Wednesday, January 29, 2020
GA AEMT Drug Cards Essay Example for Free
GA AEMT Drug Cards Essay ACTION: Reverses Hypoxia, Increases arterial oxygen, Increases hemoglobin saturation, Increases tissue oxygenation Indications: Hypoxia or anticipated hypoxia, or in any medical or trauma patient to improve respiratory efficiency. Contraindications: There are no contraindications to oxygen therapy. Dose: Route: Oral DOSAGE: Adult: 1-6 LPM via NC; 10-15 LPM via NRB; 15 LPM via BVM Pediatric: 1-6 LPM via NC; 10-15 LPM via NRB; 15 LPM via BVM Common side effects: Dry or bloody nose, skin irritation from the nasal cannula or face mask Precautions/major interactions: Chronic obstructive pulmonary disease (COPD) and very prolonged administration of high concentrations in the newborn. Drug: Oral Glucose Generic Glutose, Insta-Glucose Class of medication: Monosaccharide Carbohydrate ACTION: After absorption from GI tract, glucose is distributed in the tissues and provides a prompt increase in circulating blood sugar Onset: 10 min Indications: Patients with altered mental status and known history of diabetes mellitus Contraindications: Unconsciousness; known diabetic who has not taken insulin for days; patient who is unable to swallow Dose: Route: Oral DOSAGE/ROUTE:Adult: One tube or packet; repeat based on BGL Pediatric: One tube or packet; repeat based on BGL ââ¬â minimum age 3 yrs Common side effects: Nausea, may be aspirated by the patient without a gag reflex Precautions/major interactions Assure patient has control of swallowing and airway. Drug: Glucagon Generic: GlucaGen Class of medication: Hormone, antihypoglycemic ACTION: Glucagon is a protein secreted by pancreatic cells that causes a breakdown of stored glycogen into glucose and inhibits the synthesis of glycogen from glucose. Indications: Hypoglycemia without IV access. Contraindications: Hypersensitivity to glucagon or protein compounds. Dose: Route: Intramuscular Adult:1-2mg IM, repeat in 15 minutes if BGL
Tuesday, January 21, 2020
Julius Caesar: Brutus Vs. Cassius Essay -- essays research papers
Contrasting Characters In Shakespeareââ¬â¢s The Tragedy of Julius Caesar, Brutus and Cassius are contrasting characters. They differ in the way they perceive Antony as a threat to the assassination plot, their dominance in personality, and their moral fiber. In Julius Caesar, Brutus is the more naà ¯ve, dominant and noble character, while Cassius is the more perceptive, submissive, and manipulative person. Brutus and Cassius are very different in the way they perceive Antony. Brutus is very trusting and naà ¯ve when he judges Antony. When the subject of killing Antony comes up among the conspirators, Brutus underestimates how dangerous Antony could be and says, ââ¬Å"For Antony is but a limb of Caesarâ⬠(2.1.178). This statement means Brutus does not think it is necessary to kill Antony and he thinks that without Caesar, Antony is worthless. Another incident where Brutus misjudges Antony is when he allows Antony to speak at Caesarââ¬â¢s funeral. Brutus trusts that Antony will not say anything bad about the conspirators or him: ââ¬Å"What Antony shall speak I will protest/ He speaks by leave and by permission, / And that we are contented Caesar shall/ Have all true rites and lawful ceremonies. / It shall advantage us more than do us wrongâ⬠(3.1.263-268). Brutus actually thinks that by letting Antony speak, the conspirators and he will have a better situation for themselve s because it will make their plot seem honorable. Cassius, on the other hand, is a very perceptive person; he sees how dangerous Antony can be. He notices that Antony is clever and that he might not be trustworthy. When Brutus suggests that they shouldnââ¬â¢t kill Antony, Cassius says if Antony outlives Caesar, ââ¬Å"[They] shall find of [Mark Antony]/ a shrewd contriverâ⬠(2.1.170-171). When Brutus gives Antony the right to speak at Caesarââ¬â¢s funeral, Cassius pulls Brutus aside and says, â⬠You know not what you do. Do/ not consent/ That Antony speak in [Caesarââ¬â¢s] funeral. / Know you how much the people may be moved/ by that which [Antony] will utterâ⬠(3.1.255-259)? Cassius sees that Antony is a powerful speaker and that if Antony speaks the people will side with him. This shows that Cassius has a much better idea of how dangerous Antony is. Although Cassius is correct on how dangerous Antony really is, Brutusââ¬â¢ ideas are used because Brutus is the more dominant character. In the play Cassius is the more passive character and ... ...proves Cassius is jealous and fears that Caesar will get to become king. He initiates an assassination plot and persuades Brutus to help him. After Cassius comments on how noble Brutus is, he talks about seducing Brutus into allying with him. To show that he says, ââ¬Å"Therefore it is meet/ That noble minds keep ever with their likes; / For who so firm that cannot be seducedâ⬠(1.2.322-324). The word seduced itself means that Cassius is planning to trick Brutus into helping him. Again, Cassius shows his mischievous nature when he says how he is going to write false letters to Brutus and throw them in his window: ââ¬Å"In several hands in at his windows throw, / As if they came from several citizens, / Writings, all tending to the great opinion that Rome holds of his nameâ⬠¦Ã¢â¬ (1.2.227-230). This shows that Cassius is clever but not trustworthy. These examples prove that Brutus and Cassius differ between being noble and honorable, or conniving and mischievous. Brutus and Cassius have different ways of perceiving people, different personalities, and different values. They contradict each other in these three important ways, but together they play an important part in Shakespeareââ¬â¢s Julius Caesar.
Monday, January 13, 2020
Gaming the Console Response
2121 ââ¬â Writing for MIT Dr. Tim Freeborn January 31, 2012 Gaming the Console ââ¬â Rhetorical Essay In Linda Bernsteinââ¬â¢s informative article ââ¬Å"Gaming the Consoleâ⬠she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits.Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented. The initial picture that is splashed across the entire first page of the article seems to represent the type of teen who exhibits the potential for increased aggression as a result of playing video games.The photo depicts a male teenager with spiked hair, dark eyes, pierced ear, and stubble on his lip and chin. These characteristics are typically indicative of a more rebellious or aggressive individual. His concentration is evident in his wide-eyed expression and his grimacing face with his tongue in his mouth. He holds the console in a tight grip as shown by the redness of his skin around his thumbs, which indicates his level of intensity. All of these details compliment the notion that video games may be unknowingly impacting areas of the brain associated with aggression.Professor Craig A. Anderson of Iowa State University describes this as follows: ââ¬Å"The effects arenââ¬â¢t huge or immediately noticeable by a game player, but they tend to increase over timeâ⬠(Bernstein 14). The player may not feel more aggressive after playing a game, but there may be evidence to suggest the effect is still there none the less. The next image in sequence works well in conjunction with the text and seems to support the argument that gaming can have positive benefits if used appropriately. For instance, in the article eighteen-year-old David A. xpresses, ââ¬Å"Itââ¬â¢s a fun way of being with your friends when [you are] home relaxing. [It is] competitive and fun, but I only do it when I have extra timeâ⬠(Bernstein 14). This opinion appears to be shared by the two male and two female teens shown in the picture. They appear to be having fun while playing the game and getting along. Although they have a look of concentration on their faces, the fact that they are all leaning in the same direction could indicate they are playing towards a common goal, and thus encouraging teamwork.It shows boys and girls playing together which illustrates that gaming can have a social and inclusive benefit, and is not simply for socially awkward children. This image can support the notion that if gaming is not performe d at the exclusion of other things such as schoolwork and sports, it can be a fun pastime. The last image Bernstein integrates into her article could be perceived as support for either side of the debate over the impact of video games. The presentation of a boy with his headset on and console in the air with a huge smile indicates again a positive image of gaming.On the other hand, the fact that he is wearing headphones may signify that he is a serious gamer who spends a lot of time gaming at the exclusion of other educational activities. This picture is rather ambiguous because depending on whether he is part of the 8% teen gamers who are addicted or 92% who are not addicted it can have a very different meaning (Bernstein 14). Overall, this image can be interpreted to support whatever argument you are rooting for by the end of the article.Bernstein is successful in presenting useful images that enhance the text while still being fair and showing all views discussed throughout the a rticle. The first image portrays the aggressive nature of gaming, the second illustrates the social aspect of gaming and the third image is left up for interpretation by the viewer. Overall, the article displays a balanced perspective complimented with appropriate corresponding images that support Bernsteinââ¬â¢s thesis. Works Cited Bernstein, Linda. ââ¬Å"Gaming the Console. â⬠Current Health Teens. â⬠March 2012.
Saturday, January 4, 2020
The Case Ban On Tobacco Ads And Talks About The Conflict...
This essay is a case study analysis that uses the case Ban on Tobacco Ads and talks about the conflict of interests between tobacco producers and the Government of India. In Feb 2001 the Government of India published the news on tabling a bill that bans Tobacco companies on advertising cigarettes and sponsoring the sports and other cultural events. (1) There are several arguments that support the Governmentââ¬â¢s decision: 1. Protection of peopleââ¬â¢s health. As World Health Organization states that the 3 million deaths in 1990 occurred as a result of smoking and in 1998 it raised to 4.023 million. 2. Preventing the children aged 14-24 years from being smokers. According to internal document from R J Reynolds (1998) the bright advertising of the cigarettes that had a camelââ¬â¢s picture on the packing was attractive to children and stimulated teenage smoking. 3. Contributions of cigarettes to the budget of India is 0.14% versus the health costs which account for 0.21%. 4. Provision of employment by the tobacco industry is an illusion because those who will not be employed in the tobacco field will be employed somewhere else and will be more labor intensive. 5. Complete bans on the tobacco products give a better decrease in tobacco consumption. This is evident in the investigation of UKââ¬â¢s Department of Health (1992) which found out that the banning of advertising resulted in fall of smoking. (2) Opposed to the Government there are several arguments from Tobacco companies thatShow MoreRelatedCase Studies67624 Words à |à 271 PagesCase Studies C-1 INTRODUCTION Preparing an effective case analysis C-3 CASE 1 CASE 2 CASE 3 CASE 4 CASE 5 CASE 6 CASE 7 ABB in China, 1998 C-16 Ansett Airlines and Air New Zealand: A flight to oblivion? 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