Teenie In Action Videos
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As the impacts of climate change intensify with each passing year, more and more young people are joining the movement for positive change. By leading the discussion around climate change, they are also spreading awareness and motivating others to take action.
It is important to prevent harm to youth and young adults from e-cigarettes. We know enough to take action now to protect the health of our nation's young people. Everyone has a role, including parents, health care providers, teachers, and others who work with and care about young people.
We searched the Bay Area for students who have dedicated a good chunk of their high school experience to fighting for a cause. We were looking for a diverse array of young activists representing different cities and with different perspectives who had good stories to tell about the spark that pushed them to take action.
AND we want to hear from you! Are you -- or do you know -- a young person who's passionate about an issue and taken action Submit your video, audio or written piece to KQED Education's Fall Youth Media Challenge. Go here for deadlines and submission guidelines.
Teen Titans is an action beat 'em up video game released in 2006 for the GameCube, PlayStation 2, and Xbox. A game under the same name was released for the Game Boy Advance on October 16, 2005. They were developed by Artificial Mind and Movement and published by THQ in conjunction with Majesco Entertainment. The game is themed after the 2003 Cartoon Network TV series Teen Titans, and most of the original voice actors reprise their respective roles.
Teen Titans is an action beat 'em up video game, themed after the 2003 Cartoon Network TV series Teen Titans. It is played from an overhead perspective and up to four players can play either cooperatively or in a competitive mode. It features the titular Teen Titans, (Robin, Raven, Cyborg, Starfire, and Beast Boy) as playable characters in story mode. Players are able to switch between any of the five Titans in real time, each with unique fighting abilities.[1] Each character has unique strengths and abilities. Robin, the most agile, has a double jump and uses punches, kicks, and his staff. Raven's attacks largely center around telekinesis. Cyborg is best suited for close-range attacks, while Starfire is better suited for distanced attacks. Beast Boy can transform into various creatures, some of which have unique attacks.[1]
Blood and gore. Intense violence. Strong sexual content. Use of drugs. These are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games in the Grand Theft Auto series, one of the most popular video game series among teenagers. The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to contain violent content. (Other research suggests that boys are more likely to use violent video games, and play them more frequently, than girls.) A separate analysis found that more than half of all video games rated by the ESRB contained violence, including more than 90% of those rated as appropriate for children 10 years or older.
Teens' inexperience behind the wheel makes them more susceptible to distraction behind the wheel. One in three teens who text say they have done so while driving. Is your teen one of them Research has found that dialing a phone number while driving increases your teen's risk of crashing by six times, and texting while driving increases the risk by 23 times. Talking or texting on the phone takes your teen's focus off the task of driving, and significantly reduces their ability to react to a roadway hazard, incident, or inclement weather.
Distracted driving can take on many forms beyond texting and talking on the cell phone. Many teens may try to use their driving time to eat their morning breakfast or drink coffee, to apply makeup, or to change the radio station. Many teens are distracted by the addition of passengers in the vehicle. Any distraction is a dangerous distraction. Taking eyes off the road even for five seconds could cost a life.
Young Justice: Legacy is a multiplayer action RPG video game based on the Young Justice TV series. It was released on November 19, 2013, on the Xbox 360, PlayStation 3, 3DS, and on the PC via steam, after being postponed from September 10, 2013.[1] It was developed by Little Orbit and published by Warner Bros. Interactive Entertainment.[2] The console versions of the game support up to three players, connected either locally or online.[3]
Young Justice: Legacy is an action role-playing game with puzzle elements.[3] There are fifteen different levels and each level has various stages within it.[6] Players select three characters from a larger roster consisting of members of the Team. With these three characters, the players traverse various field areas, defeating enemies as they attempt to complete their mission. Each player has the option to switch their control between the three active characters while on the field. Only a limited roster of characters is available at the beginning of the game, but more characters can be unlocked as the game progresses. Four additional characters can also be unlocked through a DLC pack that will be released near the game's launch.[7]
Doctors aren't sure exactly why video games cause motion sickness. They think it might have to do with mismatched messages about movement that the brain gets from the eyes and inner ears. Liquid in the semicircular canals of your inner ear allows you to sense if you're moving. But the brain can get confused if your inner ear senses that you're sitting still while your eyes see the action on the screen and tell the brain you're moving. That may leave you feeling sick, dizzy, or drowsy.
\"The popular idea of cutting our emissions in half in 10 years only gives us a 50% chance of staying below 1.5 degrees [Celsius], and the risk of setting off irreversible chain reactions beyond human control.
Further, the researchers stress that this cross-sectional study does not allow for cause-and-effect analyses, and that it could be that children who are good at these types of cognitive tasks may choose to play video games. The authors also emphasize that their findings do not mean that children should spend unlimited time on their computers, mobile phones, or TVs, and that the outcomes likely depend largely on the specific activities children engage in. For instance, they hypothesize that the specific genre of video games, such as action-adventure, puzzle solving, sports, or shooting games, may have different effects for neurocognitive development, and this level of specificity on the type of video game played was not assessed by the study.
Superintendent Dr. Triantafillos Parlapanides stepped down on Saturday following a series of interviews late in the week that caught the attention of the school board. Parlapanides reportedly delivered an email response to a British newspaper in which he talked about Adriana Kuch's alleged behavior and possible drug use -- a move that prompted action from the board.
While authorities have not publicly connected the attack video post to Kuch's death, her father Michael has. He says he believes bullying drove his daughter to suicide and eviscerated the school for not calling the cops after the attack, despite the fact he says Adriana blacked out. Taking her to the school nurse alone was insufficient, he said, adding that if the district believes their actions satisfied policy, then the policy is woefully insufficient.
Better Planet Schools is an online environmental education programme, created by the Young People's Trust for the Environment to engage children and teachers in the UK's primary schools. The programme aims to engage students and teachers to learn about and take action on key issues like saving energy to tackle climate change; reducing use of plastics and other waste and increasing recycling; fast fashion; air pollution; and creating new habitats for wildlife to thrive. Schools choose three learning 'modules' per year, with each module lasting a school term. With new modules being created each year, children and schools can be engaged year after year in learning more about key environmental issues and how they can make a difference with their actions.
Related Activity: Arrange for a local official to visit the group. In preparation, present three relevant school-related issues to the students (e.g. shortage of textbooks, detention policy, etc.) and, through a group vote, choose one on which to focus. As a class, plan a presentation for the visiting official, breaking it down into sections such as: summarizing the problem, expressing teen views, suggested solutions, and a realistic plan of action. Divide the class into teams to cover each section. After the presentation, ask the official to share his or her reactions.
Related Activity: With permission from school administration, have students organize their own painting project involving their peers. Start with planning and scheduling (what will be painted, how colors will be chosen, how materials will be procured, how teams will be organized and supervised, a realistic timeline). After the project is completed, have students share their reactions and experiences through a written assignment or group discussion. As a possible follow-up, students might create a survey to collect data on how their project benefited the entire school.
As a result of participating in theleadership retreat, the teens decided to pool their talents intechnology, music, theater, and public speaking to produce anddistribute a video. In partnership with adults, they developed a planof action to accomplish the first step of their project, creating aneffective media tool. This media tool was designed to meet the SOMKobjectives by describing the stages of deployment through a teenpoint of view by using human interest stories. 59ce067264
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