Later, in math class, the same students had
less difficulty following Bridget McElduff as she taught a lesson on adding fractions with different denominators.
Not exact matches
Dr Tharp concludes: «The implications are that many people who develop PTSD
following non-military combat traumas — particularly rape — are
less likely to have it recognized by those around them, and are also
less likely to seek help for their
difficulties.»
They relate their hypothesis to life - history theory, which talks of balancing the preservation of one's health and the production of offspring that will survive to reproduce themselves, and theorize that «early life stressors may predispose an individual to adaptively suppress fertility when situations are
less than optimal, leading to periods of fertility
difficulties even
following previous births.»
«The studies that I'm familiar with say that the inner - city parochial schools, which spend much
less per child on education, do a better job than the public schools that spend much more,» said Scalia, adding «so I just don't think it
follows that... more money [will] solve the
difficulty that the people of Cleveland found with their public schools.»
- the 18 returning classes were chosen by seeing which popular classes would fit with the game - they also wanted to include classes to cover roles that the roster was lacked - the Pugilist class was added because the first group of classes selected did not include any with bashing and binding attacks - War Magus was added because the Medic was the only healer class in the roster at that point - they couldn't simply include all popular classes as that would have skewed the balance of the game - as for the Hero class, they with balanced offensive and defensive capabilities, but this made things to similar to other classes - this was rectified by adding after - images and other skills with good synergy - when an after - image appears, it does the same skills as the Hero, except on the
following turn - it becomes possible for skills that usually can not be used multiple times in a row to be activated multiple turns in a row - it also means skills that only have an effect for one turn can be extended to two - after - images use not only the Hero's own class skills, but also their subclass skills - if the subclass is an Imperial, the Drive skill can be used multiple times in a row - when using Hero as a subclass to Nightseeker, the character can cover the Nightseeker's weaknesses of having low defense - after - images can also help increase the chances of inflicting status ailments - subclasses can be used to make up for weakness - Swordsman, a class that can learn speed and accuracy boosting skills, would be a good subclass for the Gunner - Reaper as a subclass for War Magus would allow that character to use the scythe's skills to inflict status ailments - the skill tree is slowly unlocked as a character grows - there are more skills that make jobs» individual styles stand out more, or expand the player's choices - the skill tree is also made so that there are
less requirements to learn specific skills as compared to 5 - this makes it easier for players to get the skill they want without spending large numbers of skill points on lower skills - it's now easier to put points into skills, which makes re-specing easier - the team faced
difficulty in balancing classes that were never meant to be alongside each other - they are doing their best to ensure that they keep the individual classes» identities intact
The boss battles don't quite live up to the rest of the game, and the whole thing ends rather unceremoniously, but the levels themselves
follow a strong
difficulty arc, with Aberrations available for a
less - than - conventional respite.
I'd like to offer this
follow up: The next step is what you do with your
difficulty setting: Do you exploit it to get as far in the game as you can or do you use it to help your fellow gamers who are playing with a
less advantageous setting to do better — to level out the fairness?
In general, the child characteristics that were significant predictors of treatment outcomes
followed a similar pattern to that for the parent characteristics, with children showing poorer initial functioning showing greater gains with treatment (i.e., more internalizing symptoms, more temperamental
difficulty, greater functional impairment), but the children with
less severe initial problems showing lower levels of ODD - related symptoms at each trial.
A larger randomized controlled trial with 910 students was conducted and found that, compared to the control group children, intervention children were significantly
less depressed at post-test and had lower levels of parent - reported total
difficulties immediately after the intervention; these effects were maintained at the 6 - month
follow - up (Rooney et al., 2013a).
Follow - up studies of adolescent depression and conduct disorder have pointed to homotypic continuity, but
less information exists about outcomes beyond mental disorders and about the extent to which adolescents with different disorders experience different versus similar
difficulties during the transition to adulthood.