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Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
Personal Connections in the Digital Age
2002; Humphreys, 2005; Ling, 2004). The first perspective forms
a necessary backdrop for contextualizing and making sense of the
second, but the emphasis in this book is on the mundane and the
everyday, on how people incorporate digital media into their routine
practices of relating and with what consequences.
Plan of the book
In the remainder of this chapter I identify a set of key concepts that
can be used to differentiate digital media, and which influence how
people use them and with what effects. I then offer a very brief over-
view of the media discussed in this book and a discussion of who
does and who doesnt make use of them. Chapter 2 is an orientation
to the major perspectives used to understand the interrelationships
between communicatioH technology and society, and an exploration
of the major themes in popular rhetorics about digital media and
personal connection. Chapter 3 7xamines what happens to messages,
both verbal and nonverbal, in me,diated contexts. Chapter 4 addresses
the group contexts in which online interaction often happens , includ-
ing communities and social networks. The remaining two chapters
explore dyadic relationships. Chapter 5 shows how people present
themselves to others and first get to know each other online. Chapter
6looks at how people use new media to build and maintain their rela-
tionships. Finally, the conclusion returns to the question of sorting
myths from reality, arguing against the notion of a cyberspace that
can be understood apart from the mundane realities of everyday life,
and for the n otion that online and offline flow together in the life-
worlds of contemporary relationships.
Seven key concepts
If we want to build a rich understanding of how media influence
relationships , we need to stop talking about media in overly simplistic
terms. We cant talk about consequences if we cant articulate capa-
bilities. What is it about these media that changes interaction and,
potentially, relationships? We need conceptual tools to differentiate
media from one another and from face-to-face (or, as Fortunati, 2005,
New forms of personal connection
more aptly termed it, body-to-body) communication. We also need
concepts to help us recognize the diversity amongst what may seem
to be just one technology. The mobile phone, for instance, is used for
voice, texting, picture and video exchange, gaming, and, with the new
dominance of sma1tphones, nearly endless other applications . The
internet includes interaction platforms as diverse as YouTube, product
reviews on shopping sites, email, and Instant Messaging (IM), which
differ from one another in many ways. Seven concepts that can be
used to productively compare different media to one another as well
as to face-to-face communication are interactivity, temporal structure,
social cues, storage, replicability, reach , and mobility.
The many modes of communication on the internet and mobile
phone vary in the degrees and kinds of interactivity they offer. Consider,
for instance, the difference between using your phone to select a new
ringtone and using that phone to argue with a romantic partner, or
using a website to buy new shoes rather than to discuss current events.
Fornas and his co-authors (2002: 23) distinguish several meanings
of interactivity. Social interactivity, the ability of a medium to enable
social interaction between groups or individuals , is what we are
most interested in here. Other kinds include technical interactivity, a
mediums capability of letting human users manipulate the machine
via its interface, and textual interactivity, the creative and interpre-
tive interaction between users (readers, viewers , listeners) and texts .
Unlike television, writes Laura Gural< (2oor : 44), online commu-
nication technologies allow you to talk back You can talk back to the
big company or you can talk back to individual citizens. Indeed, these
days customers often expect that, when they talk back, companies will
respond swiftly. The social media marketing site Convince and Conve1t
(2012) reports on a survey finding that everyone who contacts a brand,
product, or company through social media expects a reply within a few
days , and a third expect a response within half an hour. Rafaeli and
Sudweeks (19 97) posit that we should see interactivity as a continuum
enacted by people using technology, rather than a technological con-
dition. As we will see in chapters to come, the fact that the internet
enables interactivity gives rise to n ew possibilities- for instance, we can
meet new people and remain close to those who h ave moved away- as
well as old concerns that people may be flirting with danger.
Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
Personal Connections in the Digital Age
The temporal structure of a communication medium is also impor-
tant. Synchronous communication, such as is found in face-to-face
conversations, phone calls, and instant messages , occurs in real
time. Asynchronous communication media, such as email and voice
mail, have time delays between messages. In practice, the distinction
cannot always be tied to specific media. Poor connections may lead
to time delays in a seemingly synchronous online medium such as
Instant Messaging. Text m essaging via the telephone is often asyn-
chronous , but neednt be. Twitter can function both ways. Ostensibly
asynchronous email may be sent and received so rapidly that it func-
tions as a synchronous mode of communication. Sites like Facebook
may seem to be a single medium, but offer both asynchronous modes
of interaction such as wall posts and messaging, and synchronous
chat, and it is not unheard of for people to use comments on wall
posts as a real-time chat medium.
The beauty of synchronous media is that they allow for the very
rapid transmission of messages , even across distance. As we will
see, synchronicity can sense of placelessness that digital
media can encourage and make people feel more together when
they are apart (Baron, 1998; Carnevale & Probst, 1997; McKenna &
Bargh, 1998). Synchronicity can make messages feel more immedi-
ate and personal (OSullivan, Hunt, & Lippert, 2004) and encourage
playfulness in interaction (Danet, 2oor). The price of synchronicity,
however , is that interactants must be able to align their schedules in
order to be simultaneously engaged. Real-time media are also poorly
suited to hosting interaction in large groups, as the rapid-fire succes-
sion of messages that comes from having many people involved is
nearly impossible to sort through and comprehend, let alone answer.
There is a reason that dinner parties are generally kept to a small
collection of people, and guests at large functions are usually seated
at tables that accommodate fewer than a dozen. Accordingly, most
online chat rooms and other real-time forums have limits on how
many can participate at one time.
With asynchronous media, the costs and benefits are reversed.
Asynchronous communication allows very large groups to sustain
interaction, as seen in the social network sites and online groups like
fan forums , support groups, and hobbyist communities addressed
New forms of personal connection
in chapter 4· Asynchronicity also gives people time to manage their
self-presentations more strategically. However, word may filter more
slowly through such groups and amongst individuals. We can place
fewer demands on others time by leaving asynchronous messages for
people to reply to when they like, but we may end up waiting longer
than wed hoped, or receive no reply at all. One of the biggest changes
wrought by digital media is that even asynchronous communication
can happen faster than before. Time lags are created by the time it
takes a person to check for new messages and respond, not by the
time messages spend in transit. In comparison to postal mail, the
internet can shave weeks off interactions.
Most of the questions surrounding the personal connections
people form and maintain through digital media derive from the
sparse social cues that are available to provide further information
regarding context, the meanings of messages, and the identities of
the people interacting. As chapter 3 will address in more detail, rich
media provide a full range of cues, while leaner media provide fewer.
Body-to-body, people have a full range of communicative resources
available to them. They share a physical context, which they can refer
to nonverbally as well as verbally (for instance, by pointing to a chair) .
They are subject to the same environmental influences and distrac-
tions. They can see one anothers body movements, including the
facial expressions through which so much meaning is conveyed. They
can use each others eye gaze to gauge attention. They can see one
anothers appearance . They can also hear the sound of one anothers
voice. All of these cues - contextual, visual, and auditory- are impor-
tant to interpreting messages and creating a social context within
which messages are meaningful.
To varying degrees , digital media provide fewer social cues . In
mobile and online interactions, we may have few if any cues to our
partners location. This is no doubt why so many mobile phone
calls begin with the question Where are you? and also helps to
explain some peoples desire to share GPS positioning via mobile
applications. The lack of shared physical context does not mean that
interactants have no shared contexts. People communicating in per-
sonal relationships share relational contexts, knowledge , and some
history. People in online groups often develop rich in-group social
Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
•
environments that those whove patticipated for any length of time
will recognize.
11wugh, as we will address in more depth in chapter 6, much of
our mediated interaction is with people we know face·to ·face, some
media convey very little information about the identities of those with
whom we are communicating. In some circumstances, this renders
people anonymous, leading to both opportunity and terror. In lean
media, people have more ability to expand, manipulate, multiply, and
distort the identities they present to others. The paucity of personal
and social identity cues can also make people feel safer, and thus
create an environment in which they are more honest. Chapter 5
examines these identity issues.
Media also differ in the extent to which their messages endure.
Storage, the maintenance of messages on servers or harddrives over
time, and, relatedly, replicability, the ability to make copies of mes-
sages, are highly consequential. Unless one makes an audio or video
recording of telephone and face ; to-face conversations (activities with
laws governing acceptable ptlc;:tice), for the interactants they are
gone as soon as they are said. l!Iuman memory for conversation is
notoriously poor. To varying degrees , digital media may be stored on
devices, websites, and company backups where they may be repli-
cated, retrieved at later dates, and edited prior to sending (Carnevale &
Probst, 1997; Cherny, 1999; Culnan & Markus , 1987; Walther, 1996).
Synchronous forms like IM and Skype require logging programs
that most users are not likely to have. Those that are asynchronous
can be easily saved, replicated, and redistributed to others. They can
also be archived for search. Government agencies, such as the United
States National Security Administration, may capture and save
data and metadata from enormous amounts of internet and mobile
phone traffic. Despite this, online messages may feel ephemeral,
and, indeed, websites may be there one day and different or gone the
next. The popular photosharing application Snapchat found its niche
by emphasizing the ephemerality of its photos which, much like the
mission instructions in Mission Impossible, self-destruct soon after
viewing (although what actually happens is that the file extension
changes and the photo remains cached).
Media also vary in the size of an audience they can attain or
ersonal connection
support, or reach. Gurak (2oor: 30) describes reach as the partner
of speed, noting that digitized discourse travels quickly, but it also
travels widely ... One single keystroke can send a message to thou-
sands of people. Face-to-face communication is inherently limited
to those who can fit in the same space. Even when amplified (a form
of mediation in itself), physical space and human sensory constraints
limit how many can see or hear a message as its delivered . The
telephone allows for group calls, but the upper limit on how many
a group can admit or maintain is small. In contrast, many forms of
digital communication can be seen by any internet user (as in the
case of websites) or can be sent and, thanks to replicability, resent to
enormous audiences. Messages can reach audiences both local and
global. This is a powerful subversion of the elitism of mass media,
within which a very small number of broadcasters could engage in
one-to-many communication, usually within regional or geographic
boundaries. The gatekeeping function of mass media is challenged
as individuals use digital media to spread messages much farther and
more widely than was ever historically possible (Gurak, 2001). Future
chapters will address how enhanced reach allows people to form new
communities of interest and new relationships.
Finally, media vary in their mobility, or extent to which they are
portable - enabling people to send and receive messages regardless
of location - or stationary - requiring that people be in specific loca-
tions in order to interact. The mobile phone represents the paradigm
case of mobility, mal<ing person-to-person communication possible
regardless of location. The trend toward mobile devices is further
enhanced by the rise of tablets and phablets as well as the increas-
ing preference for laptops over clunky personal computers tied to
desks and landline phones . In addition to offering spatial mobility,
some digital media allow us to move between times and interpersonal
contexts (Ishii , 2oo6). Mobile media offer the promise that we need
never be out of touch with our loved ones, no matter how long the
traffic jam in which we find ourselves . When stuck with our families,
we may import our friends through our mobile devices. As well see
in chapter 6, mobile media give rise to microcoordination (Ling,
2004) in which people check in with one another to provide brief
updates or quickly arrange meetings and errands. However, more
Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
Personal Connections in the Digital Age
than other personal media, mobile phones threaten autonomy, as we
may become accountable to others at all times . Schegloff (2002), one
of the fir st to study telephone-mediated interaction, suggests mobile
media dont create perpetual contact so much as offer the perpetual
possibility of making contact, a distinction some exploit by strategi-
cally limiting their availability (Licoppe & Heurtin, 2002).
These seven concepts help us begin to understand the similarities
and differences between face-to-face communication and mediated
interaction, as well as the variation amongst different kinds of digital
interactions , even on the same web platform. Face-to-face commu-
nication, like all the forms of digital media we will be discussing, is
interactive. People can respond to one another in message exchanges .
Face-to-face communication is synchronous. It is also loaded with
social cues that make one anothers identities and many elements of
social and physical context apparent (although, as we will return to in
chapter 5. this does not guarantee honesty). Face-to-face conversations
cannot be stored, nor can they be replicated. Even when recorded and,
for example, broadcast, the loses many elements of the
context that make face -to-face e<:>mmunication what it is. As discussed
above, face-to-face communication has low reach, limiting how many
can be involved and how far messages can spread. Face-to-face com-
munication may be mobile , but only as long as the interactants are
moving through space together. This combination of qualities grants
face-to-face a sort of specialness. The full range of cues, the irreplica-
bility, and the need to be there in shared place and time with the other
all contribute to the sense that face-to -face communication is authen-
tic, putting the communion in communication.
In contrast, some forms of mediated interaction are asynchronous ,
enabling more message planning and wider reach, but a potentially
lower sense of connection. Media such as Skype or other video chat
technologies offer many social cues - voice, facial expression, a
window into the physical surroundings - but lack critical intimacy
cues including touch and smell. Most digital media have fewer social
cues than that, limiting interaction to sounds or even just words. By
virtue of their conversion into electronic signals, all digital media can
be stored, and often are even when individuals delete them (Facebook,
for instance, saves drafts of messages that were never posted) . Even
New forms of personal connection
when conversations and messages are not stored, however, they may
leave traces such as records of which phone numbers called which
other ones, which IP addresses visited which websites , or how many
tweets a person has tweeted. Digital messages are easily replicated if
they are asynchronous , but less so if they are synchronous. The reach
of digital media can vary tremendously depending on the medium.
A phone call generally remains a one-to-one encounter, as does
much instant messaging and chat, but social network sites, emails,
mailing lists, discussion groups, and websites are among the digital
modes that can have extraordinary reach. Digital media are becoming
increasingly mobile as the internet and mobile phone converge into
single devices , meaning that these technologies make communica-
tion possible in places where it wasnt before, but also that they can
intrude into face-to-face conversations where they never could before.
As a result, people can have very different experiences with different
media, yet none may seem to offer the potential for intimacy and
connection that being face-to-face does . These distinctions and con-
vergences all bring with them important potential social shifts, which
the remainder ofthis book will address.
Digital media
Just as its important to clarify core concepts that may shape mediated
social interaction, its h elpful to walk through the media in question.
Its also important to recognize that the media we use today have
historical precedents whose traces may have been as disruptive in
their own time and traces linger today. Tom Standages 2013 book
Writing on the Wall: Social Media- The First 2, ooo Years offers a lively
walk through such precedents, including literal writing on walls in
ancient Rome, as does William Powerss (2oro) Hamlets Blackberry.
Asa Briggs and Peter Burkes (2009) A Social History of the Media
demonstrates the precedents of earlier technologies, and also the con-
tinuities between old and new media. Such books reveal that many of
the phenomena and concerns associated with new media began long
before electricity, let alone digital media- a topic the next chapter will
address.
I assume readers are familiar with the mobil e phone, so I focus
Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
Personal Connections in the Digital Age
below on a brief historical overview of the internet. I emphasize the
extent to which the interpersonal appeal of digital media shaped their
development. Unlike the mobile phone, the internet was not built as a
personal communication medium, let alone a way for fans to connect
around their objects of pleasure, for people to find potential romantic
partners, for employers to find or investigate potential hires, or any
such social processes. It was developed to safeguard military knowl-
edge. When the first internet connection was made in 1969 through
what was then called ARPANET, funded by the US Department of
Defense, no one envisioned that an interpersonal communication
medium had been launched. However, what became the internet
was not the only networked computing system being built at that
time. Hobbyists built dial-in bulletin board systems for interactive file
exchange, interaction, and games. Universities developed computer
networks such as PLATO. Indeed, as a child in Urbana, Illinois, home
of the University of Illinois where PLATO was developed , in the mid
1970s I used to stay after school to read jokes, play games, and chat
with anonymous PLATO us e/s1 in other locations (little did my class-
mates and I realize how ahead lof our time we were!). In those same
early years, bulletin board systems users dialed into servers in peo·
ple s homes to chat. As Kevin Driscoll has written (2014) , the received
history of the internet as h aving begun with ARPANET, covered in
detail in Janet Abbates (1999) history, is one of several origin stories
that could be told about the internet. It is beyond the scope of this
book to cover either the technological or social development of the
internet. First, though, a disclaimer: trying to list specific types of
digital media is frustrating at best. Between this writing and your
reading there will be new developments , and things popular as I write
will drop from vogue . Let this be a reminder to us of the importance
of remaining focused on specific capabilities and consequences rather
than the media themselves .
The textual intemet
For its first quarter-century, the internet was text-only. With its limited
social cues, it seemed a poor match for personal interaction. Yet it
took mere months for its developers (who were also its primary users)
New forms of personal connection
to realize the mediums utility for personal communication. Within
three years of the first login, email was in use, and within four years,
three-quarters of online traffic was email (Anderson, 2005 ). By 2000,
the ability to use email was a significant reason that people first got
online and one of the main reasons that those already online stayed
online (Kraut, Mukhopadhyay, Szczypula, Kiesler, & Scherlis, 2000).
Synchronous person-to-person and small-group communication
also developed early in the internets history. Talk was an early
synchronous internet communication genre. When using Talk, a
horizontal line divided the top and lower halves of the screen, each
half showing messages from one interactant. It was as minimal-
ist and purely textual as a communication medium could be. Talk
remained in regular usage into the early 1990s. When I began using
the internet in 1990, I used it almost daily to tell my then-boyfriend
that dinner was ready - I couldnt call since his phone line was tied
up with his modems internet connection. Talk provided a convenient
work-around. Tall< was followed by Internet Relay Chat (IRC) and,
later, chat rooms that allowed distributed groups to converse in real-
time. Instant Messaging, developed in the 1990s, can be seen as
an advanced version of Talk. A person-to-person medium, IM was
distinctive in its use of a buddy list and provision of continual infor-
mation about who on that list was online and available for contact.
Not long after email, mailing lists were developed, in which a single
email could be sent to a large group of subscribers, all of whom would
receive it and (usually) be able to respond. Although the technological
specifications of email and mailing lists are the same, there are some
important differences. Specifically, on mailing lists, senders may very
well not know most (or any) of the recipients. Mailing lists are often
large. For instance, the Association of Internet Researchers mailing
list, AIR-L, has approximately s,ooo subscribers in many nations.
In contrast, others are small private lists of family and friends . A
colleague of mine, faced with a family members cancer, created a
mailing list of family members so that they could all share news with
a single message. Private mailing lists may also be made up of school
friends who have graduated or other such small groups of people
seeking to stay in touch as a group.
In the early 198os, another means of asynchronous group
Baym, Nancy K. (2015). Personal connections in the digital age (2nd Ed.). Cambridge, UK: Polity.
Personal Connections in the Digital Age
discus sion with wide reach developed. Usenet newsgroups are asyn-
chronous topic-based discussion forums distributed across multiple
servers. Although these groups have become magnets for spam,
they continue to house discussion. Originally, one read newsgroups
through newsreaders built into Unix operating systems. This later
developed into stand-alone newsreaders. Now most people access
Usenet through the web, most notably through Google groups , where
they may well not recognize them as Usenet newsgroups. These
provided an early model for the topical web boards and social media
groups so common now. They were also my own entree into online
group communication and the subject of my earliest work on online
communication.
On some early sites, developers and participants used words and
code to create a rich geographical context for synchronous interac-
tions, and a highly de11:eloped range of characters . In the late 1970S,
Richard Bartle and Roy Trubshaw developed MUDr , an interactive
online role-playing game. Aroynd the same time, Alan Klietz inde-
pendently developed Sceptre Of Goth, a MUD game (Bartle, 2004) .
Readers who play World ofWartraft or related massively multiplayer
online role-playing games will recognize MUDs as their precedent.
MUD stands for either Multi-User Domain or the less antiseptic
Multi-User Dungeon, which better captures the phenomenons origin
in the role-playing game Dungeons and Dragons. Many MUDs
offered predetermined categories by which to define ones character.
People might choose their sex (often from a list with more than two
choices) and race . Depending on the MUD, people might choose
to be elves, fairies, cats, dragons, trolls, vampires, and other fantasy
creatures.
Lambda MOO (Multi-User Domain Object-Oriented, a distinc-
tion that is of minimal importance here) and other MUDs, MOOs ,
MUCKs, MUSHes , and other oddly acronymed parallel sites followed,
many of which were simply creative environments in which fictional
rooms and landscapes served as spaces for social interaction, not
games. Though MUDs and MOOs have always been obscure uses
of the internet (unlike the later graphical games they inspired) , they
were the object of an inordinate amount of early research about the
internet.
New forms of personal connection
The World Wide Web
m, jor transformation in digital communication occurred in the
os when a group of physicists led by Sir Tim Berners-Lee at the
, wis ·physics laboratory CERN developed the World Wide Web. This
he r, lcled a shift from communication that was purely text-based to
lliUltimedia communication, and gave rise to more new forms of
111 ·el i a ted interaction than I can cover here. These include web boards,
I I s, wikis, social network sites, video and photosharing sites , and
•ra phi cally intensive virtual worlds .
In the 1990s, web boards took up where the promise of U senet left
IT, facilitating asynchronous topic-based group interaction amongst
p opl e who did not need prior connections. Blogs, authored by either
s ingle people or collectives, are websites in which recent updates
appear above previous updates, creating a reverse chronology of mes-
sages . Their content may be personal, political, or anything else, and
th ir audiences may be anything from zero to millions. By convention
, n d design, blogs almost always include a list of hyperlinks to other
blogs (a blog roll) , which serves to create connections and drive
traffic amongst blogs. Groups of bloggers may read one another and
omment on each others blogs, creating communities oflike-minded
individuals and semi-organized grassroots social movements.
Also during this time, websites such as Active Worlds began to
develop graphically rich environments. These have exploded in the
early 2000s, in the form of massively multi player online role-playing
games (MMORPGs- an acronym usually pronounced more pigs),
such as World ofWarcraft, League of Legends , and non-game spaces
such as Second Life.
The 2ooos brought what has been called Web 2.0, the hallmark
of which is often taken to be user-generated content. But, having
been through the paragraphs just above, one must wonder what
content on the textual internet and much …
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Nurse Practitioner Knowledge
Mechanics
and word limit is unit as a guide only.
The assessment may be re-attempted on two further occasions (maximum three attempts in total). All assessments must be resubmitted 3 days within receiving your unsatisfactory grade. You must clearly indicate “Re-su
Trigonometry
Article writing
Other
5. June 29
After the components sending to the manufacturing house
1. In 1972 the Furman v. Georgia case resulted in a decision that would put action into motion. Furman was originally sentenced to death because of a murder he committed in Georgia but the court debated whether or not this was a violation of his 8th amend
One of the first conflicts that would need to be investigated would be whether the human service professional followed the responsibility to client ethical standard. While developing a relationship with client it is important to clarify that if danger or
Ethical behavior is a critical topic in the workplace because the impact of it can make or break a business
No matter which type of health care organization
With a direct sale
During the pandemic
Computers are being used to monitor the spread of outbreaks in different areas of the world and with this record
3. Furman v. Georgia is a U.S Supreme Court case that resolves around the Eighth Amendments ban on cruel and unsual punishment in death penalty cases. The Furman v. Georgia case was based on Furman being convicted of murder in Georgia. Furman was caught i
One major ethical conflict that may arise in my investigation is the Responsibility to Client in both Standard 3 and Standard 4 of the Ethical Standards for Human Service Professionals (2015). Making sure we do not disclose information without consent ev
4. Identify two examples of real world problems that you have observed in your personal
Summary & Evaluation: Reference & 188. Academic Search Ultimate
Ethics
We can mention at least one example of how the violation of ethical standards can be prevented. Many organizations promote ethical self-regulation by creating moral codes to help direct their business activities
*DDB is used for the first three years
For example
The inbound logistics for William Instrument refer to purchase components from various electronic firms. During the purchase process William need to consider the quality and price of the components. In this case
4. A U.S. Supreme Court case known as Furman v. Georgia (1972) is a landmark case that involved Eighth Amendment’s ban of unusual and cruel punishment in death penalty cases (Furman v. Georgia (1972)
With covid coming into place
In my opinion
with
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The ability to view ourselves from an unbiased perspective allows us to critically assess our personal strengths and weaknesses. This is an important step in the process of finding the right resources for our personal learning style. Ego and pride can be
· By Day 1 of this week
While you must form your answers to the questions below from our assigned reading material
CliftonLarsonAllen LLP (2013)
5 The family dynamic is awkward at first since the most outgoing and straight forward person in the family in Linda
Urien
The most important benefit of my statistical analysis would be the accuracy with which I interpret the data. The greatest obstacle
From a similar but larger point of view
4 In order to get the entire family to come back for another session I would suggest coming in on a day the restaurant is not open
When seeking to identify a patient’s health condition
After viewing the you tube videos on prayer
Your paper must be at least two pages in length (not counting the title and reference pages)
The word assimilate is negative to me. I believe everyone should learn about a country that they are going to live in. It doesnt mean that they have to believe that everything in America is better than where they came from. It means that they care enough
Data collection
Single Subject Chris is a social worker in a geriatric case management program located in a midsize Northeastern town. She has an MSW and is part of a team of case managers that likes to continuously improve on its practice. The team is currently using an
I would start off with Linda on repeating her options for the child and going over what she is feeling with each option. I would want to find out what she is afraid of. I would avoid asking her any “why” questions because I want her to be in the here an
Summarize the advantages and disadvantages of using an Internet site as means of collecting data for psychological research (Comp 2.1) 25.0\% Summarization of the advantages and disadvantages of using an Internet site as means of collecting data for psych
Identify the type of research used in a chosen study
Compose a 1
Optics
effect relationship becomes more difficult—as the researcher cannot enact total control of another person even in an experimental environment. Social workers serve clients in highly complex real-world environments. Clients often implement recommended inte
I think knowing more about you will allow you to be able to choose the right resources
Be 4 pages in length
soft MB-920 dumps review and documentation and high-quality listing pdf MB-920 braindumps also recommended and approved by Microsoft experts. The practical test
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One thing you will need to do in college is learn how to find and use references. References support your ideas. College-level work must be supported by research. You are expected to do that for this paper. You will research
Elaborate on any potential confounds or ethical concerns while participating in the psychological study 20.0\% Elaboration on any potential confounds or ethical concerns while participating in the psychological study is missing. Elaboration on any potenti
3 The first thing I would do in the family’s first session is develop a genogram of the family to get an idea of all the individuals who play a major role in Linda’s life. After establishing where each member is in relation to the family
A Health in All Policies approach
Note: The requirements outlined below correspond to the grading criteria in the scoring guide. At a minimum
Chen
Read Connecting Communities and Complexity: A Case Study in Creating the Conditions for Transformational Change
Read Reflections on Cultural Humility
Read A Basic Guide to ABCD Community Organizing
Use the bolded black section and sub-section titles below to organize your paper. For each section
Losinski forwarded the article on a priority basis to Mary Scott
Losinksi wanted details on use of the ED at CGH. He asked the administrative resident