the safeguarding of children & young people. These are listed below. The United Nations Convention on the Rights of the Child (1989) This treaty consists of 54 articles‚ each defining the rights & freedom of all children. Article 19 states that ‘children have the right to be protected from being hurt & mistreated‚ physically or mentally’. Article 34 states that ‘Governments should protect children from all forms of sexual exploitation & abuse’. Article 36 states that ‘children should be protected
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Unit 3 - supporting children E1 The children act 1989 Protection of children act 1999 Safeguarding vulnerable groups act 2006 Childcare act 2006 Equality act 2010 E2 the children act came into force in 1991 this was to attempt to bring together lots of different legislations; I cover many things like child protection‚ parent responsibility and the inspection of settings. It mostly cover that a child’s welfare is paramount‚ and that their views should be taken into account at all times
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Supporting teaching and learning in schools Unit 2 safeguard the wellbeing of children and young people. Task 1 Any individual that comes into contact with children or young people should establish and maintain a safe environment and have the duty to safeguard and promote the welfare. Child protection policies and procedures are set to safeguard‚ detect and prevent child abuse and neglect. This also includes helping children and young people to protect themselves from abuse and dealing with bullying
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Vivendi acquired the Activision in Dec 2007. After that transaction‚ the two big giants of gaming industry‚ Activision and Vivendi games— which includes Blizzard entertainment‚ announced that they would form "the world’s most profitable games business" in a merger deal of $18.8 billion. The business range of the new company named “Activision Blizzard”‚ would cover every territory of the world on every gaming platforms‚ such as PS3‚ Xbox 360‚ Wii and PC games. BBC news said‚ “The companies behind Call
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Group 3 | Activision Blizzard | Marketing Report | | | | “Video games sit at the confluence of history‚ technology‚ and art in such a way that’s found in no other medium‚ a place where influences from every creative field meet‚ mix‚ and recombine.” - Daniel D. Synder‚ The Atlantic | Activision Blizzard‚ Inc. is one of the leading companies in the entertainment and game software industry in the world. Since its creation in 1979‚ Activision has been able
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BLIZZARD COMPANY AND COST-VOLUME PROFIT CASE Member’s name: Tran Mai Xuan Tran Thi Kim Oanh Le Thi Hong Ngoc Bui Sao Mai I. Introduction and History 1. About Blizzard: Blizzard Entertainment is a premier developer and publisher of entertainment software. After establishing the Blizzard Entertainment label in 1994‚ the company quickly became one of the most popular and well-respected makers of computer games. By focusing on creating well-designed‚ highly
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new aggression-related scripts that can become more and more accessible for the real-life conflict that may arise. (9) --- dzfvdv vgb d Dota Addiction INTRODUCTION: Dota means `Defense of the Ancients’ according to Icefrog the head of Blizzard group. This game is a custom scenario for warcraft III based on the`Acon of strife’map for starcraft. The objective of the scenario is to destroy the opponents `Ancients’. The two teams ancient are heavily guarded structure at opposing corner of
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and represent themselves; there are positive and negative effects of playing and the potential for of addiction. Since World of Warcraft has the largest player base‚ it will be the primary subject of examination. 1. In-Game Subculture Blizzard‚ the company owning and designing WoW‚ has worked hard to create a virtual world. There are two continents and many cities‚ races‚ and professions available to the player. Given this level of immersion‚ it is not surprising a sub-culture has arisen
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“Study about Disadvantages of DOTA (Defense of the Ancients) in the Academic Skills of Fourth Year Students in St. Thomas Academy” Researchers: Archie Andrews S. Conde Christian B. Coronado Dennis M. Villasanta Glydel Mae N. Arcillas Joan M. Guantes IV- St. Alphonsus de Liguori February 11‚ 2013 Statement of the Problem Video gaming has been a part of most people’s lives since 1950’s and it has been developing since then. As technology flourished‚ video gaming trailed
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10029 Prof S Thompson Critical Review Word count 1081 The book in which I have decided to critically examine is ‘Five children and It’ by E.Nesbit. Written during the Golden Age of children’s literature in 1902 its success as a children’s novel is evident and can be seen through its reprints in almost every decade since its release. This story is accessible to both children and adults. The reason that I have chosen this book is because of the influences upon society that Edith Nesbit had and the
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