Saturday, December 28, 2019

2019-20 LSAT Costs and Fee Waivers

The basic fee for the LSAT during the 2019-2020 academic year is $200, and this  cost increases for each law school to which you apply. Additional fees include things like test date changes, test center changes, and handscoring of your exam. A typical law school applicant will often spend over $500 on the LSAT, and nearly all law schools require the LSAT. The tables below provide details on the fees associated with the LSAT. Basic Fees The LSAT Test $200 Basic fee includes Digital LSAT and LSAT Writing Credential Assembly Service (CAS) $195 LSAC's service that summarizes undergrad transcripts, creates law school reports, and processes letters of recommendation and electronic law school applications. Your CAS account remains active for 5 years. Law School Report $45 The LSAC provides a Law School Report to each law school to which you apply. The Law School Report includes an academic summary report, LSAT scores and writing sample, transcripts, admission index, and letters of recommendation. Standalone LSAT Writing test $15 For applicants who wish to retake the LSAT Writing LSAC offers package options if you’re sure that you will be applying to one or more law schools after taking the exam. The single-report package and six-report package include the LSAT, LSAT Writing, CAS, and Law School Report(s). The packages offer a small discount over individual pricing. Auxiliary Fees Test Center Change $125 Fee to change testing location. You may choose another available test center before the change deadline. Test Date Change $125 Fee to change the date of your LSAT exam to another date within the same testing year. The date change request must be made before the deadline for your current test administration. Handscoring (optional) $100 After you receive your LSAT Score Report, you may request handscoring if you believe your test has been scored incorrectly.Requests for handscoring must be received no later than 40 days from the test date. Nonpublished Domestic Test Centers $295 If you can't travel to a published/listed test center, and you're farther than 100 miles from an open, published center, you may request to test elsewhere. The nonpublished test center fee for Domestic Test Centers is in addition to the LSAT Test Fee. Nonpublished International Test Centers $390 The nonpublished test center fee for International Test Centers. This fee is in addition to the LSAT Test Fee. LSAT Registration Refund $50 Partial refund for LSAT registration fees. Request for a refund must be made before the refund request deadline for your test administration date.Note that change of test date, change of test center, and nonpublished test center fees are not refundable. CAS Registration Refund $50 Partial refund for Credential Assembly Service (CAS) fees may be requested as long as transcript summary process has not begun, no letters of recommendation have been received, no electronic applications have been sent to LSAC for processing, and CAS registration has not expired. LSAT Fee Waivers Fee waivers for the LSAT are available, but the criteria to qualify for a waiver are stringent. Those eligible to be considered for LSAT Fee Waivers are limited to U.S., Canadian, or Australian citizens, U.S. nationals, U.S. permanent resident aliens, those who have applied for or been granted deferred action under DACA, permanent residents of Canada, or refugees in Canada.   Qualified applicants need to meet specific standards, and, according to LSAC, â€Å"only those with extreme need should apply.† After submitting an application for a fee waiver, applicants will be required to submit federal tax forms for verification. If qualified, the waivers will cover two LSAT tests, which must be taken within a two-year period, one LSAT writing, one CAS registration, and six CAS Law School Reports. Those applying to more than six schools will need to cover the additional costs independently. Note that some law schools will waive application fees for LSAC fee waiver recipients. The LSAC website provides additional information about how to apply for the LSAT fee waiver. Case Studies The $200 LSAT exam fee represents just a portion of the costs associated with applying to law school. Chances are you are going to pay $500 or more in total LSAT costs as the examples below illustrate. Greta  is applying to five law schools, and each of those schools requires the Credential Assembly Service. She will need to pay for the LSAT registration, CAS, and five score reports. Her situation is typical of most law school applicants. Total Cost: $620.Justin registered for the LSAT, and he is planning on applying to eight law schools, but he had to change his testing date. Each of those schools either requires or recommends the Credential Assembly Service. Justin will get billed for the LSAT, testing date change, CAS, and eight score reports. Total Cost: $880.Fernando is applying to six law schools. The first time he takes the LSAT, he doesnt get scores that are strong enough to be admitted to his top choice schools, so he takes the LSAT again. When a family crisis comes up, he has to change his test center location. His schools all require the Credential Assembly Service. Fernando will need to pay for the LSAT twice, CAS, his test center change, and six score reports. Total Cost: $990.   Source â€Å"LSAT CAS Fees and Refunds.†Ã‚  The Law School Admission Council. Article edited and expanded by Allen Grove

Friday, December 20, 2019

Essay about The Representation of Power in Cormiers The...

Inspired by the actions of his son, Robert Cormier decided to write this novel titled The Chocolate War. Cormier’s son Peter, had refused to sell chocolates at his school’s annual sale as a matter of principle (Kemp1), so Cormier thought that it would be an interesting plot for a book. In this book, Robert Cormier introduces us to many characters that personify evil in order to try to control and manipulate each other to gain power. The concept of power is represented in many different ways throughout this novel. In this paper I will explain how power is represented in The Chocolate War, and how it works. I will explain the different kinds of power that operate in the school. Also I will explain whether the protagonist Jerry Renault†¦show more content†¦In chapter 3 we are reminded that The Chocolate War is also a coming of age novel. When Jerry looks at the pornographic magazine, he is now beginning to want to know and understand the processes of adolesce nt and adulthood. So he buys a magazine with the curiosity of what kind of satisfaction the other kids were receiving by glaring at the images in the magazines. He is in that stage of wanting to be accepted. Cormier made Jerry’s character out to be an outcast, being the one that would always get beaten up by the bully. Which proved to be correct when Emile Janza, the school’s bully begins to pick on him. Although Emile was the school’s bully he too, respected the Vigils to a certain extent. Archie was also a bully, but he bullied the minds of the other kids. He did not resort to physical abuse but he indeed psychologically bullied people including Emile Janza. Fear also played a factor throughout this story. Fear is what made the Goober go into Brother Eugene’s room and loosen all of the screws from the furniture. This brings us back to the psychological bullying of Archie, because the Goober was mentally sick when he found out that the actions of his assignment had made Brother Eugene sick. The other students were also frightened by the Vigils so they to carried out any assignments that they were given. This story is written with a lot of hidden symbols and meanings within the events that occur. Jerry also feared the Vigils at first but as the story

Wednesday, December 11, 2019

Gaming and Social Networking

Question: Discuss about the Gaming and Social Networking. Answer: Introduction: In present time, utilization of advance technology has completely changed the way people live their live all across the world. The emergence of social media has transformed the way of communication for the people. Specially, social media has become an integral part of teenagers life. It is found that majority of the teenagers utilize social media to share their daily life incident. On the other hand, sales of advanced video games have also increased over the past few years. It indicates that teenagers are becoming more and more addicted towards the digital world. However, studies have also found that the rate of violence among the teenagers have decreased in a considerable manner over the past few years. For that reason, many studies have argued that increased popularity of social media and video games have reduced the violent instinct among the teenagers. However, many studies have also contradicted the argument that increase popularity of social media and video games has made posit ive impact on the violence instinct of the teenagers. Thus, the study will try to evaluate the exact amount of positive impact that social media and video games have made on the number of violence committed by the teenagers. In the present time, excessive use of social media and gaming services have influences many entrepreneurs to develop small businesses like caf and other gaming platform. Therefore, it also increases the possibility of new business development. Problem statement: It has been identified that majority of the teenagers like to play video games that contain violence or aggression. Therefore, it is often perceived that over addiction of social media and video games actually influence teenagers to become more aggressive. On the other hand, statistics of last few years are describing completely contrasting picture. For that reason, the study will focus on all the perspectives related to social media and video games in order to analyze the kind of impact it can have on the mind of the teenagers. Research aim: The prime aim of the research is to identify the extent to which social networking and video gaming can have positive impact over the violent behavior of the teenagers. Research objectives: The objectives of the study are as follows: To analyze the behavioral changes of the teenagers due to excessive addiction of video games and social media To examine the extent to which video games and social media can have positive impact the small businesses To evaluate the possibility by which social media and video games can have adverse impact on the aggressive behavioral changes of the teenagers To analyze the impact of increasing popularity in the development of new business opportunities To recommend the best possible way through which video games and social media can further reduce the aggressiveness of the teenagers Research questions: Main research question: How can excessive addiction of social media and video games change the behavioral pattern of the teenagers? Sub-questions: How far can video games and social media have positive impact on the development of small business? What are the negative aspects of social media and video games that can create adverse impact on the behavioral pattern of the teenagers? How increasing popularity of social media and video game can develop new business opportunities? What is the best possible way to reduce further the aggressiveness of the teenagers by utilizing social media and video games? Literature review: Impact of social networking on teenagers: As per the study by Jerabeck Ferguson (2013), social media has become a routine activity of teenagers all across the world. For that reason, it has been assessed that social media enhancing the social connection, communication and even technical skills of the teenagers. Different social media platforms like MySpace and Facebook offers multiple daily opportunities for sharing their interest with classmates and friends. According to Hasan et al. (2013) number teenage social media users have increased in a significant way. In fact, it has been calculated that almost 22% of the teenagers login to their favorite social media platforms around 15 times a day. On the other hand, 75% of the teenagers use different social media platforms on their smartphones (Elson Ferguson, 2014). Therefore, they almost remain online constantly throughout the day. Furthermore, development of instant messaging apps on smartphones has improved the communication process. As a result, social media has improved the way of communication of the teenagers. As per the article by Hartmann, Mller Krause (2015) social media can also provide huge amount of benefits for mind and health development of the teenagers. For instance, social media platforms like Facebook and Twitter provides different types of options where teenage people can share their thoughts and beliefs in a much more effective way. Furthermore, it also provides teenage people the opportunity to get involved in different types of constructive aggressive argument procedure. For that reason Granic, Lobel Engels (2014) have mentioned that increasing popularity of social media is actually utilizing the aggressiveness of the teenagers for the development of the society. For instance, constructive argument always helps people to gain in-depth knowledge about the certain factors. Furthermore, it actually increasing the social reach of the teenagers, which definitely will create positive impact on the number of violence committed by the y oung generation. On the other hand, Ferguson (2013) mentioned that over utilization of social media actually influence people to live in an imaginary world. Furthermore, it has been assessed that excessive use of social media actually reduces the direct contact of the teenage. Thus, social media can also influence children and teenage to become un-socialized in the real world. Impact of video games on teenagers: Impact of video games on the mind of the children and teenagers are debated controversy amongst the researchers, policy makers, parents and video games manufacturers. As per the study by Schou-Andreassen et al. (2016), around 45% of the total video game sales are categorized under violent action games. Furthermore, it has been analyzed that around 90% of children and teenagers play video games that include violent content. As per the article by Greitemeyer Mgge (2014) violent video games has direct impact on the aggressive level of the teenagers. For that reason, the article has mentioned that violent video games can actually makes people anxious towards any particular factors. On the other hand, King et al. (2014) mentioned that video game increases the cognitive, spatial and visual ability of the teenagers. For that reason, it actually makes positive impact on the thinking process development of the teenagers. In addition, studies have identified that video games help to reduce th e level of frustration and depression amongst the teenagers. Conversely, Mazurek Wenstrup (2013) highlighted that Contra, Super Mario contains extreme violent sequence that actually making teenagers to think and acts more violently in the real world. However, modern video games have tried to include different sequence where teenagers have to think more. For that reason, it has created positive impact on the mind development process of the teenagers as well. Generally, action video games actually finish with a moral message (Boxer, Groves Docherty, 2015). Therefore, it also helps children to recognize between good and bad in an appropriate way. Literature gap: From the above discussion, it can be assessed that both social media and video games have contradictory views regarding its impact on reducing the aggressive nature of the teenagers. Different studies have highlighted different factors that can influence the behavioral pattern of the teenagers. Therefore, it can be identified that no unique solution is provided regarding the exact amount of impact that social media and video games can made on the behavioral pattern of the teenagers. Research methodology: As mentioned by Kothari Payne (2014) research methodology is an important factor that helps to evaluate different factors of the study and customize the outline of the research. It helps the research study to eliminate any factors that can create difficulties in fulfilling all the objectives of the research study. In order to evaluate the impact of social media and video games on the violent behavioral pattern of the teenagers, the study will utilize a systematic approach. It will help to add value to the research study. Research Philosophy: Research philosophy includes different typology that helps the research study to fulfill all the objectives of the research. The research philosophies that are generally utilized for the effective completion of the study are realism, positivism, naturalism, pragmatism and interpretivism (Wolfe et al., 2014). In this research study, the prime focus will be on the positivism philosophy. Since, it will help the research study to perform research experiments and test hypothesis so that it can able to evaluate all the factors effectively. Furthermore, it will also help to include mathematical application and logical arguments that eventually will add value to the outcome of the research study. Research approach: In order to evaluate the impact of social media and video game on the behavioral pattern of teenagers, the research study will select deductive approach. Traditionally, inductive and deductive are the two types of research approach that studies utilize for the successful complement of the objectives (Ewoldsen et al., 2012). However, the study will utilize deductive approach, as it will help collect practical information about the research study. In addition, deductive research approach will help the research study to include several models and theories related to the topic of the research. On the other hand, the study will not consider inductive approach, as will influence to include new concepts in the research study. Research design: As per the article by Kothari (2004) research design play a critical role to improve the information of the research framework. Three types of research design are present for analyzing the methods of research like explanatory, exploratory and descriptive design. For analyzing the impact of social media and video games on the behavioral pattern of the teenagers, the study will select descriptive research design. The descriptive research design helps the study to define approaches, application and theories. Therefore, it eventually minimizes the probability of errors at the time of fulfilling the objective of the study. Furthermore, descriptive research design will help to include effective analysis of the relevant data. Descriptive research design also helps to measure the prime factors regarding to the topic of the research study. Data collection procedure: As per the article by Breuer et al. (2015), selection of data collection is crucial for the successful completion of the research study. Data collection procedure helps to include practical information regarding to the topic of the research study. Traditionally, primary and secondary are the two ways that the studies utilize to collect appropriate data regarding the topic of the research study. For the successful completion of the research study, the focus will be on the primary data collection procedure. As the primary data collection procedure helps to collect raw data regarding the topic of the research study, it will help to identify actual impact of social media and video game. In this research study, survey procedure will be utilized for the collection of the primary data. However, the study will also depend on the reliable secondary data sources at the time of development of the literature review section. The study will utilize online platform for conducting the survey procedu re. The study will also utilize non-probability sampling techniques at the time of collecting primary data about the research topic. Data techniques: There are two data techniques namely quantitative and qualitative that research studies utilize at the time accumulating information about the research topic. In order to evaluate the impact of social media and video games on the behavioral pattern of the teenagers, the study will only focus on the quantitative data collection technique. The study will focus on the quantitative data collection technique to identify a particular pattern related to the objective of the research study. The research study will select 40 parents and 20 teachers in order to identify the behavioral changes pattern of the teenagers. Closed-end questionnaire will be utilized for the collection of quantitative data. However, the study will also utilize qualitative data collection techniques to analyze whether it can create positive impact on the new business opportunity as well. 20 entrepreneurs that are doing business in gaming platform and caf industry will asked qualitative questions to understand any busin ess perspective. The study will utilize email, telephone to collect qualitative data for the development of the study. Expected outcome of the study: From the above analysis, it can be expected that the research study will able to fulfill all the requirements of the research study. It can also be expected that the systematic implementation of the research process will help to complete the study within the given timeframe. It is also expected that the outcome of the research study will be able to represent a clear picture regarding the amount of positive impact that social media and video game can actually made on the violent behavioral pattern of the teenagers. From the opinion of the entrepreneurs, it is also expected that the study will be able to evaluate impact that increasing popularity of social media and video gaming can made on the new business development opportunities. References: Boxer, P., Groves, C. L., Docherty, M. (2015). Video Games Do Indeed Influence Children and Adolescents Aggression, Prosocial Behavior, and Academic Performance A Clearer Reading of Ferguson (2015).Perspectives on Psychological Science,10(5), 671-673. Breuer, J., Vogelgesang, J., Quandt, T., Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents.Psychology of Popular Media Culture,4(4), 305. Elson, M., Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression.European Psychologist. Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., DeCoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.Cyberpsychology, Behavior, and Social Networking,15(5), 277-280. Ferguson, C. J. (2013). Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.American Psychologist,68(2), 57. Granic, I., Lobel, A., Engels, R. C. (2014). The benefits of playing video games.American Psychologist,69(1), 66. Greitemeyer, T., Mgge, D. O. (2014). Video games do affect social outcomes a meta-analytic review of the effects of violent and prosocial video game play.Personality and Social Psychology Bulletin, 0146167213520459. Hartmann, T., Mller, I., Krause, C. (2015). Factors underlying male and female use of violent video games.new media society,17(11), 1777-1794. Hasan, Y., Bgue, L., Scharkow, M., Bushman, B. J. (2013). The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior.Journal of Experimental Social Psychology,49(2), 224-227. Jerabeck, J. M., Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior.Computers in Human Behavior,29(6), 2573-2578. King, D. L., Delfabbro, P. H., Kaptsis, D., Zwaans, T. (2014). Adolescent simulated gambling via digital and social media: An emerging problem.Computers in Human Behavior,31, 305-313. Kothari, C. R. (2004).Research methodology: Methods and techniques. New Age International. Kothari, C. R., Payne, P. R. (2014). A Metadata based Knowledge Discovery Methodology for Seeding Translational Research.Studies in health technology and informatics,216, 1071-1071. Mazurek, M. O., Wenstrup, C. (2013). Television, video game and social media use among children with ASD and typically developing siblings.Journal of autism and developmental disorders,43(6), 1258-1271. Schou Andreassen, C., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.Psychology of Addictive Behaviors,30(2), 252. Wolfe, J., Kar, K., Perry, A., Reynolds, C., Gradisar, M., Short, M. A. (2014). Single night video-game use leads to sleep loss and attention deficits in older adolescents.Journal of adolescence,37(7), 1003-1009.

Wednesday, December 4, 2019

Extrapolative Capital Asset Pricing Model - MyAssignmenthelp.com

Question: Discuss about the Extrapolative Capital Asset Pricing Model. Answer: Introduction The paper intends to find the output of the key proposed standards. Currently the National Australian Bank applies BASEL framework in the form of risk management initiative of the organization. As of 30th September 2015, NAB has kept equity capital ratio of 10.24%. The main process of capital adequacy management framework starts from evaluating and mapping all possible sources from where the risk can hit the system. The process takes into consideration all the scenarios under which the capital norms might be stretched, it looks into all the prevailing risks and then plan for it as needed. As per the regulatory requirement the target capital ratio lies between 8.75% to 9.25% (Barberis, 2015). The efficiency of the Australian banking system has been evaluated under two systems. The predictability of the whole system was kept at low and the outcome suggested that system was robust enough. Ongoing regulatory changes as the result of the financial crisis of 2007 and the long worldwide economic downturn that followed. This has created an overwhelming volume of market guidelines, legislation and regulations. These, in turn, are extremely complex, driving significant investment as financial institutions develop and implement their responses to complex IT, data and business requirements (Bodie, 2014). Banks that lack adequate enterprise-level systems to manage the risk in their businesses will be under additional pressure from regulators. As the digital banking enterprise matures, regulators are inevitably going to question the core IT components that will increasingly make business decisions in lieu of human intervention. Gartner expects that regulators will both audit and, eventually, legislate smart machine usage. For example, virtual personal assistants or virtual customer service agents in the form of algorithms do not require industry certification for providing financial advice. CIOs must be prepared to challenge their business peers as to the nature and efficacy of the algorithms used in this context (Dionne, 2013). They should also be prepared to document/record all nonhuman interactions, as well as develop "fail-safe" switches in the event of operational incidents. Another option is for the CIO to be more proactive in terms of addressing the needs of risk management/comp liance. For example, to ensure compliance objectives are more clearly understood, make bank systems more accessible to regulators by opening access to data, algorithms and applications to facilitate easier auditability. Conclusion Beyond the exercise of assessing operational risk from a NAB perspective, companies in many industries (including banking, insurance and securities) are seeking to measure operational risk on a quantitative basis. Some of the quantitative analysis is used to support capital calculation requirements driven by regulatory mandates, such as Basel III and Solvency II. Other quantitative analysis methods are used to develop more precise predictive models to determine the potential for certain operational risk events, such as fraud or theft. A history of operational incidents and/or loss events can be used to inform the risk assessment process and facilitate the identification of event causes. A stock market is considered to be efficient when the market price is balanced also having an unbiased estimate of the true value of the investment. The use of ORM solutions will help organisations improve data quality and support adequate reporting to national and international regulation authorities in order to avoid regulatory risks. Without the appropriate ORM solutions, organisations will not have adequate analysis and insight into their aggregate risk positions, or the ability to comply with new capital adequacy regulations, such as Basel III and Solvency II. It is very important to note that National Bank of Australia is one of the biggest bank in the country, however these large organisations need to comply and implement different forms or regulations to help provide efficient work in the world of business (Hasan, 2015). Operational risks, and the related controls required to mitigate them to an acceptable level, must be documented sufficiently to satisfy a number of key stakeholders including customers, the public, regulators, external auditors, business partners/associates and board members as well as to provide the basis for performing a comprehensive operational risk assessment. The NAB group measures its capital adequacy so that it can support its capital management purpose that includes: Complying with the regulatory capital requirements Maintaining flexibility in order to deal with the anticipated return Promoting Efficiency in the amount of capital Credit rating in the AA range Efficient development of capital References: Barberis, N., Greenwood, R., Jin, L. and Shleifer, A., 2015. X-CAPM: An extrapolative capital asset pricing model.Journal of Financial Economics,115(1), pp.1-24. Bodie, Z., Kane, A. and Marcus, A.J., 2014.Investments, 10e. McGraw-Hill Education. Dionne, G., Li, J. and Okou, C., 2013. An Extension of the Consuption-Based CAPM Model. Hasan, I., Siddique, A. and Sun, X., 2015. Monitoring the invisible hand of market discipline: Capital adequacy revisited.Journal of Banking Finance,50, pp.475-492.