Submit Files A2 Word CP 102 A B Info Processing ✓ Solved
Submit Files A2 Word Cp 102 A B Info Processing With
The purpose of this assignment is to familiarize you with using Microsoft Word to create an academic paper, including the use of a cover page, table of contents, citations, headers, footers, footnotes or endnotes, and the creation of a bibliography or works cited page.
You don’t have to write the essay for this assignment yourself; an essay that contains multiple headings and paragraphs has already been created for you and placed in the Dropbox. The file is called a2_start.docx.
Below is a list of books that you will pretend you used as references for the document:
- Virtual Reality by Howard Rheingold
- What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
- Secondlife: The Complete Guide
Requirements:
- A cover page created using the Cover Page tool. Document title should be Digital Life (do not bold the title).
- Headings formatted using the Styles tool. Items listed as Sub Topic should be formatted using the Heading 2 style. The other items should be formatted as the Heading 1 style.
- A Table Of Contents generated using the Table of Contents tool, placed alone on a separate page (page 2, after the cover page).
- List 3 sources in the Source Manager.
- Add citations using the References tool. Use APA style.
- A header containing your name and Laurier e-mail address.
- A footer containing the page number in the lower, right corner.
- A bibliography containing the 3 references you used in the assignment.
- Add a footnote to the end of the last paragraph in the Foreword stating, “This document contains lorem ipsum text.”
Paper For Above Instructions
Digital life has transformed the way we interact with the world around us. The advances in technology have fostered an environment where not only information is readily available but also its access has become a part of our daily living. In this academic paper, created for the purpose of this assignment, we will discuss the impact of digital life on human interaction, education, and entertainment.
Firstly, human interaction has significantly changed due to the rise of digital platforms. Howard Rheingold, in "Virtual Reality," explores how technology creates virtual spaces where individuals can connect beyond geographical limitations (Rheingold, 1991). This digital interaction often substitutes face-to-face communication, which can lead to both positive and negative consequences. For example, while individuals can maintain long-distance friendships through social media, they may also experience feelings of isolation if they rely solely on digital communication.
Education is another area profoundly influenced by digital advancements. The accessibility of online courses and the availability of learning resources enable students from various backgrounds to pursue education on their own terms. As discussed in "What's Real Anymore," the integration of digital tools in learning environments allows students to engage in interactive learning experiences (Author, Year). This has led to an increase in personalized education paths, where learners can tailor their studies to fit their individual needs and preferences.
Furthermore, the entertainment industry has transformed dramatically in the digital age. The rise of streaming services exemplifies this shift. Individuals no longer rely solely on traditional means of watching television or movies; instead, they are able to access a vast array of content on-demand (Author, Year). This change has created a more diverse cultural landscape where content from various origins can be explored at the click of a button, contributing to a more global experience of entertainment.
In conclusion, digital life encapsulates a broad spectrum of changes affecting human interaction, education, and entertainment. As society increasingly adopts these technologies, it is essential to continue evaluating the implications these changes have on our lives. This framework of understanding will allow us to navigate the complexities introduced by our digital existence.
References
- Rheingold, H. (1991). Virtual Reality. New York: Summit Books.
- Author, A. (Year). What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences. Publisher.
- Author, A. (Year). Secondlife: The Complete Guide. Publisher.
- Bost, J. (2012). MLA, APA, Chicago — Microsoft Word formats bibliographies for you. Retrieved September 25, 2012, from Office In Education: education/archive/2010/09/22/mla-apa-chicago-microsoft-word-formats-bibliographies-for-you.aspx
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