the child will correct themselves of a new words that are hard to understand and difficult to pronounce. Semantic Development Child can produce about 50 words at the age of 18 months. The children comprehension is from the understanding of language and to pronounce from the language they used. From the communication the child can recall memory and recognize new words by picking up more new words. For example, child can follow simple instruction such as Throw this into the dustbin or Go to sleep now. The Early Phase Children are learning based on the labeling and modeling by their parent from the object and events. The early word learning is by emotion influences. By the age of 1 1/2 , to divert the attention of the child to learn they will listen carefully and with strong emotion in better learning of words. For example, the child able to express themselves when there are happy, sad and mad. For toddlers, they will wider their experiences in the object and events to remember such as their will know to mention places like house or store and to mention themselves as mine, me and their own names well. The fast mapping will cause in the process as the children connected to a new words in a real world. For example, when they see a fish, theyll say See is a fish. Fish lives in water. Most children will have their own referential style to refer to the objects in their vocabularies. There also some children who use an expressive style which using more on the social formulas and pronouns. For example, the child will use of words like You wanna play? or bye-bye. Children will often underextension of using too many words or errors. For example, a 2 years old child, use of words of doggie as the furry animal with four legs. On the other errors is overextension that the child used it to refer to more object. For example, will use of words bus, when they saw a lorry, truck and fire engines. Later Semantic Development The children will expand their vocabulary about 400000 words in the primary school from the start to end. Their will start to use more complex words like weapon or equipment. The children will become reflective and analytical knowledge in understanding more definitions or meaning of words includes riddles and humour. Their will improve more on the language as become adolescence by using the words e.g. The children will use complex words like sophisticated or enthusiasms. How semantic development takes place The toddles best learning is that, they receive feedback from the adult but the adult cant always be there to correct each word picked from the child as according the researcher. For example, the parent will point to the bird and teach the child to say bird, when they saw a furry, with two wings animal. The child will need their cognitive process to support them. The influence of memory By using the phonological store, the children fast mapping is supported by the special part of working memory so they can hold the speed-based information. The child using more often nonsense words, there is higher phonological memory skills increase in the present vocabulary and the growth over year. In this concept is able for the child (2 years old) to have good phonological memory transfer new words to the long-term memory to connect with the new concept such as when giving one or two words they can recognize by the initial sounds. From this early development will link to the advance of the phonological memory of the advance vocabulary development for other tasks such as language task include comprehension longer and complex words. The child will keep learning new words and they will rely on the difficult words to detect the new words meaning. For instance, tig or tiger and but or butterfly. Strategies for word learning Children will figure out the meaning by themselves using contrasting word they know and assign it in their new vocabulary gap. For example, when the child got to learn a new object such as square, then master the object by more names like cube or box. Beside children will assign the preliminary meaning and to match the words to conventional use in their language. For instance, when the children know the basic word (bird), they will add names like parrot, crow at the hierarchical level. In this process is not fully understand, the vocabulary growth of the child is by the mutual exclusivity bias which is the referring that the words are by categories and separate (nonoverlapping) entirely. For example, child can refer to the object to categories it belongs, such as a dog is a pet, a mammal and animal). Child mostly refer to the object in well-organize shape. The shape bias is clearly shows they learn the noun based on shape and the attention of the additional shape in the object. The toddlers readily to master more objects name by shape and vocabulary accelerates when they go to preschool to learn more new words and language skills. For example, a shape heart, can be label as love and red color. The child will discover a lot new word from the preschool by observing the used in words or restructure of sentence through syntax which knows as syntactic boostrapping. For example, This is chilli will used the new word to adjective the for a familiar object ( chili) refers to the object and they will used syntactic information generalized and refine the words to other categories like Is red as a chilli. Through the frequent information from the adult is providing advantages of social information to the children. The children will be informed by the adult about meaning of words directly. Is the parent to highlight the meaning adjective and label information to the children of object property saying of words. The adult will use one or two words to explain to the child, e.g. You can call this flower but is better if you say tulip'. The children will growth more if the parent clarify and provide information of vocabularies. Explaining vocabulary development Children will have they own ability to induce words meaning by using mutual exclusivity and syntactic boostrapping, by some theories. This is not sufficient to account to the flexibility to the child. Too many differents word-learning strategies cant learn by child due to used in different language. For example, English-speaking child telling different between object, This is marble, by multiple objects which same Those are marbles and the proper name is This is marble. The alternative of vocabulary growth is another perspective cognitive strategies in children by apply nonlinguistic stimuli. The propose children had the word-learning strategies emerge out of the effort decipher language is called emergentist coalition model. The coalition of the children is through perceptual, social and linguistic important in the swift of the age. For example, the infant will respond to the parent when the parent using a toy to play with them. They will have sensitivity and perceptual towards the toy and in social cues, they will have attention to the gaze and gesture in them. The major role plays in language will develop in linguistic cues like syntax and intonation. Grammatical development Children (18 to 24 months) will use two to three words sentence. They will use telegraphic speech to express themselves that is high-content words, less important ones. In the earlier combination they did follow of the consistence grammar. Refining and generalizing structure is rules using by the children to process two to three words. For example, 2years old child, will say I do it instead of I can do it by myself. To express variety meaning children will use utterances two-three words like adultlike by the children over the world. Children will use the same construction words to express different composition. E.g. children will say Mommy milk, when he is hungry and the mother will give them milk. Due to the limitation of the memory they cant produce a long sentence. From simple sentence to complex grammar Children can produce complex sentence by the age of 3. They start to create sentence by using adjectives, nouns, verbs, article and prepositional phrases. For example, the child will say, He is the boy, who chasing by the dog. At the preschool the children will refine and generalize the grammatical forms. Development of Grammatical Morphemes Grammatical morphemes are structural and semantic complexity is consisting reflects to the English-speaking child. Children will add morphemes like -s, -ing, or -ed to form plurals, present and past tenses. There are two important roles in morphemes, structural complexity that using by the child. E.g. By adding the ending -s or -ing. The child will express correct tense such as I am a student versus They are student the second semantic complexity. Overregularization is regular morphemes rule for the child extent the words that is exceptions the type in errors. For instance, My bag is heavy and We each have two eyes when the child is 2 to 3 years old. Children will have inconsistent patented when hear irregular forms from the adults and they will have irregular morphemes fails on the -ed rule that lead to overregulariazation result. Development of complex Grammatical Forms As the child have master the auxiliary verb, that will lead them to new expressions. Negatives, the learning of negation there are three types : Non-existence, is something that absence remarks for the child. E.g. No sound Is spoiled. Rejection, the child will expresses opposite. E.g. Dont play Denial, denies truthfulness in something by the child. E.g. That not my blanket This is the parental speech causes the early construction in imitation. When the parent tried to express the rejection or non-existence, they will start by no at the sentence: E.g. No, you didnt turn it on the sound. The child will add more auxiliary verb by the age of 3. Question, is the first appear at the preschool years and it an order sequence. Child start their sentence -wh question such as begin with where, which, what, who, why, when and how. For example, What is that?, Where is that. The caregiver will correct the child expression when the sometimes the child have error in auxiliary verbs. Other complex constructions Children will produce a complex construction by using more grammatical structure sentence to increase conforms of rules. First the children will whole sentences, e.g. Dad lets to the shop and we buy some snack to home. The embedded sentence will be produce by the child later on such as (I think he will join us), tag question (Ann wont be coming, isnt she?) and passive sentences (The cat was chasing by the dog). Later Grammatical Development When the children go to school they will improve the master of complex construction such as to produce more passive statements. Child will use full passive voice and statement during the middle childhood and adolescence. For example, (Is no sold out or Is not available) full passive (The cracker is finish by Daddy). Infinitive phrases, is another advance understanding of grammatical achievement of the child to different in the sentence. Eg. Andy is happy to go to school or Andy is eager to go to school Ideas about How Grammatical Development Takes Place Strategies for Acquiring Grammar The basic grammatical regularities are the properties that the children rely on the language. Semantic bootstrapping is the word that the children use to figure out structure sentence. Children will group the words, agent qualities as subject and words action qualities as verbs. Children master grammar by the observation structures that believe by the others. Eg. Understand, think and believe and the basic activity and input. The Chomskys theory is the essence that believes by others theorists the idea of one that accepts is semantic bootstrapping but grammatical categories are innate. Child has special language-making capacity such as the discovery of the grammatical regularities by analyzing in the language they hear. Environmental support for Grammatical Development Adult will feedback to the children by two techniques and maybe used together, recasts, to correct by restructuring inaccurate speech and expansions, to increase complexity children speech by elaborating more. For instance, I gotted a book, the parent will respond, Yes, you got a new stories book. To clarify more questions to the children may encourage them to understand the correction of the grammar. Pragmatic Development Is the used in language to communicate interactive in social such as taking turns, stating of messages, staying in same topic, and to cultural rules. Acquiring conversational skills Children will make eye contact and take turn to interact in a conversation. Additional strategies such as turnabout, which is not only comment by the speaker but also required to request and respond to the partner again. Shading is the changing of topics and motif the discussion focus as a speaker. Illocutionary intent, the acts of speaking of the speaker when is form utterance not perfectly consistence. For example, when the child saying to his mother I am getting bored here, means I want to go home. This is to give the child how to communicate clearly, to express of narrative style which with skills and literacy development. The child will be able to communicate with their siblings such as twins, older siblings and parents that enable participated in exchange longer conversation. The young child will picking up more skills in listening to their sibling interaction such as using of I or you. E.g. I like blue color What is your favorite color? Communicating Clearly Children are using referential communication skills, that is effective in communicate effectively such as deliver clear conversation and clarify the message if is unclear to ask for more information. Child will depend on the situation and demand to interact in the situation such as when they are giving guideline to follow the instruction. For example, when they on the phone conversation they will listen carefully from the caller like Can I speak to your mother please? and therefore the child will ask the mother to answer the calls. Narratives The child will produce brief renditions to jump to another event when the child reaches at 4 years old, called leapfrog narrative. The child will produce chronological narrative such as the temporal sequence. For instance, We went stadium. Then we go to swimming. Later we when to cycling For the preschooler will to narratives evaluations like how and why of the comment events or their feeling and others people thoughts and intentions. Child will connect themselves the powerful actions and pretend props in this event. From this event, the child will master more in reading and comprehension and written development. Sociolinguistic understanding Children will be sensitive to the language adaption of social expectations that called as speech registers. Child will understand the different of the social position in stereotypic features such as dominant male roles, play-roles like teacher, doctor and etc. Meanwhile, for feminine roles likes mother, student with a soft spoken voice. Parents which teach them the voice tone. E.g. to say bye-bye, Hi, parents will teach the child to say please and thank you if the child fail to do appropriate. The parents will teach the child to adapt language style in social context when they turn to teenager. They will learn to be persuasive, well-organize and greater skills in effective communication skills and cognitive self-regulation. For instance, when the child grown up to start working, they use they communicate skills to interact with different level of people. (Luara E.Berk:Pg391)

Friday, October 25, 2019

Man and Nature after the Fall in John Miltons Paradise Lost Essay

Man and Nature after the Fall in Paradise Lost      Ã‚  Ã‚  Ã‚   In Paradise Lost, the consequences of the fall and the change in relations between man and nature can best be discussed when we look at Milton's pre-fall descriptions of Eden and its inhabitants. Believing that fallen humans could never fully understand what life was like in Eden and the relationships purely innocent beings shared, Milton begins his depiction of Paradise and Adam and Eve through the fallen eyes of Satan:    So little knows Any, but God alone, to value right The good before him, but perverts best things To worse abuse, or to thir meanest use. Beneath him with new wonder now he views To all delight of human sense expos'd In narrow room Nature's whole wealth, yea more, A Heaven on Earth: for blissful Paradise Of God the Garden was, by him in the East Of Eden planted... (IV, 201-210)    Milton presents a symbolic landscape, a garden that certainly was created by a divine power. Eden is fertile, and"All Trees of noblest kind for sight, smell taste" (IV, 217) grow in abundance blooming with fruit. There are, mountains, hills, groves, a river, and other earthly delights. Adam and Eve live in this paradise and their job is to tend to the garden: "They sat them down, and after no more toil/ Of thir sweet Gard'ning labor then suffic'd" (IV, 27-28).    Although Eden works harmoniously with Adam and Eve, allowing them to partake of its abundance, it also lives and thrives on its own. Eden has a mind and is a living being, it is excessive and therefore dangerous because it has the potential to choke itself, to smother everything in its path. When Milton first describes Adam and Eve, they are one with the Garden... ...strust and breach Disloyal on the part of Man, revolt, And disobedience: on the part of Heav'n Now alienated, distance and distaste... (PL. IX, 1-9)    Works Cited and Consulted: Elledge, Scott, ed. Paradise Lost: An Authoritative Text, Backgrounds and Sources, Criticism. New York: Norton, 1975. Fox, Robert C. "The Allegory of Sin and Death in Paradise Lost." Modern Language Quarterly 24 (1963): 354-64. Lewis, C. S. A Preface to Paradise Lost. Rpt. New York: Oxford UP, 1979. Milton, John. Paradise Lost. In John Milton: Complete Poems and Major Prose. Ed. Merritt Y. Hughes. Indianapolis: 1980. O'Keeffe, Timothy J. "An Analogue to Milton's 'Sin' and More on the Tradition." Milton Quarterly 5 (1971): 74-77. Patrick, John M. "Milton, Phineas Fletcher, Spenser, and Ovid--Sin at Hell's Gates." Notes and Queries Sept. 1956: 384-86.

Thursday, October 24, 2019

Internet Traps and False Information Essay

Internet very popular important with everybody. Nowadays, everybody also use internet. It connect people on the world. Traditional class and internet class very diffenrent Internet is the traditional system, it will help our have more knowledge, good information, good news†¦ In the past, people used internet is the search system. It have a lot of good thing in the internet. It help we have friends , forum , search everything we want. We can know more knowledge But everything will be have negative and positive. We just know a good thing in the internet , we do not need to know a lot of bad thing on the internet . Social also have two face and internet too . It has troubles , traps †¦ we need to be thought wise, we certainly know right from wrong. Therefore , we should fully exploit the advantages of the internet, that advantage should not do bad things or negative. Internet always contains interesting things. Internet is one of the greatest inventions of human history. When old does not have internet, humans can be difficult to share the necessary information useful life, thanks to the internet, today we know a lot of things good. We need to know to take advantage of the internet to be useful, or exploitation of useful things in this life. It will help you feel better love life, more interesting things. But sometimes we take advantage of it in a bad job, bad purposes will cause the opposite effect. It makes us inadvertently lead us to wrong path that they want and go against positive thinking. If we take advantage of the bad things on the internet, it will lose the good thing is its capital. Because the internet sometimes contain false information about the problem, negative nature, does not serve the purpose well. Traditional classroom is the class just come to class and do homework, construct and develop courses. Traditional classes can help students become more active in this life. Students can hardly develop the capabilities as well as their knowledge. Traditional classroom is very limited and restrictive. It is difficult to create a sense of comfort and good environment for students to learn. It gives the students a feeling extremely uncomfortable, passive. The school on the internet is extremely beneficial, it helps us to easily absorb everything without hard working. Classroo m based courses offer more focus than online courses. In a classroom, students are forced to be quiet and listen to the teacher or their peers. They can even switch to a different tab with their favorite social network instead of what they’re supposed to be learning. the Internet  classroom is convenient for professors, too! They can give us a quiz without any paper, which can reduce the consumption of trees. At the same time, it may be easier for some teachers to make corrections or comments on student’s work on the computer. In this way, the professors can concentrate more on teaching. They don’t need to care about students’ behavior like eating, talking on the cell phone, or going to the toilet. Traditonal class makes sense to attend classes in person if you decide to live in the dorms or are an incoming freshmen who wants the real college experience. There are certainly more opportunities to join clubs, associations, or fraternities/sororities while taking classes on campus.

Tuesday, October 22, 2019

Federal Regulation of Sewage essays

Federal Regulation of Sewage essays Federal Regulation of Municipal Solid Waste Landfills Municipal solid waste, MSW, is a term used to refer to a wide variety of waste sources. Generally, solid waste refers to all materials or substances discarded or rejected as being spent, useless or in excess to the owners at the time of such discard or rejection. Waste includes but is not limited to: garbage; refuse; industrial and commercial waste; sludge from air or water control facilities; rubbish; ashes; contained gaseous material; incinerator residue; demolition and construction debris; discarded automobiles and offal. The Environmental Protection Agency, or EPA, chooses to define this term slightly differently depending on the context in which it is being used. In the MSW Settlement Proposal, MSW is defined as "solid waste that is generated primarily by households, but that may include some contribution of wastes from commercial, institutional and industrial sources as well." Solid waste is generally anything discarded with several specific exceptions. Most solid waste, when it goes to a landfill, goes to a Municipal Solid Waste Landfill, MSWLF. A municipal solid waste landfill is defined by law as a discrete area of land or an excavation that receives household waste, and that is not a land application unit, surface impoundment, injection well, or waste pile. Household waste includes any solid waste, including garbage, trash, and septic tank waste, derived from houses, apartments, hotels, motels, campgrounds, and picnic grounds. An MSWLF unit also may receive other types of wastes as defined under Subtitle D of the Resource Conservation and Recovery Act, such as commercial solid waste, non-hazardous sludge, small quantity generator waste and industrial solid waste. Also allowed in municipal solid waste landfills are industrial and commercial non-hazardous process wastes, construction and demolition debris, municipal sludge, and agricultural wastes. In addition, these lan...