In chapter two of Joe Hardin's Choices 2.0 he suggests how to successfully right an interesting paper than many people will be interested in. Hardin provides strong evidence and personal advice to show what an interesting paper will do to its' readers. For example, if the reader is uninterested to being with in your topic you have to become very elaborate and creative to draw in their attention in order for them to even give thought to your paper. His purpose to the reader is to show that no one is bad at writing; however, there are bad writing techniques. By suggesting, that everyone is capable of writing a great paper just with a different technique his whole second chapter is put into a nutshell. His tone is very supportive by saying there are ways to fix writing techniques he gains the interest of readers by showing such a nurturing, helpful side. With Hardin's quick to get to the point yet supportive tone he successfully makes this chapter a persuasive piece to all writers who have lost hope in their writing technique.
Thursday, August 30, 2012
The Gaming Video
Dr. Jane McGonigal had made several valid points
in her speech that support he overall argument that the world needs more gamers
in order to “save the world”. McGonigal utilizes ethos, pathos, and logos in
order to gain the attention of her audience. By using as much logos as she does
she was able to bring to light many statistics that a person that does not play
video games would not know. By using these statistics she was able to put
actual numbers in the minds of her audience and potential gamers. Her credibility
or ethos of her speech was very lacking. I only found that she had two credible
sources: Economists Edward Castronava and Carnegie University. Although, she as
the speaker a\was a very credible source due to the fact that she received her
PhD for doing studies on this topic of gaming. Jan's argument is filled with
much emotion and appeals to her audiences' pathos side. By giving the gamer qualities
such as being optimistic, building a social fabric, and being productive she
brings this figure to life. I believe she does this in order to give the
audience a sense of confidence and connection, which would help her persuade
the audience to believe in her cause. The actual picture of the gamer also
strengthens her argument. It strengthens her argument because this face shows
concentration, during her speech she uses this as leverage to show that
videogames build concentration and the hunt to win which would entail world
problems to decrease due to this characteristic. McGonigal's speech was filled
with a majority of these statistics. Although, statistics are very helpful,
these statistics are purely stats in an imaginary world and could not relate to
the real world. I completely disagree with her speech. The real world is set up
for successes and failure, without failure one cannot learn anything. Through
trial and error humans learn and develop skills they would not have possessed
if they did not try and fail. In the game world, one cannot fail, it is nearly impossible
to fail at anything in a fictional world. I leave you with this thought about
failure, and how without failure no problems of the world can ever be fixed
" Develop
success from failures. Discouragement and failure are two of the surest
stepping stones to success ." -Dale Carnegie
Tuesday, August 28, 2012
In his article "WRITERS ON WRITING; To See Your Story Clearly, Start by Pulling the
Wool Over Your Own Eyes"
(2000), Kent Haruf asserts that many writers' ideas and themes of novels are
sometimes blurred by outside distractions. Haruf supports his claim about these
distractions by using other authors that use unorthodox ways of writing novels.
For example, "Eudora Welty has said that she straight-pinned
pieces of her stories together on the dining room table, as though she were
pinning together parts of a dress". His purpose is to show readers that
there is no correct way to write a novel. By letting the brain wander without
outside distractions or what is commonly accepted in writing is when spontaneous,
creative, and very meaningful stories are created. Haruf seems to encourage the
reader by showing that the most successful authors have unorthodox ways and
that not everything needs to be done in a straight cut manner. His tone is very
welcoming and helps the reader see it is okay to have a different means of
doing things.
Thursday, August 23, 2012
INTRODUCTION
Joe
Marshall Hardin, Educational, Choices 2.0 Situations for College Writing,
(2010) suggests that all students learn differently
and through their own style of learning will soon be capable of being a notable
writer. The author develops his thesis by using several examples to show that all
people regardless of their occupation learn differently. Hardin then later goes
on to target the younger more technological generation by stating that this
generation has learned a whole other language just through e-mailing and
texting. By doing this, he implies that by learning such a distinctive language
that one can learn grammar in an innovative way rather than bookwork. Hardin
wants to motivate the younger generation by suggesting that learning grammar or
writing papers does not have to be a chore but rather a way to use your imagination
and create a wonderful world. In order for his purpose to be successful, he
suggests multiple things that are not part of the norm of grammar teaching such
as peer review. The author mainly intends to attract the
attention of young adults or anyone willing to work on bettering their writing
skills. The author intends to create a nurturing and motivational relationship
with the reader. By stating things such as "you have to pay more attention
to what works for you" builds the relationship with the reader by showing
the Hardin has the readers' best interests in mind.
CHAPTER 1
Joe Marshall Hardin, Educational, Choices 2.0 Situations for College Writing, (2010) claims that students are skipping the most crucial parts of the writing process: prewriting and revising that is the reason why most students believe they are unsuccessful writers. The author supports this theory by using Aristotle and the beliefs that he followed. By using the three types of rhetoric, he is able to show the crucial steps in writing. The author brings up logos, ethos, and pathos in order to show how one can successfully build a simple sentence into an elaborate statement by considering these three things. Hardin's intended audience for this chapter is a younger generation as he brings up social networks that normally target younger generations. He continues to build his nurturing relationship with the reader as he suggests ways to fix the problems with the generations "writers block". He also starts to build trust with the reader as he always suggests there is a way to fix everything.
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