We can work on Arabian Nights

  1. In our class discussions, we entertained the hypothesis that The Bride of Brides was written as a response to The Arabian Nights. While the two stories address the same aspects of the human condition from different perspectives, they use similar narrative techniques, symbols, and themes. List ten similarities between The Arabian Nights and The Bride of Brides.
  2. The Arabian Nights offers a treatise on the human potential for enlightenment. The Bride of Brides, on the other hand, traces the human potential for degeneration. Discuss how Arous changes from an innocent victim to a merciless villain. How does she justify her actions? Why does she stop seeing the need to justify such actions? Your answer should not exceed one page.
  3. The story of Ali Baba and the Forty Thieves offers an interesting ethical dilemma. Ali Baba’s actions and those of his brother are nearly identical. However, the author steers us into believing that Ali Baba is an ethical individual while his brother is not. Using direct quotes from the text, list at least five parallels between the two characters and briefly summarize how each statement is used to manipulate the reader.

Sample Solution

2. Education games will need to have the same production values as commercial games. The impact of one-task one-game educational games (e.g. ‘pop all the balloons with prime numbers’) is fast diminishing outside early years education. 3. As Blended Learning becomes more important in the classroom, collateral resources for games will be needed. For example, in the case of How to Train Your Dragon, worksheets, literacy activities, physical experiments etc combined with the online game will have a significant impact. 4. Physical games and paper and pen games (such as the original Dungeons and Dragons) will have as much of a role to play as computer games. 5. Learning game design will become as important for education as playing games. There is a potential opportunity here for game building kits that allow students to create both electronic and physical games. 6. The take up of Virtual Reality in the classroom is likely to be slow due to practical and financial considerations. This may change as the headsets become cheaper, though classroom management issues will mean that teachers will probably prefer to have the students engaging with VR via screens in the short term. 7. VR builders will be as important, if not more important, than VR experiences. The ability of students to create VR worlds and games will open up the opportunity to teach a huge range of skills. Students should not only have the ability to drag and drop assets and create paths and triggered events in VR worlds but should also have the ability to create and skin assets themselves with simple 3D tools. In conclusion – Neuroscience and Gaming are probably the two biggest potential disruptors in the near future. They are closely linked, as brain research indicates that the mechanisms of games are more in tune with the way we learn than current classroom practice. Introducing a wide range of game scenarios into the learning process will have a significant impact. This should not just be playing to learn, but also giving students the ability to create games, simulations and worlds in sandbox mode, and also to provide teachers and learners with access to rich collateral resources and activities that will allow games to be used with the growing implementation of Blended Learning.>

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